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| Gideon_Gideonson04-04-08, 12:56 AM | For any who may be unaware, E6 is a variant of D&D that caps at level 6, to keep the classes balanced and out of the "superhero" level that standard D&D sometimes approaches. With this in mind, I'm designing some variants of the base classes that make those six levels interesting and full of abilities and flavor. All comments are appreciated. Before you ask, Hit Points are fixed, so you aren't screwed by having a few low rolls. Additionally, spellcasting and PrCs (classes available from level 4+) are in the works, covering everything from the mage to the swashbuckler to the archer. ***** The Barbarian Skill Points at 1st level: (4+int modifier) x4 Skill Points at each additional Level: 4 + Int Modifier Weapon and Armor Proficiency: Barbarians are proficient with all simple and martial weapons, and with all light and medium armor. The Barbarian Hit Points: 8 Base Attack Fort Ref Will Level Bonus Save Save Save Special 1st +1 +2 +0 +0 Rage 1/encounter, Fast Movement 2nd +2 +3 +1 +0 Power Attack 3rd +3 +3 +1 +1 Damage Reduction 1/-, Uncanny Dodge 4th +4 +4 +2 +1 Improved Power Attack 5th +5 +4 +2 +1 Greater Rage 2/encounter, Damage Reduction 2/- 6th +6 +5 +3 +2 Mighty Berserker Rage At 1st level, the barbarian may enter a ferocious rage once per encounter. Entering rage is a swift action, and, once activated, the barbarian gains a +2 bonus to Strength, Constitution, and Will saves for the duration of the rage. Rage lasts a number of rounds equal to 3 + the barbarian’s improved Constitution score. At 5th level, a barbarian’s rage increases in ferocity, granting him a +4 bonus to Strength, Constitution, and Will saves. He may also rage one additional time per encounter. Fast Movement At 1st level, the barbarian receives a +10ft bonus to his base land speed. Power Attack: At 2nd level, the barbarian learns to sacrifice accuracy to swing in wide, powerful sweeps. He receives the power attack feat for free, even if he does not meet the prerequisites. At 4th level, the barbarian gains a +3 bonus to damage for every 2 points of penalty he takes when wielding a one-handed weapon, and a +3 bonus to damage for every point of penalty he takes when wielding a two-handed weapon. Damage Reduction At 3rd level, the barbarian becomes able to simply shrug off damage. He gains damage reduction 1/-. At 5th level, the barbarian’s damage reduction increases to 2/- Mighty Berserker At 6th level, the barbarian is a machine of rage and devastation. He gains a +1 bonus to any two ability scores of his choice. Additionally, when raging, he may, as a standard action, strike a mighty blow. An opponent struck in this manner must make a Fortitude save (DC 10 + ½ the barbarian’s character level + the barbarian’s Strength modifier) or be immobilized for 1 round. ***** The Fighter Skill Points at 1st level: (2+int modifier) x4 Skill Points at each additional Level: 2 + Int Modifier Weapon and Armor Proficiency: Fighters are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields (except tower shields). The Fighter Hit Points: 7 Base Attack Fort Ref Will Level Bonus Save Save Save Special 1st +1 +2 +0 +0 Bonus Feat, Parry 1/encounter 2nd +2 +3 +1 +0 Weapon Mastery I 3rd +3 +3 +1 +1 Bonus Feat, Parry 2/encounter 4th +4 +4 +2 +1 Weapon Mastery II 5th +5 +4 +2 +1 Bonus Feat, Parry 3/encounter 6th +6 +5 +3 +2 Combat Mastery Bonus Feat At 1st level, the fighter gains a bonus feat drawn from the list of fighter bonus feats. He must meet the prerequisites of the feat to select it. At 3rd and 5th level the fighter gains an additional bonus feat from the list of fighter bonus feats. Parry At 1st level, the fighter may deflect blows with his weapon. Once per encounter, as an immediate action, he may declare he is parrying a single melee attack that would have struck him. This action must be declared before damage is dealt, and turns the successful attack into a miss. At 3rd and 5th level the fighter gains an additional use of this ability per encounter. Weapon Mastery At 2nd level, the fighter begins to master the use of weaponry. He increases the critical multiplier of all weapons he wields by 1. At 4th level, the fighter increases the critical threat range of all weapons he wields by 1. This ability applies after the keen weapon property and the Improved Critical feat. Combat Mastery At 6th level, the fighter has reached the pinnacle of his combat ability. He gains a +1 bonus to any two ability scores of his choice. Additionally, his reach increases by 5ft when he wields a melee weapon. ***** The Marshal Skill Points at 1st level: (4+int modifier) x4 Skill Points at each additional Level: 4 + Int Modifier Weapon and Armor Proficiency: Marshals are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields (except tower shields). The Marshal Hit Points: 7 Base Attack Fort Ref Will Level Bonus Save Save Save Special 1st +0 +2 +0 +2 Minor Auras, Tactical Mastery 2nd +1 +3 +0 +3 Major Auras +1 3rd +2 +3 +1 +3 Inspiring Presence I 4th +3 +4 +1 +4 Greater Tactical Mastery 5th +3 +4 +1 +4 Inspiring Presence II, Major Auras +2 6th +4 +5 +2 +5 True Commander Auras The marshal exerts an effect on allies in his vicinity. He can learn to produce different effects, or auras, over the course of his career. The marshal may project one minor aura and (starting at 2nd level) one major aura at a time. Projecting an aura is a swift action. The aura remains in effect until the marshal uses a free action to dismiss it or activates another aura of the same kind (major or minor). A marshal can have an aura active continually; thus, an aura can be in effect at the start of a combat encounter even before the marshal takes his first turn (but see below on major auras). Activating an aura involves haranguing, ordering, directing, encouraging, cajoling, or calming allies. A marshal sizes up the enemy, allies, and the terrain, then gives allies the direction that they can use to do their best. Unless otherwise noted, a marshal's aura affects all allies within 60 feet (including himself). An ally must have an Intelligence score of 3 or higher and be able to understand the marshal's language to gain the bonus. A marshal's aura is dismissed if he is dazed, unconscious, stunned, paralyzed, or otherwise unable to be heard or understood by his allies. A marshal begins play knowing one minor aura of his choice. At each level indicated in Table: Marshal Auras, he learns either a minor or a major aura, as appropriate. Marshal Auras Level Minor Major 1st 2 - 2nd 3 1 3rd 3 2 4th 4 2 5th 4 3 6th 5 3 Minor Aura: A minor aura lets allies add the marshal's Charisma bonus (if any) to certain rolls. However, a minor aura is limited by experience -- a marshal cannot grant a bonus higher than his marshal initiator level +1, even if his Charisma bonus is greater than this. Accurate Strike: Bonus on rolls made to confirm critical hits. Art of War: Bonus on disarm, trip, bull rush, and sunder attempts. Demand Fortitude: Bonus on Fortitude saves. Force of Will: Bonus on Will saves. Master of Opportunity: Bonus to Armor Class against attacks of opportunity. Master of Tactics: Bonus on damage rolls when flanking. Motivate Constitution: Bonus on Constitution checks and Constitution-based skill checks. Motivate Dexterity: Bonus on Dexterity checks, Dexterity-based skill checks, and initiative checks. Motivate Strength: Bonus on Strength checks and Strength-based skill checks. Over the Top: Bonus on damage rolls when charging. Watchful Eye: Bonus on Reflex saves. Major Aura: Beginning at 2nd level, a marshal can project a major aura in addition to his minor aura. A major aura lets allies add +1 to certain rolls. This bonus improves by +1 at 4th level. The bonus from a major aura only applies during an encounter; although it may be active before the encounter begins, your team is not in the proper state of mind to benefit from it until the encounter starts. Benefits from an active major aura apply to each individual on their first turn with no particular action on the part of the marshal. Hardy Soldiers: The marshal’s allies gain damage reduction equal to the bonus granted by the Major Aura. For example, if the marshal is 1st level, everyone affected gains DR 1/-. Motivate Ardor: The marshal’s allies gain a bonus on damage rolls equal to the bonus granted by the Major Aura. Motivate Attack: The marshal’s allies gain a bonus on melee attack rolls equal to the bonus granted by the Major Aura. Motivate Care: The marshal’s allies gain a bonus to armor class equal to the bonus granted by the Major Aura. Motivate Urgency: The marshal’s allies gain a bonus to their base speed equal to the 5ft per point of bonus granted by the Major Aura. Resilient Troops: The marshal’s allies gain a bonus on saving throws equal to the bonus granted by the Major Aura. Steady Hand: The marshal’s allies gain a bonus on ranged attack rolls equal to the bonus granted by the Major Aura. Tactical Mastery The marshal’s knowledge of battle tactics enables his allies to fight better than ever before. At 1st level a marshal may select a single feat that he possesses. All allies affected by his aura gains the benefits of that feat, even if they do not meet the prerequisites. The marshal may change this feat at any time as a swift action. At 4th level the marshal may select an additional feat to grant his allies, and may change both as a swift action. Inspiring Presence The marshal’s presence on the battlefield inspires his allies to new heights. At 3rd level a Marshal may project an additional minor aura. At 5th level the marshal may also project an additional major aura. True Commander At 6th level a marshal reaches the pinnacle of his combat abilities. He gains a +1 bonus to any two ability scores of his choice. Additionally, once per encounter, as a swift action, he may grant an additional full-round action to a number of allies equal to his Charisma modifier. ***** The Rogue Skill Points at 1st level: (8+int modifier) x4 Skill Points at each additional Level: 8 + Int Modifier Weapon and Armor Proficiency: Rogues are proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow, and short sword. Rogues are proficient with light armor, but not with shields. The Rogue Hit Points: 5 Base Attack Fort Ref Will Level Bonus Save Save Save Special 1st +0 +0 +0 +0 Sneak Attack +1d6, Trapfinding 2nd +1 +1 +3 +0 Evasion, Hidden Strike 1/encounter 3rd +2 +1 +3 +1 Sneak Attack +2d6, Uncanny Dodge 4th +3 +2 +4 +1 Improved Evasion, Hidden Strike 2/encounter 5th +3 +2 +4 +1 Sneak Attack +3d6, Improved Uncanny Dodge 6th +4 +3 +5 +2 Master Thief Sneak Attack If a rogue can catch an opponent when it is unable to defend himself effectively from his attack, he can strike a vital spot for extra damage. The rogue’s attack deals extra damage any time his target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks his target. This extra damage is 1d6 at 1st level, and it increases by 1d6 every two rogue levels thereafter. Should the rogue score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet. With a sap (blackjack) or an unarmed strike, a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. He cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty. A rogue can sneak attack only living creatures with discernible anatomies—undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to sneak attacks. The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach. Trapfinding Rogues (and only rogues) can use the Search skill to locate traps when the task has a Difficulty Class higher than 20. Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it. Rogues (and only rogues) can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it. A rogue who beats a trap’s DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with her party) without disarming it. Evasion At 2nd level and higher, the rogue can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion. At 4th level, a rogue takes no damage on a successful save and only half damage on a failed save. Hidden Strike At 2nd level, the rogue can make an attack that slips past his opponent’s guard, striking vital locations. Once per encounter, as a standard action, he may make a single attack. His target is denied its Dexterity bonus to armor class against this attack, thus allowing the rogue to make a sneak attack. At 4th level, a rogue may use this ability twice per encounter. Uncanny Dodge Starting at 3rd level, the rogue can react to danger before his senses would normally allow her to do so. He retains her Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses her Dexterity bonus to AC if immobilized. At 5th level, the rogue cannot be flanked. This denies another rogue the ability to sneak attack the character by flanking him, unless the attacker has at least four more rogue levels than the target does. Master Thief At 6th level, the rogue reaches the pinnacle of his skills. He gains a +1 bonus to any two ability scores of his choice. Additionally, he no longer provokes attacks of opportunity for moving through threatened squares, and he may always take 10 on Hide and Move Silently checks. |
| RobbyPants04-04-08, 11:16 AM | The idea is interesting. Are you going to write up variants of all the classes? Is the basic idea that they don't fight really strong monsters? I've thought of doing something similar to this for a modern campaign. I would run the levels beyond 6, but your BAB progression and HP would stop improving (or drastically slow). All you would gain is feats or advancements on various class abilities. I guess I'll have to see more (particularly casters) before I can comment on this in terms of balance. |
| Gideon_Gideonson04-04-08, 02:04 PM | Well, first off you seem to have gotten the idea that I created the idea. I actually found it HERE (http://www.enworld.org/showthread.php?t=206323). And yes. More classes are coming, and they are made to fight weaker monsters. After level 6 you only gain additional feats, so the CR cap is probably around 10...although really powerful monsters can be represented all the way up to maybe 15. Anyway, I'm also (as far as I know) introducing the idea of Prestige classes into E6. Normally they're not possible, but I like the versatility they give, so from level 4 up you can take a prestige class, provided you meet the requirement. All Prestige Classes also follow the same creation guidelines, so it's easy to create your own. ***** The Lasher Prerequisites Character Level: 3rd Base Attack Bonus: +2 Feats: Exotic Weapon Proficiency (Whip), Weapon Focus (Whip) Skill Points at each additional Level: 6 + Int Modifier The Lasher Hit Points: 6 Base Attack Fort Ref Will Level Bonus Save Save Save Special 1st +1 +1 +1 +0 Whiplash, Crack of Doom 1/encounter 2nd +2 +2 +2 +0 Prehensile Flick, Deafening Crack 3rd +3 +2 +2 +1 Paragon (Lashing Fury), Crack of Doom 2/encounter Whiplash Beginning at 1st level a Lasher provokes no attacks of opportunity for attacking with a whip. She may also coil up her whip as a swift action. Crack of Doom Beginning at 1st level a Lasher can stun her foes with a crack of her whip. Once per encounter she may make a touch attack against a foe within range. If the attack lands, it deals normal damage and her opponent must make a Fortitude save (DC 10 + the Lasher’s class level + the Lasher’s Dexterity modifier) or be stunned for 1d4 rounds. At 3rd level a Lasher may use this ability twice per encounter. Prehensile Flick At 2nd level a Lasher has reached the point where her whip is almost an extension of her body. She may take a standard action to grab any object within her range and wrap her whip around it. If the object weighs less than 20lbs she may pull it to her as a free action. If it weights between 21 and 50lbs she must take a standard action to pull it close. Objects above 51lbs cannot be pulled. Additionally, if the Lasher would make a Reflex save to avoid falling and fails, she may re-roll her saving throw if there is an immobile object nearby that she could wrap her whip around. Deafening Crack Beginning at 2nd level a Lasher can deafen her foes with the crack of her whip. Whenever she threatens a critical hit with her whip her opponent must make a Fortitude save (DC 10 + the Lasher’s class level + the Lasher’s Dexterity modifier) or be deafened for 1d4 rounds. Paragon (Lashing Fury) At 6th level a Lasher reaches the pinnacle of her skill. She gains a +1 bonus to any two ability scores of her choice. Additionally, whenever she uses her Deafening Crack ability she may target every opponent with range. The Hexblade Prerequisites Character Level: 3rd Base Attack Bonus: +2 Feats: Iron Will Skill Points at each additional Level: 4 + Int Modifier The Hexblade Hit Points: 7 Base Attack Fort Ref Will Level Bonus Save Save Save Special 1st +1 +1 +0 +1 Arcane Resistance, Curse 1/encounter 2nd +2 +2 +0 +2 Aura of Unluck, Mettle 3rd +3 +2 +1 +2 Paragon (Dark Soul), Curse 2/encounter Arcane Resistance Beginning at 1st level a Hexblade adds her Charisma modifier to all saving throws against arcane spells and spell-like abilities. Curse Beginning at 1st level a Hexblade may, as a swift action, invoke a terrible curse against an opponent within 60ft. Her opponent must make a Will save (DC 10 + the Hexblade’s class level + the Hexblade’s Charisma modifier) or take a -2 penalty to all armor class, attack rolls, damage rolls, saving throws, and skill checks for 1 hour per Hexblade level. At 3rd level a Hexblade may use this ability twice per encounter. Aura of Unluck Beginning at 2nd level a Hexblade is surrounded by an aura of misfortune. All opponents within 10ft of her take a -1 penalty to armor class, attack rolls, damage rolls, saving throws, and skill checks. This ability stacks with the Hexblade’s Curse ability. Mettle Beginning at 2nd level a Hexblade’s will is beyond that of normal mortals. If she makes a successful Fortitude or Will saving throw against a spell or ability that has a partial effect on a successful saving throw, she instead suffers no effects. Paragon (Dark Soul) At 6th level a Hexblade is a paragon of misfortune. She gains a +1 bonus to any two ability scores of her choice. Additionally, foes within 10ft of her suffer a 20% miss chance on all attacks. The Shadowdancer Prerequisites Character Level: 3rd Base Attack Bonus: +2 Skills: Hide 6 ranks, Move Silently 6 ranks Special: Evasion Skill Points at each additional Level: 6 + Int Modifier The Shadowdancer Hit Points: 5 Base Attack Fort Ref Will Level Bonus Save Save Save Special 1st +0 +0 +1 +1 Darkvision +60ft, Shadow Step 1/encounter 2nd +1 +0 +2 +2 Shadow Companion, Improved Evasion 3rd +2 +1 +2 +2 Paragon (Dance of Shadows), Shadow Step 2/encounter Darkvision +60ft Beginning at 1st level a Shadowdancer gains darkvision out to 60ft. If she already had darkvision, her existing darkvision’s range increases by 60ft. Shadow Step Beginning at 1st level a Shadowdancer may fade away into shadow to reappear elsewhere on the battlefield. Once per encounter, as a swift action, she may teleport to any unoccupied square within 50ft. At 3rd level a Shadowdancer may use this ability twice per encounter. Shadow Companion Beginning at 2nd level a Shadowdancer gains a shadow companion. This entity occupies a 5ft square, yet may occupy it with another creature. All opponents within 5ft of the shadow companion take a -1 penalty to armor class, attack rolls, damage rolls, saving throws, and skill checks. A shadow companion moves at a speed of 30ft per round, but if it ever travels more than 60ft from the Shadowdancer it vanishes, reappearing at her side 1 round later. Additionally, a Shadowdancer can call her companion to her side as a swift action. A shadow companion cannot be killed or damaged. Improved Evasion Beginning at 2nd level a Shadowdancer’s Evasion ability improves. She takes no damage on a successful Reflex save and only half damage on a failed save. Paragon (Dance of Shadows) At 6th level a Shadowdancer has fused her very soul with the essence of shadow. She gains a +1 bonus to any two ability scores of her choice. Additionally, once per encounter she may turn herself into a creature of shadow as a swift action. In this form she gains the incorporeal subtype and gains a melee touch attack that deals cold damage equal to 1d8 + the Shadowdancer’s Charisma modifier and 1d4 points of Strength damage. A successful Fortitude save (DC 13 + the Shadowdancer’s Charisma modifier) negates the Strength damage. Dance of Shadows lasts a number of rounds equal to 3 + the Shadowdancer’s Charisma modifier. The Witch Hunter Prerequisites Character Level: 3rd Base Attack Bonus: +2 Skills: Knowledge (arcana) 6 ranks Special: Must not possess arcane spellcasting or spell-like abilities duplicating arcane spells. Skill Points at each additional Level: 4 + Int Modifier The Witch Hunter Hit Points: 7 Base Attack Fort Ref Will Level Bonus Save Save Save Special 1st +1 +1 +0 +1 Sense Magic, Exorcise 1/encounter 2nd +2 +2 +0 +2 Favored Enemy (spellcasters), Mettle 3rd +3 +2 +1 +2 Paragon (Untouched by Witchery), Exorcise 2/encounter Sense Magic Beginning at 1st level a Witch Hunter gains the ability to see magic. If a character, monster, or item possesses arcane spells, arcane spell-like abilities, or magical qualities duplicating arcane spells the Witch Hunter sees them surrounded by a thin veil of black smoke. This ability is always active. Exorcise Beginning at 1st level a Witch Hunter may block his opponent’s access to their mystical powers. As a swift action he may invoke Exorcise on a creature or item within 60ft. The creature or object so affected must make a Will save (DC 10 + the Witch Hunter’s class level + the Hexblade’s Charisma modifier) or lose access to all arcane spellcasting, spell-like abilities duplicating arcane spells, and all supernatural abilities for a number of rounds equal to the Witch Hunter’s Charisma modifier. At 3rd level a Witch Hunter may use this ability twice per encounter. Favored Enemy (spellcasters) Beginning at 2nd level a Witch Hunter learns the secrets of fighting spellcasters. He receives a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against creatures with arcane spells or spell-like abilities duplicating arcane spells. Likewise, he gets a +2 bonus on weapon damage rolls against such creatures. Mettle Beginning at 2nd level a Witch Hunter’s will is beyond that of normal mortals. If he makes a successful Fortitude or Will saving throw against a spell or ability that has a partial effect on a successful saving throw, he instead suffers no effects. Paragon (Untouched by Witchery) At 6th level a Witch Hunter has become an unrelenting enemy of the occult. He gains a +1 bonus to any two ability scores of his choice. Additionally, he gains unbeatable spell resistance against all arcane spells and spell-like abilities. The Swashbuckler Prerequisites Character Level: 3rd Base Attack Bonus: +2 Feats: Weapon Finesse Skills: Tumble 6 ranks Skill Points at each additional Level: 4 + Int Modifier The Swashbuckler Hit Points: 7 Base Attack Fort Ref Will Level Bonus Save Save Save Special 1st +1 +0 +1 +0 Panache, Riposte 1/encounter 2nd +2 +1 +2 +1 Precise Strike, Sidestep 3rd +3 +1 +2 +1 Paragon (Vital Strike), Riposte 2/encounter Panache Beginning at 1st level a Swashbuckler adds her Charisma modifier to her armor class when wearing light armor or no armor and wielding a one-handed weapon. Riposte Beginning at 2nd level a Swashbuckler gains the ability to see openings in her foes defense and strike through them with alarming accuracy. Once per encounter, when an opponent has missed the Swashbuckler with a melee attack, the Swashbuckler may make a single attack against that foe as an immediate action. This attack deals double damage. At 3rd level a Swashbuckler may use this ability twice per encounter. Precise Strike Beginning at 2nd level a Swashbuckler strikes with incredible precision. She adds an additional 1d6 points of damage to any attack she makes with a one-handed weapon. Sidestep Beginning at 2nd level a Swashbuckler becomes extremely adept at moving in combat. Whenever she could take a 5ft step she may instead move up to 10ft without drawing attacks of opportunity. Paragon (Vital Strike) At 6th level a Swashbuckler is truly the master of the blade. She gains a +1 bonus to any two ability scores of her choice. Additionally, when the Swashbuckler makes a melee attack with a one-handed weapon she also deals 1 point of Constitution damage. The Archer Prerequisites Character Level: 3rd Base Attack Bonus: +3 Feats: Far Shot, Precise Shot Skill Points at each additional Level: 4 + Int Modifier The Archer Hit Points: 6 Base Attack Fort Ref Will Level Bonus Save Save Save Special 1st +1 +1 +1 +0 Combat Shot, Perfect Shot 1/encounter 2nd +2 +2 +2 +0 Deadly Accuracy, Follow-up Shot 3rd +3 +2 +2 +1 Paragon (Through the Eye), Perfect Shot 2/encounter Combat Shot Beginning at 1st level an Archer provokes no attacks of opportunity for attacking with a ranged weapon. Perfect Shot Beginning at 1st level an Archer may make a flawless shot. As a standard action he may make a single attack which automatically hits his target. At 3rd level a Archer may use this ability twice per encounter. Deadly Accuracy Beginning at 2nd level an Archer’s accuracy is beyond compare. He may add his Dexterity bonus to all damage rolls made when using a ranged weapon. Follow-up Shot Beginning at 2nd level an Archer learns to compensate for range and cover. If he misses his target with a ranged attack he receives a +2 bonus on his next ranged attack against that same target. Paragon (Through the Eye) At 6th level an Archer is the perfect sniper. He gains a +1 bonus to any two ability scores of his choice. Additionally, he now deals double damage every time he uses his Perfect Shot ability. |
| SilvercatMoonpaw04-04-08, 04:06 PM | I'm certainly liking the feel of having less class to look at. Just makes things seem simpler. |
| ciaran04-04-08, 10:02 PM | Riposte Beginning at 2nd level a Swashbuckler gains the ability to see openings in her foes defense and strike through them with alarming accuracy. Once per encounter, when an opponent has missed the Swashbuckler with a melee attack, the Swashbuckler may make a single attack against that foe as an immediate action. This attack deals double damage. At 3rd level a Swashbuckler may use this ability twice per encounter. Sorry to split hairs, maybe this isn't important, but I studied fencing for awhile and a riposte is an attack made after parrying an opponent's attack and happens many times throughout a whole fight. Maybe it could be a swift action performed while taking total defense or fighting defensively? |
| Gideon_Gideonson04-05-08, 12:00 AM | I myself am in fact a fencer, and believe me, I know what a riposte is. However, in the spirit of having per encounter abilities I made it usable twice per encounter. Also, as a missed attack CAN be a parry (or a miss, or a glancing blow, or any other description that doesn't lead to injury), I feel justified having it activated on a miss. |
| ciaran04-05-08, 01:54 PM | touché. ;) |
| maskimus04-05-08, 02:45 PM | Crack of Doom Beginning at 1st level a Lasher can stun her foes with a crack of her whip. Once per encounter she may make a touch attack against a foe within range. If the attack lands, it deals normal damage and her opponent must make a Fortitude save (DC 10 + the Lasher’s class level + the Lasher’s Dexterity modifier) or be stunned for 1d4 rounds. Unless the definition of Stunned is different in this version, I would limit this to 1 round. Otherwise, the victim, if stunned for more than 1 round, will usually be dead. Otherwise, so far, I like what I've read here.:) |
| Neokirby6404-06-08, 05:39 PM | Is this eventually going to include all of the base classes? Also, are they any guidelines you could give if I wanted to write/convert my own classes for E6? If you have a template could you post it? Thanks! |
| Gideon_Gideonson04-06-08, 06:55 PM | Sure. Base classes are 6 levels long. The level two ability improves (either gets better or adds a related ability) at level 4. Level six grants an ability called Paragon (name of granted ability) (this is a bit of an edit from some of the previous abilities). Paragon grants a +1 bonus to any two ability scores and also grants a special, powerful ability gained only by that class. Most classes have 1 ability usable X/encounter, ranging from 2-3 depending on the power. Prestige classes have 3 levels, and gain 1 per encounter ability at 1st (which increases to 2/encounter at 3rd). At 1st they also gain an additional ability. 2nd level grants them 2 abilities, and third also grants them a Paragon ability. Make sense? And if you want to post classes, by my guest. I'd be happy to offer my opinions. Finally, all base classes (or those I feel necessary) will eventually be up as base classes or PrCs. Spellcasting may take awhile though, as I need to rebalanced the spell system a bit... |
| Neokirby6404-06-08, 09:57 PM | The Binder Skill Points at 1st level: (4+int modifier) x4 Skill Points at each additional Level: 4 + Int Modifier Weapon and Armor Proficiency: Binders are proficient with all simple weapons. Binders are proficient with light armor, but not with shields. Hit Points: 6 Base Attack Fort Ref Will Level Bonus Save Save Save Special 1st +0 +2 +0 +2 Soul Binding (1 vestige) 2nd +1 +3 +0 +3 Pact Augmentation (1 ability), Suppress Sign 3rd +2 +3 +1 +3 Bonus Feat 4th +3 +4 +1 +4 Pact Augmentation (2 abilities) 5th +3 +4 +1 +4 Soul Guardian (Immune to Fear) 6th +4 +5 +2 +5 Paragon (Dual Binding) For all abilities reference the Binder class in the Tome of Magic. Binding follows the normal progression. Paragon (Dual Binding) At 6th level a Binder has perfected the soul binding process. He gains a +1 bonus to any two ability scores of his choice. Additionally, he gains the capacity to have two vestiges bound at once. sorry about not knowing how to use the tables. Any comments or recommendations? PS: The saves on your classes in the first post look a bit off. Was this on purpose? PSS: Am I correct in assuming that a d4 = 4 hit points per level, a d6 5, a d8 6, a d10 7, and a d12 8? Also, would the Improved Binding Feat (which would allow 4th level vestiges) be overpowered? Maybe it should be epic? |
| Staple04-06-08, 11:23 PM | The big problem here is that EL6 is designed to keep the power level low. By increasing the power level of the classes, you're just changing it from D&D with 20 levels to D&D with 6 levels, rather than a variant. The point of EL6 is that 5 2nd level Fighter Town Guards is a fight no single character will handle easily. Likewise, a Purple Wurm should always be terrifying in an EL6 world. Upping the power of the classes kind of defeats the purpose. And just FYI, I'm running an EL6 game right now and have already played in two. |
| Neokirby6404-06-08, 11:34 PM | For me it makes them feel like complete classes. (some classes get a lot of dead levels in E6) I also like the unified progression and, as a fan of prestige classes, really like that using this system they can help further individualize a character. Thirdly, while they may be getting a power boost, I don't think it shifts the power scale very far. Oh, and Gideon I think that the parry ability should have some addendum because instantly blocking a dragon's bite attack does not sound right to me. |
| Zovc04-06-08, 11:58 PM | I actually like this system a lot, and may suggest it to a friend of mine for this summer. Hopefully we'll be able to play DnD throughout the summer... I might end up making my own deviation of this. :P |
| Gideon_Gideonson04-07-08, 11:40 AM | The Binder I'll take a more in-depth look later today. From my brief overview just now it looks good though. The big problem here is that EL6 is designed to keep the power level low. By increasing the power level of the classes, you're just changing it from D&D with 20 levels to D&D with 6 levels, rather than a variant. The point of EL6 is that 5 2nd level Fighter Town Guards is a fight no single character will handle easily. Likewise, a Purple Wurm should always be terrifying in an EL6 world. Upping the power of the classes kind of defeats the purpose. The power level IS still low. Sure, it went up a little bit, but big monsters are still terrifying. These characters are, towards levels 4+, very skilled in their world. Dragons still eat them though. So does anything from CR 8+. 5 2nd level Town Guards are still a problem...some characters are just better able to handle groups than others. A fighter or Rogue will have a problem, since they're focused on a single character. A Dervish, on the other hand, will run through them. For me it makes them feel like complete classes. (some classes get a lot of dead levels in E6) And that's exactly how I feel. :D Oh, and Gideon I think that the parry ability should have some addendum because instantly blocking a dragon's bite attack does not sound right to me. You have a point here. Maybe I'll make it an opposed attack roll...or just reflavor it to Dodge or something, since it's supposed to negate an attack instantly, allowing the fighter to actually survive melee against a big monster. |
| Howland Reed04-07-08, 03:10 PM | The big problem here is that EL6 is designed to keep the power level low. By increasing the power level of the classes, you're just changing it from D&D with 20 levels to D&D with 6 levels, rather than a variant. Except that he's not cramming 20 levels worth of stuff into 6 levels...in particular, he's not adding in the huge increases in BAB and HP you get over 20 levels of standard D&D. Frankly, it doesn't matter how many nifty abilities he gives them in 6 levels...when their BAB caps at +3 to +6 and HP cap at 6 dice, the power level is STILL low. When an 18 Con Barbarian has a max of less than 100 hp, you're talking a much lower power level than standard 3.5...one where a dozen low-level archers can ruin your day. I like the idea of E6, but it cuts off too early for me...I'm working on a similar thing (adapting base classes), but going to level 12 instead. I'm also using a modified 1st/2nd edition XP system, where advancement slows substantially at mid to high level. And I'm modifying PrCs to be all 5 level. To the OP, I like what you're doing here. Kudos. |
| A_Fatter_MaN04-07-08, 03:20 PM | i like this idea :), now all i have to do is convince my DM to accept it :P |
| Shinigami4204-09-08, 12:53 AM | Just a nitpick: In many of your 3 level PrCs, you have the Paragon ability gained at 6th in the description. The tables show it at level 3, but the ability itself says something like "At 6th level an Archer is the perfect sniper". Also, is the bonus for follow-up shot cumulative? I.E. do you gain +2 for missing one shot, +4 if you miss the second one also, +6 for three misses in a row, etc.? |
| Neokirby6404-09-08, 11:54 PM | I'm looking forward to the rest of the base classes Gideon! A few questions: How are you determining which classes to make prestige classes? Why not use the base spellcasting system with slots and just up to 3rd level spells? What changes are you thinking of making? Just wanted to know, because I want to stat out a few caster prestige classes. There probably won't be too many which aren't full casting if they are only 3 levels because it will only discourage the sorcerer from taking them. |
| Gideon_Gideonson04-10-08, 01:43 PM | Just a nitpick: In many of your 3 level PrCs, you have the Paragon ability gained at 6th in the description. The tables show it at level 3, but the ability itself says something like "At 6th level an Archer is the perfect sniper". Also, is the bonus for follow-up shot cumulative? I.E. do you gain +2 for missing one shot, +4 if you miss the second one also, +6 for three misses in a row, etc.? First, thanks for catching that. And second, yes. It is cumulative. As to Neokirby64's questions: Prestige classes are those I feel are similar to the base classes but represent a specialty. Sometimes my decision may seem odd, but it's just what I personally happen to think. Also, here's my first spellcaster, The Mage, which takes on the roles of both Wizard and Sorcerer. Following it are some PrCs. The Mage Skill Points at 1st level: (4+int modifier) x4 Skill Points at each additional Level: 4 + Int Modifier Weapon and Armor Proficiency: Mages are proficient with all simple weapons. Mages gain no armor proficiency. The Mage Hit Points: 4 Base Attack Fort Ref Will Level Bonus Save Save Save Special 1st +0 +0 +0 +2 Spellcasting, Spell Mastery I 2nd +1 +1 +1 +3 Easy Casting I 3rd +1 +1 +1 +3 Spell Mastery II 4th +2 +2 +2 +4 Easy Casting II 5th +2 +2 +2 +4 Spell Mastery III 6th +3 +3 +3 +5 Paragon (Magical Surge) Spellcasting At 1st level, the Mage learns the basics of arcane casting. A Mage casts arcane spells which are drawn primarily from the Mage spell list. He can cast any spell he knows without preparing it ahead of time. To learn or cast a spell, a Mage must have a Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a Mage’s spell is (10 + the spell level + the Mage’s Charisma modifier). Like other spellcasters, a Mage can cast only a certain number of spells of each spell level per encounter. His base spell allotment is given on Table: The Mage. In addition, he receives bonus spells per day if he has a high Charisma score. A Mage begins play knowing four 0-level spells and two 1st-level spells of your choice. At each new Mage level, he learns two new spells of any level he can currently cast, as indicated on Table: Mage Spells Known. (Unlike spells per day, the number of spells a Mage knows is not affected by his Charisma score; the numbers on Table: Mage Spells Known are fixed.) A Mage need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his spells per encounter for that spell level. He does not have to decide ahead of time which spells he’ll cast. The Mage: Spells per encounter/Spells Known Level 0th 1st 2nd 3rd Spells Known 1st 3 1 - - 6 2nd 4 2 - - 8 3rd 5 2 1 - 10 4th 6 3 2 - 12 5th 7 3 2 1 14 6th 8 4 3 2 16 Fast Movement Spell Mastery: Beginning at 1st level, magic becomes second nature to the Mage. He may select a single spell from the list of Spell Mastery I spells. This spell may now be cast at will as a spell-like ability with a DC of (10 + ½ the Mage’s character level + the Mage’s Charisma modifier). At 3rd level, the Mage may select an additional spell from the list of Spell Mastery I or Spell Mastery II spells. This spell may now be cast at will as a spell-like ability with a DC of (10 + ½ the Mage’s character level + the Mage’s Charisma modifier). At 5th level, the Mage may select an additional spell from the list of Spell Mastery I, Spell Mastery II, or Spell Mastery III spells. This spell may now be cast at will as a spell-like ability with a DC of (10 + ½ the Mage’s character level + the Mage’s Charisma modifier). Spell Mastery I: Acid Splash, Dancing Lights, Daze, Detect Magic, Ghost Sound, Light, Mage Hand, Prestidigitation, Ray of Frost, Resistance, Touch of Fatigue Spell Mastery II: Burning Hands, Cause Fear, Enlarge Person, Identify, Mage Armor, Magic Missile, Obscuring Mist, Ray of Enfeeblement, Silent Image, Summon Monster I Spell Mastery III: Acid Arrow, Detect Thoughts, Levitate, Minor Image, Protection from Arrows, Pyrotechnics, Scare, Shatter, Spider Climb, Summon Monster II, Touch of Idiocy Easy Casting At 2nd level, the Mage becomes able to cast his spells in a much more efficient manner. He no longer needs to make somatic gestures to cast his spells. At 4th level, the Mage’s efficiency improves yet again. He no longer needs verbal components for his spells. Paragon (Magical Surge) At 6th level, the Mage has reached the pinnacle of his magical ability. He gains a +1 bonus to any two ability scores of his choice. Additionally, once per encounter he may enhance a single spell with tremendous arcane power. A spell so enhanced takes a full-round action to cast, but has all variable numeric values maximized. ****** PRESTIGE CLASSES The Tempest Prerequisites Character Level: 3rd Base Attack Bonus: +2 Feats: Two-Weapon Fighting Skill Points at each additional Level: 4 + Int Modifier The Tempest Hit Points: 7 Base Attack Fort Ref Will Level Bonus Save Save Save Special 1st +1 +1 +1 +0 Ambidextrous, Rending Blow 1/encounter 2nd +2 +2 +2 +0 Bloody Rend, Improved Two-Weapon Fighting 3rd +3 +2 +2 +1 Paragon (Pouncing Strike), Rending Blow 2/encounter Ambidextrous Beginning at 1st level a Tempest learns to wield both his weapons efficiently. He may add his full strength bonus to damage with weapons held in his off hand. Rending Blow Beginning at 1st level a Tempest may rip his opponent apart with a flurry of blows. As a standard action he may make two attacks at a -2 penalty. If both attacks hit, the second attack deals double damage. At 3rd level a Tempest may use this ability twice per encounter. Bloody Rend Beginning at 2nd level a Tempest may cause terrible bleeding with his strikes. If he hits an opponent two or more times in a single round he causes a bleeding wound. The wound bleeds for an additional 2 points of damage each round for a number of rounds equal to the Tempest’s character level. A successful Heal check (DC 15) stops this damage, as does any healing ability that heals at least 1 point of damage. Improved Two-Weapon Fighting Beginning at 2nd level a Tempest’s fighting ability improves. He may make one additional attack per round with his off-hand weapon, albeit at a -5 penalty. Paragon (Pouncing Strike) At 3rd level a Tempest has reached the pinnacle of his abilities. He gains a +1 bonus to any two ability scores of his choice. Additionally, he may make a full attack after a charge action. The Dervish Prerequisites Character Level: 3rd Base Attack Bonus: +2 Feats: Mobility, Spring Attack Skills: Perform (Dance) 6 ranks, Tumble 6 ranks Skill Points at each additional Level: 4 + Int Modifier The Dervish Hit Points: 6 Base Attack Fort Ref Will Level Bonus Save Save Save Special 1st +1 +0 +1 +0 Whirlwind Attack, Dancing Blade 1/encounter 2nd +2 +0 +2 +0 Fast Movement +10ft, Distracting Dance 3rd +3 +1 +2 +1 Paragon (Slashing Pirouette), Dancing Blade 2/encounter Whirlwind Attack Beginning at 1st level a Dervish learns to decimate her foes with a deadly spinning maneuver. As a full round action she may make a single melee attack at her highest base attack bonus against all foes within 5ft. Dancing Blade Beginning at 1st level a Dervish learns to dance through her opponents, leaving a trail of gaping wounds in her wake. Once per encounter, as a full-round action, the Dervish may move up to her base land speed. She provokes no attacks of opportunity for this movement, and may make a single melee attack at her highest base attack bonus against every foe she comes within reach of. Only one attack may be made against any one opponent. At 3rd level a Dervish may use this ability twice per encounter. Fast Movement Beginning at 2nd level a Dervish’s training has made her faster than most other humans. Her base land speed increases by 10 feet. Distracting Dance Beginning at 2nd level a Dervish can move in a truly distracting manner. When a Dervish is adjacent to an opponent, that opponent is considered flanked by any creature adjacent to it. Paragon (Slashing Pirouette) At 3rd level a Dervish has reached the pinnacle of his abilities. She gains a +1 bonus to any two ability scores of her choice. Additionally, whenever the Dervish uses Whirlwind Attack she may make an additional attack against every foe. This second attack suffers a -5 penalty. The Knight Prerequisites Character Level: 3rd Base Attack Bonus: +3 Feats: Mounted Combat, Ride-by Attack Skills: Ride 6 ranks Skill Points at each additional Level: 4 + Int Modifier The Knight Hit Points: 8 Base Attack Fort Ref Will Level Bonus Save Save Save Special 1st +1 +1 +0 +0 Spirited Charge, Heal Mount 1/encounter 2nd +2 +2 +0 +0 Master Rider, Trample 3rd +3 +2 +1 +1 Paragon (Mount Bond), Heal Mount 2/encounter Spirited Charge Beginning at 1st level a Knight learns to use her mounts movement to the best of her advantage. She gains the Spirited Charge feat for free. Heal Mount Beginning at 1st level a Knight learns how to keep her mount up when it would otherwise fall underneath her. Once per encounter, as a swift action, she may heal her mount of a number of hit points equal to five times her class level. At 3rd level a Knight may use this ability twice per encounter. Master Rider Beginning at 2nd level a Knight learns to stay in the saddle regardless of the conditions around her. She may take 10 on all Ride checks, even if rushed or threatened. Trample Beginning at 2nd level a Knight can use her mount to trample her foes underfoot. As a full-round action she may move up to twice her mount’s base speed. This movement provokes no attacks of opportunity, and the Knight may move through squares occupied by any creature at least one size category smaller than her mount. Any creature run over in this manner takes damage equal to 2d6 + ½ the Mount’s Strength modifier and falls prone. A successful Reflex save (DC 10 + the Knight’s class level + the Knight’s Dexterity modifier) negates all effects. Paragon (Mount Bond) At 3rd level a Knight is the epitome of the mounted warrior. She gains a +1 bonus to any two ability scores of her choice. Additionally, when the Knight is mounted, both she and her mount gain Damage Reduction 4/- and a +2 bonus to all saving throws. The Defender Prerequisites Character Level: 3rd Base Attack Bonus: +3 Feats: Great Fortitude Skill Points at each additional Level: 4 + Int Modifier The Defender Hit Points: 8 Base Attack Fort Ref Will Level Bonus Save Save Save Special 1st +1 +1 +0 +0 Immobile, Defensive Stance 1/encounter 2nd +2 +2 +0 +0 Challenge, Solid Barrier 3rd +3 +2 +1 +1 Paragon (Unyielding Might), Defensive Stance 2/encounter Immobile Beginning at 1st level a Defender roots himself firmly in place. He gains a +4 bonus to resist any attempts to move him. Defensive Stance Beginning at 1st level a Defender may anchor himself to the ground, becoming a veritable wall. He gains a +4 bonus to his armor class, a +4 bonus to Constitution, and Damage Reduction 3/- for a number of rounds equal to 3 + his Constitution modifier. While in his Defensive Stance, the Defender may move no more than five feet in a single round. At 3rd level a Defender may use this ability twice per encounter. Challenge Beginning at 2nd level a Defender’s presence draws his opponents to attack him. As a standard action he may issue a challenge to all foes within 30ft. All foes within range must succeed on a Will save (DC 10 + the Defender’s class level + the Defender’s Charisma modifier) or be forced to attack the Defender over all other targets for 2d4 rounds. Solid Barrier Beginning at 2nd level a Defender Paragon (Unyielding Might) At 3rd level a Defender is completely unyielding and immovable. He gains a +1 bonus to any two ability scores of his choice. Additionally, while in Defensive Stance, his reach increases to 10ft and he may make an unlimited number of attacks of opportunity each round. |
| Ecureuil_Diabolique04-10-08, 05:14 PM | I just want to say that I love the work that you've done for these classes. I always thought that E6 should remake the classes to be a little more interesting and this is just as I imagined it. I'm compiling the classes as they come out and will eventually make a PDF for my own personal use, so could you please state any changes you make. Also if you want a copy when I'm done I'd be glad to send you a copy. I'll format and alphabetize the entire document. |
| Gideon_Gideonson04-11-08, 11:15 AM | Question: I've been tempted to switch the class format to make every class use the same formula (to help with people homebrewing their own). The current format I'm thinking of is as follows: 1: 2 Abilities 2: Ability X, 1/encounter Ability 3: 2 Abilities 4: Improved Ability X, 2/encounter Ability 5: 2 Abilities 6: Paragon (Ability), 3/encounter Ability This way, taking a Prestige class at level 4 gives you the same progression, only with a different selection of abilities. Additionally, full spellcasters will probably lose 1 ability at levels 1, 3, and 5, but I'm not positive yet. As an example, here's the first of the newly revised classes. The new barbarian is now a brutal tank, having some staying power and the ability to simply smash his foes into oblivion. At the highest level the barbarian stops for nothing, as he shrugs off damage at an alarming rate, allowing him to cut through foe after foe so long as the opponent's don't instantly overwhelm him. The Barbarian Skill Points at 1st level: (4+int modifier) x4 Skill Points at each additional Level: 4 + Int Modifier Weapon and Armor Proficiency: Barbarians are proficient with all simple and martial weapons, and with all light and medium armor. The Barbarian Hit Points: 8 Base Attack Fort Ref Will Level Bonus Save Save Save Special 1st +1 +2 +0 +0 Rage 1/encounter, Fast Movement 2nd +2 +3 +1 +0 Power Attack, Mighty Blow 1/encounter 3rd +3 +3 +1 +1 Uncanny Dodge, Damage Reduction 1/- 4th +4 +4 +2 +1 Improved Power Attack, Mighty Blow 2/encounter 5th +5 +4 +2 +1 Greater Rage 2/encounter, Damage Reduction 3/- 6th +6 +5 +3 +2 Paragon (Undying Frenzy), Mighty Blow 3/encounter Rage Beginning at 1st level, the barbarian may enter a ferocious rage once per encounter. Entering rage is a swift action, and, once activated, the barbarian gains a +2 bonus to Strength, Constitution, and Will saves for the duration of the rage. Rage lasts a number of rounds equal to 3 + the barbarian’s improved Constitution score. At 5th level, a barbarian’s rage increases in ferocity, granting her a +4 bonus to Strength and Constitution, and a +3 bonus to Will saves. She may also rage one additional time per encounter. Fast Movement Beginning at 1st level, the barbarian receives a +10ft bonus to her base land speed. Power Attack: Beginning at 2nd level, the barbarian learns to sacrifice accuracy to swing in wide, powerful sweeps. She receives the power attack feat for free, even if she does not meet the prerequisites. At 4th level, the barbarian gains a +3 bonus to damage for every 2 points of penalty she takes when wielding a one-handed weapon, and a +3 bonus to damage for every point of penalty she takes when wielding a two-handed weapon. Mighty Blow Beginning at 2nd level, the barbarian learns to strike her opponents with devastating blows. Once per encounter, as a standard action, she may make a single melee attack against a foe within reach. An opponent struck in this manner takes normal weapon damage plus an additional 1d6 damage and must make a Fortitude save (DC 10 + ½ the barbarian’s character level + the barbarian’s Strength modifier) or be knocked prone. At 4th level, the barbarian may use this ability twice per encounter. At 6th level she may use it three times per encounter. Uncanny Dodge Beginning at 3rd level, the barbarian retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized. Damage Reduction Beginning at 3rd level, the barbarian becomes able to simply shrug off damage. She gains damage reduction 1/-. At 5th level, the barbarian’s damage reduction increases to 3/- Paragon (Undying Frenzy) Beginning at 6th level, the barbarian is a machine of indestructible rage. She gains a +1 bonus to any two ability scores of her choice. Additionally, she gains fast healing 2. Think this method is a good idea? And, finally...anyone who has a class they'd like to see made please post up your request and I'll take a shot at it. Or, since the format is now the same, you can feel free to try yourself. |
| Ecureuil_Diabolique04-11-08, 12:27 PM | I like it, having everything more organized is nice and it does help others who want to make their own as well as create a more uniform scale for balance. So is the new barbarian the one you will be sticking with? If you do end up using this formula I'd be glad to help you convert the current classes to the new formula. |
| Gideon_Gideonson04-11-08, 12:48 PM | I will be sticking with the new one. And if you care to offer any advice, I'd love it. Especially since I need a few new abilities for most of the classes. The rogue's done, but I need three new abilities for the fighter, as well as a per encounter ability for the Marshal. Also, any suggestions for a per encounter ability for the Scout would be great :D |
| Ecureuil_Diabolique04-11-08, 01:09 PM | For the marshal, maybe something like the ability to allow an ally take a free 5-foot step? For the fighter, one ability could be the chance to change feats that use one weapon to another? I always liked that from the warblade. Actually, giving him a small number of maneuvers (or maneuver-like abilities) could work out. The Scout's per encounter ability could be something like the ability to take a free five foot step (if you don't use the marshal ability I offered), or maybe something skill-related that gives a combat bonus. Like a successful spot check vs AC gives them a bonus like +x attack/damage. Or maybe the ability to stun a target, etc. Most of those are probably junk, but I figure something is better than nothing. At least they could give you some ideas. |
| Gideon_Gideonson04-12-08, 04:35 PM | The Fighter Skill Points at 1st level: (2+int modifier) x4 Skill Points at each additional Level: 2 + Int Modifier Weapon and Armor Proficiency: Fighters are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields (except tower shields). The Fighter Hit Die: 7 Base Attack Fort Ref Will Level Bonus Save Save Save Special 1st +1 +2 +0 +0 Bonus Feat, Adaptable Focus 2nd +2 +3 +1 +0 Weapon Mastery I, Dodge Roll 1/encounter 3rd +3 +3 +1 +1 Bonus Feat, Battle Hardened 4th +4 +4 +2 +1 Weapon Mastery II, Dodge Roll 2/encounter 5th +5 +4 +2 +1 Bonus Feat, Focused Strike 6th +6 +5 +3 +2 Paragon (Perfect Form), Dodge Roll 3/encounter Bonus Feat At 1st level, the fighter gains a bonus feat drawn from the list of fighter bonus feats. He must meet the prerequisites of the feat to select it. At 3rd and 5th level the fighter gains an additional bonus feat from the list of fighter bonus feats. Adaptable Focus Beginning at 1st level, the fighter learns wield weapons with great skill. He may select a number of weapons equal to ½ his class level (rounded down, minimum 1) at the beginning of each day. As long as a weapon is selected, the fighter gains the Weapon Focus feat for that weapon. Any feats improving on Weapon Focus that the fighter possess readjust to fit the weapons he selects for that day. Dodge Roll Beginning at 2nd level, the fighter learns to dodge attacks with great skill. Once per encounter, as an immediate action, he may declare he is dodging a single melee attack that would have otherwise struck him. This action must be declared before damage is dealt, and turns the successful attack into a miss. Additionally, the fighter may take a 5ft step immediately after using this ability. At 4th level, the fighter may use this ability twice per encounter. At 6th level he may use it three times per encounter. Weapon Mastery Beginning at 2nd level, the fighter begins to master the use of weaponry. He increases the critical threat range of all weapons he wields by 1. This ability applies after such effects as the keen weapon property or the Improved Critical feat. At 4th level, the fighter’s ability improves again. He increases the critical multiplier of all weapons he wields by 1. Battle Hardened Beginning at 3rd level, the fighter learns to toughen his resolve and quicken his reflexes. He receives a +2 bonus to Initiative and to saves against fear effects. Focused Strike Beginning at 5th level, the fighter becomes one with his weapons. He receives a bonus equal to ½ his class level to damage with any weapon he has Weapon Focus with. Paragon (Perfect Form) At 6th level, the fighter is the indisputable master of any battle. He gains a +1 bonus to any two ability scores of her choice. Additionally, he may take 10 on any attack roll. He must decide to use this ability before rolling to hit. The Marshal Skill Points at 1st level: (2+int modifier) x4 Skill Points at each additional Level: 2 + Int Modifier Weapon and Armor Proficiency: Marshals are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields (except tower shields). The Marshal Hit Die: 7 Base Attack Fort Ref Will Level Bonus Save Save Save Special 1st +0 +2 +0 +2 Minor Auras, Coordinated Attack 2nd +1 +3 +0 +3 Major Auras +1, Draw Out 1/encounter 3rd +2 +3 +1 +3 Inspiring Presence I, Tactical Mastery 4th +3 +4 +1 +4 Major Auras +2, Draw Out 2/encounter 5th +3 +4 +1 +4 Inspiring Presence II, Commanding Presence 6th +4 +5 +2 +5 Paragon (True Commander), Draw Out 3/encounter Auras The marshal exerts an effect on allies in her vicinity. She can learn to produce different effects, or auras, over the course of her career. The marshal may project one minor aura and (starting at 2nd level) one major aura at a time. Projecting an aura is a swift action. The aura remains in effect until the marshal uses a free action to dismiss it or activates another aura of the same kind (major or minor). A marshal can have an aura active continually; thus, an aura can be in effect at the start of a combat encounter even before the marshal takes her first turn (but see below on major auras). Activating an aura involves haranguing, ordering, directing, encouraging, cajoling, or calming allies. A marshal sizes up the enemy, allies, and the terrain, then gives allies the direction that they can use to do their best. Unless otherwise noted, a marshal's aura affects all allies within 60 feet (including himself). An ally must have an Intelligence score of 3 or higher and be able to understand the marshal's language to gain the bonus. A marshal's aura is dismissed if she is dazed, unconscious, stunned, paralyzed, or otherwise unable to be heard or understood by her allies. A marshal begins play knowing one minor aura of her choice. At each level indicated in Table: Marshal Auras, she learns either a minor or a major aura, as appropriate. Marshal Auras Level Minor Major 1st 2 - 2nd 3 1 3rd 3 2 4th 4 2 5th 4 3 6th 5 3 Minor Aura: A minor aura lets allies add the marshal's Charisma bonus (if any) to certain rolls. However, a minor aura is limited by experience -- a marshal cannot grant a bonus higher than her marshal level +1, even if her Charisma bonus is greater than this. Accurate Strike: Bonus on rolls made to confirm critical hits. Art of War: Bonus on disarm, trip, bull rush, and sunder attempts. Demand Fortitude: Bonus on Fortitude saves. Force of Will: Bonus on Will saves. Master of Opportunity: Bonus to Armor Class against attacks of opportunity. Master of Tactics: Bonus on damage rolls when flanking. Motivate Constitution: Bonus on Constitution checks and Constitution-based skill checks. Motivate Dexterity: Bonus on Dexterity checks, Dexterity-based skill checks, and initiative checks. Motivate Strength: Bonus on Strength checks and Strength-based skill checks. Over the Top: Bonus on damage rolls when charging. Watchful Eye: Bonus on Reflex saves. Major Aura: Beginning at 2nd level, a marshal can project a major aura in addition to her minor aura. A major aura lets allies add +1 to certain rolls. This bonus improves to +2 at 4th level. The bonus from a major aura only applies during an encounter; although it may be active before the encounter begins, your team is not in the proper state of mind to benefit from it until the encounter starts. Benefits from an active major aura apply to each individual on their first turn with no particular action on the part of the marshal. Hardy Soldiers: The marshal’s allies gain damage reduction equal to the bonus granted by the Major Aura. For example, if the marshal is 1st level, everyone affected gains DR 1/-. Motivate Ardor: The marshal’s allies gain a bonus on damage rolls equal to the bonus granted by the Major Aura. Motivate Attack: The marshal’s allies gain a bonus on melee attack rolls equal to the bonus granted by the Major Aura. Motivate Care: The marshal’s allies gain a bonus to armor class equal to the bonus granted by the Major Aura. Motivate Urgency: The marshal’s allies gain a bonus to their base speed equal to the 5ft per point of bonus granted by the Major Aura. Resilient Troops: The marshal’s allies gain a bonus on saving throws equal to the bonus granted by the Major Aura. Steady Hand: The marshal’s allies gain a bonus on ranged attack rolls equal to the bonus granted by the Major Aura. Coordinated Attack Beginning at 1st level, the marshal learns to make her allies function better as a group. When adjacent to an opponent, the marshal grants all her allies a +1 circumstance bonus to attack rolls against that opponent. This stacks with the flanking bonus and the bonuses granted by the marshal’s aura. Draw Out Beginning at 2nd level, the marshal learns to cause her opponents to open up their guard. Once per encounter, as a standard action, she may make a single melee or ranged attack against a single foe. If this attack lands, each ally threatening the target gains an immediate free attack at their highest base attack bonus against that opponent. At 4th level, the marshal may use this ability twice per encounter. At 6th level she may use it three times per encounter. Tactical Mastery Beginning at 3rd level, the marshal’s knowledge of battle tactics enables her allies to fight better than ever before. The marshal may select a single feat that she possesses. All allies affected by her aura gains the benefits of that feat, even if they do not meet the prerequisites. The marshal may change this feat at any time as a swift action. Inspiring Presence Beginning at 3rd level, the marshal’s presence on the battlefield inspires her allies to new heights. She may project an additional minor aura. At 5th level the marshal may also project an additional major aura. Commanding Presence Beginning at 5th level, the marshal’s commanding presence increases. Her auras now affect all allies out to 120ft. Paragon (True Commander) At 6th level a marshal reaches the pinnacle of her combat abilities. She gains a +1 bonus to any two ability scores of her choice. Once per encounter, as a swift action, he may grant an additional full-round action to a number of allies equal to his Charisma modifier. The Rogue Skill Points at 1st level: (8+int modifier) x4 Skill Points at each additional Level: 8 + Int Modifier Weapon and Armor Proficiency: Rogues are proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow, and short sword. Rogues are proficient with light armor, but not with shields. The Rogue Hit Points: 5 Base Attack Fort Ref Will Level Bonus Save Save Save Special 1st +0 +0 +0 +0 Sneak Attack +1d6, Trapfinding 2nd +1 +1 +3 +0 Evasion, Hidden Strike 1/encounter 3rd +2 +1 +3 +1 Sneak Attack +2d6, Uncanny Dodge 4th +3 +2 +4 +1 Improved Evasion, Hidden Strike 2/encounter 5th +3 +2 +4 +1 Sneak Attack +3d6, Stealthy 6th +4 +3 +5 +2 Paragon (Subtle Motion), Hidden Strike 3/encounter Sneak Attack Beginning at 1st level, the rogue learns to place his attacks where they will deal the most damage. If a rogue can catch an opponent when it is unable to defend himself effectively from his attack, he can strike a vital spot for extra damage. The rogue’s attack deals extra damage any time his target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks his target. This extra damage is 1d6 at 1st level, and it increases by 1d6 every two rogue levels thereafter. Should the rogue score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet. With a sap (blackjack) or an unarmed strike, a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. He cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty. A rogue can sneak attack only living creatures with discernible anatomies—undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to sneak attacks. The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach. Trapfinding Beginning at 1st level, the Rogue leans to find and disable traps. Rogues (and only rogues) can use the Search skill to locate traps when the task has a Difficulty Class higher than 20. Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it. Rogues (and only rogues) can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it. A rogue who beats a trap’s DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with his party) without disarming it. Evasion Beginning at 2nd level and higher, the rogue can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion. Hidden Strike Beginning at 2nd level, the rogue can make an attack that slips past his opponent’s guard, striking vital locations. Once per encounter, as a standard action, he may make a single attack. His target is denied its Dexterity bonus to armor class against this attack, thus allowing the rogue to make a sneak attack. At 4th level, the rogue may use this ability twice per encounter. At 6th level he may use it three times per encounter. Uncanny Dodge Beginning at 3rd level, the rogue can react to danger before his senses would normally allow her to do so. He retains her Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses her Dexterity bonus to AC if immobilized. Stealthy Beginning at 5th level, the rogue can move unseen and unheard. He may take 10 on all Hide and Move Silently checks. Paragon (Subtle Motion) At 6th level, the rogue reaches the pinnacle of his skills. He gains a +1 bonus to any two ability scores of his choice. Additionally, he no longer provokes attacks of opportunity for moving through threatened squares. The Scout Skill Points at 1st level: (8+int modifier) x4 Skill Points at each additional Level: 8 + Int Modifier Weapon and Armor Proficiency: Scouts are proficient with all simple weapons, plus the handaxe, throwing axe, short sword and shortbow. Scouts are proficient with light armor, but not with shields. The Scout Hit Points: 6 Base Attack Fort Ref Will Level Bonus Save Save Save Special 1st +0 +0 +0 +0 Skirmish +1d6, Track 2nd +1 +1 +3 +0 Fast Movement +10ft, Fading Attack 1/encounter 3rd +2 +1 +3 +1 Skirmish +1d6/+1, Trackless Step 4th +3 +2 +4 +1 Fast Movement +20ft, Fading Attack 2/encounter 5th +3 +2 +4 +1 Skirmish +2d6/+1, Flawless Stride 6th +4 +3 +5 +2 Paragon (First Strike), Fading Attack 3/encounter Skirmish Beginning at 1st level, the scout learns to use her speed and agility to strike deadly blows. She deals an extra 1d6 points of damage on all attacks she makes during any round in which she moves at least 10 feet. The extra damage only applies to attacks made during the scout’s turn. The extra damage increases to 2d6 at 5th level. Skirmish works only on living creatures with discernible anatomies—undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to sneak attacks. The scout must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. Scouts can apply this extra damage to ranged attacks only if the target is within 30 feet. Beginning at 3rd level, the scout gains a +1 competence bonus to Armor Class during any round in which she moves at least 10 feet. This bonus applies until the start of her next turn. A scout loses this ability when wearing medium or heavy armor or when carrying a medium or heavy load. Track Beginning at 1st level, the scout leans to track her foes through almost any terrain. She gains Track as a bonus feat, even if she does not meet the prerequisites. Fast Movement Beginning at 2nd level, the scout gains a +10ft bonus to her base land speed. At 4th level the scout gains an additional +10ft bonus to her base land speed for a total of +20ft. Fading Attack Beginning at 2nd level, the scout can rush forward, attacking a foe and using the resulting distraction to vanish from sight once again. Once per encounter, as a full-round action, the scout may move up to her base land speed. This movement does not provoke attacks of opportunity. At any point during this movement she may make a single melee or ranged attack at her highest base attack bonus. Finally, she may make a Hide check at the end of the action, even if she is being observed. At 4th level, the scout may use this ability twice per encounter. At 6th level she may use it three times per encounter. Trackless Step Beginning at 3rd level, the scout leaves no trail when she moves. She may not be tracked, although she may choose to leave a trail if she wishes to do so. Flawless Stride Beginning at 5th level, the scout can move through almost any obstacle. She suffers no movement speed penalty for moving through difficult terrain. Paragon (First Strike) At 6th level, the scout reaches the pinnacle of his skills. She gains a +1 bonus to any two ability scores of his choice. Additionally, she is considered to always roll a 20 when calculating initiative order. |
| SKRP04-15-08, 03:42 AM | I proudly present my conception of monk. The Monk Skill Points at 1st level: (4+int modifier) x4 Skill Points at each additional Level: 4 + Int Modifier Weapon and Armor Proficiency: Monks are proficient with club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, shuriken, siangham, and sling. Monks are not proficient with any armor or shields The Monk Hit Points: 6 Base Attack Fort Ref Will Level Bonus Save Save Save Special 1st +0 +2 +2 +2 Improved Unarmed Strike, Untouchable 2nd +1 +3 +3 +3 Evasion, Flurry of Blows 1/encounter 3rd +2 +3 +3 +3 Ki Strike, Island of Calmness 4th +3 +4 +4 +4 Improved Evasion, Flurry of Blows 2/encounter 5th +3 +4 +4 +4 Diamond Body and Mind, Timeless Body 6th +4 +5 +5 +5 Paragon (Subtle Motion), Flurry of Blows 3/encounter Improved Unarmed Strike At 1st level, a monk gains Improved Unarmed Strike as a bonus feat. A monk’s attacks may be with either fist interchangeably or even from elbows, knees, and feet. This means that a monk may even make unarmed strikes with her hands full. There is no such thing as an off-hand attack for a monk striking unarmed. A monk may thus apply her full Strength bonus on damage rolls for all her unarmed strikes. Usually a monk’s unarmed strikes deal lethal damage, but she can choose to deal nonlethal damage instead with no penalty on her attack roll. She has the same choice to deal lethal or nonlethal damage while grappling. A monk’s unarmed strike is treated both as a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons. Untouchable Beginning at 1st level, monk learns how avoid surprising hazards. When unarmored and unencumbered, the monk adds her Wisdom bonus (if any) to her AC and Reflex save. Evasion Beginning at 2nd level and higher, the monk can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the monk is unarmored. A helpless monk does not gain the benefit of evasion. Flurry of Blows Beginning at 2nd level, a monk may strike with a flurry of deadly blows. Once per encounter, as a standard action, she may make a two attacks instead of one. When using flurry of blows, a monk may attack only with unarmed strikes or with special monk weapons (kama, nunchaku, quarterstaff, sai, shuriken, and siangham). She may attack with unarmed strikes and special monk weapons interchangeably as desired. When using weapons as part of a flurry of blows, a monk applies her Strength bonus (not Str bonus × 1½ or ×½) to her damage rolls for all successful attacks, whether she wields a weapon in one or both hands. The monk can’t use any weapon other than a special monk weapon as part of a flurry of blows. At 4th level, a monk may use this ability twice per encounter. At 6th level she may use it three times per encounter. Ki Strike Beginning at 3rd level, a monk's unarmed attacks are empowered with ki. Her unarmed attacks are treated as magic weapons for the purpose of dealing damage to creatures with damage reduction. In addition, she gain +2 bonus on damage rolls while fighting unarmed. Island of Calmness At 3rd level, a monk can enter in state of deep meditation. A monk heals 1 hit point per every 10 minutes of not interrupted meditation. In addition, if a monk meditates for at least one hour, she can go without food and water for one day. Every hour of meditation is an equivalent of 2 hours of sleep. Improved Evasion At 4th level, a monk’s evasion ability improves. She still takes no damage on a successful Reflex saving throw against attacks, but henceforth she takes only half damage on a failed save. A helpless monk does not gain the benefit of improved evasion. Diamond Body and Soul At 5th level, a monk strengthens her own body and mind with ki. She adds her Wisdom as morale bonus on saves against diseases, poisons and spells. Tongue of the Sun and Moon Upon attaining 5th level, a monk is permanent under effect of tongues spell. Paragon (Perfect Intuition) At 6th level, the monk reaches the pinnacle of her skills. She gains a +1 bonus to any two ability scores of her choice. Additionally, she adds her Wisdom bonus to attacks rolls while using Flurry of Blows ability and skill checks. |
| Gideon_Gideonson04-15-08, 12:02 PM | Looks good, except the 6th level ability needs some changing. The Paragon benefit should grant something more generally useful. A change of type, while quite useful, is only good in a few specific circumstances. Also, Timeless body is a bit much for this low level a game, and I'd recommend giving the monk's unarmed strike 1d6 damage at 1st level, since as it stands he's still dealing 1d3 damage. Other than that though, it looks great! |
| SKRP04-15-08, 02:52 PM | I will change a paragon to something similar to Shiba Protector's ability. Monk's unarmed damage is 1d4 - due Improved Unarmed Strike feat. I don't think that increasing damage dice is essential. Raw bonus to damage is a good equivalent. |
| Ecureuil_Diabolique04-15-08, 04:53 PM | Here's my shot at the Ranger, tell me what you think. The Ranger Skill Points at 1st level: (6+int modifier) x4 Skill Points at each additional Level: 6 + Int Modifier Weapon and Armor Proficiency: Rangers are proficient with all simple and martial weapons, and with light armor and shields (except tower shields). The Ranger Hit Points: 6 Base Attack Fort Ref Will Level Bonus Save Save Save Special 1st +1 +2 +2 +0 Animal Companion, Wild Empathy 2nd +2 +3 +3 +0 Combat Style, Ambition 1/encounter 3rd +3 +3 +3 +1 Bonus Feat, Track 4th +4 +4 +4 +1 Improved Combat Style, Ambition 2/encounter 5th +5 +4 +4 +1 Bonus Feat, Woodland Stride 6th +6 +5 +5 +2 Paragon (Combat Mastery), Ambition 3/encounter Animal Companion At 1st level, a ranger gains an animal companion selected from the following list: badger, camel, dire rat, dog, riding dog, eagle, hawk, horse (light or heavy), owl, pony, snake (Small or Medium viper), or wolf. If the campaign takes place wholly or partly in an aquatic environment, the following creatures may be added to the ranger’s list of options: manta ray, porpoise, Medium shark, and squid. This animal is a loyal companion that accompanies the ranger on his adventures as appropriate for its kind. This ability functions like the druid ability of the same name. Like a druid, a ranger cannot select an alternative animal if the choice would reduce his effective druid level below 1st. Wild Empathy A ranger can improve the attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person. The ranger rolls 1d20 and adds his ranger level and his Charisma modifier to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use wild empathy, the ranger and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time. The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a -4 penalty on the check. Combat Style At 2nd level, a ranger must select one of two combat styles to pursue: archery or two-weapon combat. This choice affects the character’s class features but does not restrict his selection of feats or special abilities in any way. If the ranger selects archery, he is treated as having the Rapid Shot feat, even if he does not have the normal prerequisites for that feat. If the ranger selects two-weapon combat, he is treated as having the Two-Weapon Fighting feat, even if he does not have the normal prerequisites for that feat. The benefits of the ranger’s chosen style apply only when he wears light or no armor. He loses all benefits of his combat style when wearing medium or heavy armor. Ambition Starting at 2nd level a ranger may use Ambition 1/encounter. As a swift action a ranger designates a foe and gains certain bonuses against that foe for 1 round. In any round that a ranger has designated a foe for Ambition he gains a +10ft increase in all movement modes he posses. In addition he has a bonus on attack and damage rolls equal to his ranger level. This bonus also applies to all skill checks used against the designated foe. Bonus Feat At 3rd level and 5th level a ranger may choose a bonus feat based on his combat style. He must still meet all pre-requisites for any feat he chooses. Archery- Far Shot, Improved Initiative, Point Blank Shot, Precise Shot, Shot On The Run, Weapon Focus Two-Weapon Fighting- Combat Expertise, Improved Disarm, Improved Feint, Improved Initiative, Improved Trip, Power Attack, Quick Draw, Weapon Focus Track At 3rd level a ranger gains the Track feat. Improved Combat Style At 6th level, a ranger’s aptitude in his chosen combat style (archery or two-weapon combat) improves. If he selected archery at 2nd level, he is treated as having the Manyshot feat, even if he does not have the normal prerequisites for that feat. If the ranger selected two-weapon combat at 2nd level, he is treated as having the Two-Weapon Defense feat, even if he does not have the normal prerequisites for that feat. As before, the benefits of the ranger’s chosen style apply only when he wears light or no armor. He loses all benefits of his combat style when wearing medium or heavy armor. Woodland Stride Starting at 5th level, a ranger may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at his normal speed and without taking damage or suffering any other impairment. However, thorns, briars, and overgrown areas that are enchanted or magically manipulated to impede motion still affect him. Paragon (Style Mastery) At 6th level, a ranger’s aptitude in his chosen combat style (archery or two-weapon combat) is perfected. If he selected archery at 2nd level, he ignores all cover when using a ranged weapon and doubles the range for all ranged weapons he uses. If the ranger selected two-weapon combat at 2nd level, he ignores all penalties for using two weapons. In addition, each successful hit after the first in a round against the same target deals an additional 1d6 points of damage. This damage increases by 1d6 for each successful hit after the second. As before, the benefits of the ranger’s chosen style apply only when he wears light or no armor. He loses all benefits of his combat style when wearing medium or heavy armor. |
| SKRP04-15-08, 05:07 PM | I like your attempt, but Ambition is a little bit too weak. Maybe you should add bonus to certain skill checks, like Intimidate, Bluff, Spot and so on? |
| Gideon_Gideonson04-15-08, 09:53 PM | Monk's new ability looks pretty good, although the attack roll might be a little to high. The ranger is pretty awesome. I love the way favored enemy turned into a per encounter ability, although I think that, given the power of the other per encounter abilities, it could add your full ranger level. Also, the Paragon ability should never duplicate a feat that can be otherwise purchased. It should be completely unique and something special to tempt people to take all 6 levels in that class. Finally, more classes will be coming (including casters), but work is pretty heavy at the moment, so it may be a few days. Keep it coming though! It looks GREAT. |
| Ecureuil_Diabolique04-16-08, 02:33 AM | I've altered the style mastery and how Ambition works. Also any alternative to the name "Ambition" would be greatly appreciated. So, what do you guys think? |
| SKRP04-17-08, 03:50 PM | What about Deadly Doggedness instead of Ambition? Paragon of Monk is weakened. |
| A_Fatter_MaN04-17-08, 04:59 PM | how about the warblade, or crusader? |
| Gideon_Gideonson04-18-08, 12:12 AM | No plans for those. I may make things with similar abilities, but the maneuver system is either going to be used by EVERYONE (gaining maneuvers based on Base Attack Bonus) or, more likely, no one. But that's just me. If (when I get the rest up...should be soon) you choose to use these and feel like making a Warblade or Crusader, go straight ahead. |
| SKRP04-18-08, 02:26 AM | Do you plan to make a standard casters with spell slots and so on? Or casters with weak spell but refreshable in some manner? |
| Gideon_Gideonson04-18-08, 01:28 PM | Casters currently have a per/encounter spell system, although they might be allowed to refresh their spells (1 per full-round action probably). I figured I'd max them at 1 or two level 3 spells per encounter. Also, a solution to prevent NPCs from randomly being higher level than the PCs. The Problem: The Commoner Dilemma Everyone has heard about the 6th level expert blacksmith or the 5th level mayor. Occasionally they pop up in a campaign, which begs an important question: since these people are tougher and more competent in combat than your typical 1st or 2nd level Player Character, why don’t they solve their problems themselves? Additionally, where do adventurers begin? People aren’t borne wizards, and don’t suddenly spring into being as fully trained marshals. Why don’t Player Characters have this transition stage? The Solution: The Zero Level Welcome to the Zero Level. A character with no class levels is treated as being 0th level. A 0th level character has everything needed to function, but no class abilities. A character with character classes receives the benefits of being 0th levels along with the benefits of his or her class. A 0th level character receives the following: Skill Points at 0th level*: (4+int modifier) x4 *No single skill may have more than 3 ranks. Weapon and Armor Proficiency: 0th level characters are proficient with all simple weapons. Hit Points: A 0th level character has a number of hit points equal to his/her Constitution score. Hit Dice: Although they do not actually possess hit dice, 0th level characters are considered to have 1 hit dice for the purposes of all spells and abilities that affect them. The 0th Level Character Base Attack Fort Ref Will Level Bonus Save Save Save Special 0th +0 +0 +0 +0 Bonus Feat Bonus Feat: The 0th level character gains a bonus feat, provided he meets the requirements. |
| Neokirby6404-29-08, 06:08 PM | RAISE THREAD! Is any work still being done on this? I was looking forward to a completed set! (I am not contributing because of a combination of school, laziness, and another casting system not on the forums I am working on) |
| Gideon_Gideonson05-02-08, 02:35 PM | It will be finished, only after May 15th, when I get out of college for the summer. It's been a bit hectic here, and I've had a LOT of work to do. My apologies for the delay, but rejoice! This will indeed be finished. -Gideon |
| Otto the Bugbear05-02-08, 07:26 PM | This is some great work Gideon. I may have to use this for one-shot games when our entire group can't manage to get together. Looks easy, intuitive, and quick to create and play. |
| Gideon_Gideonson05-05-08, 10:02 PM | Thanks Otto! Means a lot, coming from you. :D Anyway, I'm a bit busy at the moment (just got a concussion yesterday...), so don't expect much for a week or two, but here's an idea to tide you over. It's not guaranteed, but just something I was mulling over. Should feats have a progression that's not dependent upon a feat-tree of some sort? You know...something like this. Stage Number—Level Gained I—At 1st level II—At 3rd level III—At 5th level IV—At 6th level Great Fortitude Prerequisites: None I: You gain 2 hp plus an additional 1 hp for every Hit Die you possess, both past and future. Additionally, you gain a +1 bonus to Fortitude saves. II: When reduced to between –1 and –9 hit points, you automatically become stable. You don’t have to roll d% to see if you lose 1 hit point each round. III: You may add your Constitution modifier to your Armor Class in place of your Dexterity modifier. IV: You may re-roll a failed Fortitude save once per round. If this second save is successful, you are treated as if you had succeeded on your saving throw. Lightning Reflexes Prerequisites: None I: You gain a +1 Dodge bonus to Armor Class and a +4 Circumstance bonus to Armor Class against attacks of opportunity. Additionally, you gain a +1 bonus to Fortitude saves. II: You may make a number of additional attacks of opportunity equal to your Dexterity bonus. You may make attacks of opportunity while flat-footed. III: You gain a +4 bonus to Initiative. IV: You may re-roll a failed Reflex save once per round. If this second save is successful, you are treated as if you had succeeded on your saving throw. Iron Will Prerequisites: None I: You gain immunity to fear effects. Additionally, you gain a +1 bonus to Will saves. II: When reduced to negative hit points, you may choose to act as if you were disabled, rather than dying. You must make this decision as soon as you are reduced to negative hit points (even if it isn’t your turn). If you do not choose to act as if you were disabled, you immediately fall unconscious. When using this feat, you can take either a single move or standard action each turn, but not both, and you cannot take a full round action. You can take a move action without further injuring yourself, but if you perform any standard action (or any other action deemed as strenuous, including some free actions, such as casting a quickened spell) you take 1 point of damage after completing the act. If you reach –10 hit points, you immediately die. III: You no longer automatically fail saving throws on a natural 1. IV: You may re-roll a failed Will save once per round. If this second save is successful, you are treated as if you had succeeded on your saving throw. Power Attack Prerequisites: Base Attack Bonus +1, Str 13+ I: On your action, before making attack rolls for a round, you may choose to subtract a number from all melee attack rolls and add the same number to all melee damage rolls. This number may not exceed your base attack bonus. The penalty on attacks and bonus on damage apply until your next turn. Special: If you attack with a two-handed weapon, or with a one-handed weapon wielded in two hands, instead add twice the number subtracted from your attack rolls. You can’t add the bonus from Power Attack to the damage dealt with a light weapon (except with unarmed strikes or natural weapon attacks), even though the penalty on attack rolls still applies. (Normally, you treat a double weapon as a one-handed weapon and a light weapon. If you choose to use a double weapon like a two-handed weapon, attacking with only one end of it in a round, you treat it as a two-handed weapon.) II: If you deal a creature enough damage to make it drop (typically by dropping it to below 0 hit points or killing it), you get an immediate, extra melee attack against another creature within reach. You cannot take a 5-foot step before making this extra attack. The extra attack is with the same weapon and at the same bonus as the attack that dropped the previous creature. You can use this ability once per round. III: You deal double damage to objects, and your attacks automatically overcome hardness. IV: You may use your stage II ability any number of times per round. Combat Expertise Prerequisites: Base Attack Bonus +1, Int 12+ I: When you use the attack action or the full attack action in melee, you can take a penalty of as much as –4 on your attack roll and add the same number (+4 or less) as a dodge bonus to your Armor Class. This number may not exceed your base attack bonus. The changes to attack rolls and Armor Class last until your next action. II: If an opponent strikes you in melee combat, you receive a +1 Dodge bonus to Armor class against that opponent for the rest of the encounter. This bonus stacks with that of stage I, but does not stack with itself. III: If an opponent strikes you in melee combat, you receive a +1 Circumstance bonus to melee attack rolls against that opponent for the rest of the encounter. This bonus does not stack with itself. IV: When you use your stage I ability you may now add twice the penalty to your armor class. The penalty still may not exceed your base attack bonus. This way, if I choose to take Power Attack at 5th level, it's still as useful as it would be if I took it at 1st. All feats are good choices at all levels. Combat Expertise is a great feat at 1st level, and at 6th level. Same with Great Fortitude, and Lighting Reflexes. This seem like a good idea? |
| Ecureuil_Diabolique05-05-08, 10:50 PM | Lightning Reflexes Prerequisites: None I: You gain a +1 Dodge bonus to Armor Class and a +4 Circumstance bonus to Armor Class against attacks of opportunity. Additionally, you gain a +1 bonus to Fortitude saves. Bold was me; shouldn't that be reflex saves? Now that I'm done with that, I completely agree with you. I always wanted to rewrite the feat system so feats were actually useful a few levels after you took them. I'd be glad to help you out with this if I can. I'll try writing some more up when I get the free time. Currently I have two essays to work through, but if I get everything done I'll make sure to contribute all I can. Glad to see you're still thinking about this (even with a concussion! D;) |
| Gideon_Gideonson05-06-08, 06:35 PM | Thanks for catching that error there...there may be more than usual lately. Anyway, here are some more sample feats...balance isn't assured, due to head trauma etc, but here they are anyway. Comments, as always, are appreciated. Weapon Focus Prerequisites: None I: Choose a specific weapon. You gain a +1 bonus to attack rolls when wielding that weapon. If that weapon is an exotic weapon, you gain proficiency in it, but do not gain the additional +1 bonus to attack rolls. II: You deal an additional 1 point of damage when wielding the weapon you specialize in. III: You gain a +1 Circumstance bonus to Armor Class when wielding the weapon you specialize in. IV: When wielding your chosen weapon, your critical threat range increases by 1. Precise Shot Prerequisites: None I: You gain a +1 bonus to attack rolls and damage rolls when making ranged attacks against targets within 30ft. Additionally, you no longer take the -4 penalty for shooting into melee. II: Your range increment with ranged weapons increases by 50%. III: You take a -1 penalty instead of a -2 penalty for each additional range increment away from you your target is. IV: You ignore all Cover bonuses to Armor Class with the exception of Total Cover. Powerful Charge Prerequisites: None I: You deal an additional +1d6 points of damage whenever you make a charge attack. Additionally, you gain a +4 bonus to Strength checks involved in Bull Rush attempts and no longer draw attacks of opportunity for initiating Bull Rushes. II: When charging, you may choose to increase your Armor Class penalty to -4 instead of the usual -2 to increase your attack bonus to +4 instead of the usual +2. III: You deal an additional +1d8 points of damage whenever you make a charge attack. This overrides the additional damage from the stage I ability. IV: When you hit an opponent on a Charge attack you may choose to initiate a Bull Rush as a free action. You may push them as far as you would normally be allowed, so long as your movement does not exceed twice your land speed. Quick Draw Prerequisites: None I: You may draw a weapon as a free action. You may draw a hidden weapon as a free action. Additionally, you gain a +1 bonus to Reflex saves. II: You deal an additional 2 points of damage against flat-footed opponents. III: When you draw a weapon and attack with it in a single round, your opponent is considered flat-footed against your first attack. This ability may only be used once per encounter. IV: When you draw a weapon and attack with it in a single round you may add your Initiative modifier to damage. This ability may only be used once per encounter. |
| Ecureuil_Diabolique05-06-08, 09:29 PM | Thanks for catching that error there...there may be more than usual lately. No problem. Weapon Focus Prerequisites: None I: Choose a specific weapon. You gain a +1 bonus to attack rolls when wielding that weapon. If that weapon is an exotic weapon, you gain proficiency in it, but do not gain the additional +1 bonus to attack rolls. II: You deal an additional 1 point of damage when wielding the weapon you specialize in. III: You gain a +1 Circumstance bonus to Armor Class when wielding the weapon you specialize in. IV: When wielding your chosen weapon, your critical threat range increases by 1. Seems too weak. +1 is nothing worth getting at 1st level. And why not add the +1 if you weren't proficient with it? I think the attack bonus should be at least +2, if not just using a linear equation to increase with levels. Same with damage. Maybe same with III, but weapon-based defense could be another feat entirely. IV is fine. Precise Shot Prerequisites: None I: You gain a +1 bonus to attack rolls and damage rolls when making ranged attacks against targets within 30ft. Additionally, you no longer take the -4 penalty for shooting into melee. II: Your range increment with ranged weapons increases by 50%. III: You take a -1 penalty instead of a -2 penalty for each additional range increment away from you your target is. IV: You ignore all Cover bonuses to Armor Class with the exception of Total Cover. I think it's pretty good, although I don't really like III, but that's just a personal taste. Powerful Charge Prerequisites: None I: You deal an additional +1d6 points of damage whenever you make a charge attack. Additionally, you gain a +4 bonus to Strength checks involved in Bull Rush attempts and no longer draw attacks of opportunity for initiating Bull Rushes. II: When charging, you may choose to increase your Armor Class penalty to -4 instead of the usual -2 to increase your attack bonus to +4 instead of the usual +2. III: You deal an additional +1d8 points of damage whenever you make a charge attack. This overrides the additional damage from the stage I ability. IV: When you hit an opponent on a Charge attack you may choose to initiate a Bull Rush as a free action. You may push them as far as you would normally be allowed, so long as your movement does not exceed twice your land speed. I think III should be +2d6 damage instead. I don't know. Maybe it's too liberal? With leveling feats people are going to be able to do a lot. then again, is that bad? Quick Draw Prerequisites: None I: You may draw a weapon as a free action. You may draw a hidden weapon as a free action. Additionally, you gain a +1 bonus to Reflex saves. II: You deal an additional 2 points of damage against flat-footed opponents. III: When you draw a weapon and attack with it in a single round, your opponent is considered flat-footed against your first attack. This ability may only be used once per encounter. IV: When you draw a weapon and attack with it in a single round you may add your Initiative modifier to damage. This ability may only be used once per encounter. I like it. Good job. On another not, maybe characters should be able to advance the levels of their feats early, either by taking another feat or something? Oh, maybe the fighter could count as a higher level for feats? That'd give him something neat. |
| Gideon_Gideonson05-06-08, 09:38 PM | Seems too weak. +1 is nothing worth getting at 1st level. And why not add the +1 if you weren't proficient with it? I think the attack bonus should be at least +2, if not just using a linear equation to increase with levels. Same with damage. Maybe same with III, but weapon-based defense could be another feat entirely. IV is fine. +1, while not impressive, IS 1/6 of a Fighter's base attack bonus. Remember...when +6 is the highest you can have, +1 isn't that bad. I do agree with you on the others, and would welcome a suggestion to replace weapon-based defense. I think it's pretty good, although I don't really like III, but that's just a personal taste. Fair enough. I think I'll keep it at the moment though, unless I get a better idea. I think III should be +2d6 damage instead. I don't know. Maybe it's too liberal? With leveling feats people are going to be able to do a lot. then again, is that bad? Bearing in mind the amount of damage added by class features such as Skirmish and Sneak attack, I decided on a lower 1d8, so that a single feat can't replicate what most of a class is dedicated to. Sound reasonable? I like it. Good job. Thanks! :D On another note, maybe characters should be able to advance the levels of their feats early, either by taking another feat or something? Oh, maybe the fighter could count as a higher level for feats? That'd give him something neat. Possibly, but I really don't want to see some of these abilities to early. As for the fighter, I'll consider it, but since he gets many additional feats (adding up to 9-12 additional powers), I think it'll balance out...and maybe even...god forbid...overpower the fighter. :D |
| Ecureuil_Diabolique05-06-08, 10:24 PM | I think it'll balance out...and maybe even...god forbid...overpower the fighter. :D :eek: How dare you let melee characters have a fighting chance! :mad: Alright, well I see your point on a lot of things, and I suppose the only way to gauge how well the feats would work is to playtest them. Currently I don't think I can, but if I free up some time I'll try and make a few characters with the new feats and pit them up against some creatures. I was also thinking of having a feat that allows a character to gain a spell usable once/day (or encounter) and maybe some other magic-based abilities. Could help to make a gish character. Any ideas I get I'll type up and post here. Might take a while though, free time is scarce. :weep: |
| Gideon_Gideonson05-07-08, 01:19 AM | I was also thinking of having a feat that allows a character to gain a spell usable once/day (or encounter) and maybe some other magic-based abilities. Could help to make a gish character. Any ideas I get I'll type up and post here. Might take a while though, free time is scarce. :weep: Per encounter seems to be the order of the day, but those feats should probably wait, as I'm not yet entirely sure how to handle magic in this system. |
| Gideon_Gideonson05-19-08, 02:35 AM | For anyone watching this topic...G6 (this revision's operating name) has moved to the Giant in the Playground forum for the time being, as I know the coding there better. For any interested, here is it's new URL. G6: Re-Imagining E6 and D&D (http://www.giantitp.com/forums/showthread.php?t=80811) |