
Davachido |

So basic idea I'm getting from this is if you have someway to wield a two-handed weapon in 1 hand you get 1.5x strength. Only if that weapon is meant to be used as a two-handed weapon like a lance or halberd or greatsword?
That does mean ragelancerawrpounce now can wield a shield too if they had proficiency in it.

Drak Evren |

Yep, but also note that there was an FAQ awhile back that stated something along the lines that only the first attack on a ragelancepounce gets the lance charge damage bonus. It's still ridiculously powerful though.

Drak Evren |

+2 dex does quite a bit for Drak and would really be appreciated especially as a secondary frontliner -
+1 ac, hit, damage for each weapon, reflex save. Also several nice secondary benefits as well - init, acrobatics, disable device, stealth.
Plus he found the item
I'm not trying to argue too much and if you really want to give it to a caster we can. Drak will just mutter to himself about it :)

Rybal |

I didn't know that Variel had just gotten a magic sword, so that makes sense to share the wealth.
And of course a +2 to a stat of one's choosing is good for anyone. I'm just saying that when you make the jump from 18 or 19 to 20 or 21 in a primary casting stat, you get another bonus spell, which is (arguably) the best benefit for the item.
I have no problem with Drak taking this, just wanted to provide the best usage for the party.
As for the "I found it argument"--sorry if you were just kidding, but I'm VERY against using that to determine who gets treasure. If we take into consideration who found it, the "skillful"/ high perception people are going to have all the treasure, and the fighter-types (who arguably need the most gear to "keep pace" with other classes, though that's somewhat less probably in E6) are going to have the least amount of gear.
Personally, I don't really care if I get an "equal share" or whatever, I'm not one of those guys, and I'm not saying that just because I'm a fighter. Truly, I will never argue for "loot". But I have played my fair share of skill monkey characters before, and the only way I'd ever pull the "I found it, so it's mine" card was if my character (not me the player, but my actual character) was greedy/selfish and didn't care about the welfare of the party. I played a character like that once and it was funny when I bested a bunch of traps and snatched the magic ring triumphantly, immediately putting it on and finding that it was cursed (albeit, still a good item).
Anyway, I'm not trying to cause a big stink about this one item. It really doesn't matter to me one way or the other. But if there's a +5 vorpal Bardiche hidden in a room and Drak gets to claim it because he found it, Rybal may take exception to that. :-)
Also, I saw another thread about the two-handed, one-handed thing, and I may have to go back to my original (lower) damage. My ability as a Phalanx Soldier allows me to use a polearm "as a one-handed weapon", not "in one hand". That distinction matters for the FAQ, hehe.

Drak Evren |

Bah I had a long post written that was eaten
I was only joking about the finding. I tried to use smaller text but I should have been more clear.
Anyway I really don't want any hard feelings.

Rybal |

Yeah, my above post almost got eaten too. I realized after I sent it that it looked like I was mad in the post, and I'm not. Really, no hard feelings. I actually think RP-wise it makes the most sense for you to take it. I'm sorry to derail a fun game with what looked like a combative/snarky post, even though I really didn't mean it to be. Put that bangle on and let's go kill an...undead pegasus? ;-)

Drak Evren |

I added the bangle to Drak's equipment. Getting extra dex is like christmas for him - more accuracy, more damage, more stealthyness, more dodgyness.
Thanks to everyone :).
Is there any interest in making a loot spreadsheet in google docs to track things that we find?

Malthu the Redeemed |
Go for it, Rybal.
I think there should be a general policy allowing a player to jump ahead if there's no enemy turn in-between. It'll keep the posting going faster in addition to often providing tactical advantage. Rybal doing trip attacks is a great example. Variel using Evil Eye or Trogg using Bull's Strength both work similarly.

Davachido |

You don't have to post turns in order I resolve them in chunks anyway, the only important points are when the enemy goes. For example if a plan involved jazz or clarence you'd have to wait till the woman acts. Otherwise feel free to switch it up a bit. Sorry I guess I forgot to tell the new comers that!

Drak Evren |

You did the right thing GM - I thought it was a bonus to hit. As I am sure you are aware there are however subtle distinctions between an AC penalty and an attack bonus - take combat manuvers (like against the disarm attempt).
I'm glad that I'm continually learning things about the rules - even those things that I thought I knew :).

Rybal |

In this case you are ;-)
Here it is, under Combat Maneuver Defense:
"Miscellaneous Modifiers
A creature can also add any circumstance, deflection, dodge, insight, luck, morale, profane, and sacred bonuses to AC to its CMD. Any penalties to a creature's AC also apply to its CMD. A flat-footed creature does not add its Dexterity bonus to its CMD."

Davachido |

Just so people know I am using the fast track up till you reach level 6 than we go by E6 xp for each level up.
Since last level up, each thing in brackets is the amount each person got:
Fought a minotaur, (450xp)
Found a different type of control box, green instead of yellow. (100xp)
Found out that when incorrectly removed the green control boxes turn their hosts into stone. (50xp)
Found a Vulpinal turned to stone. (50xp)
Found goblins that told the group what they were after: A important book, an important white scale and an important box. (300xp)
Found a room with books and a ritual circle, the room has a swarm of leeches in it. (not finished)
Found a room with a Siren stitching up bodies where Chara and Brice were found. (400xp)
Saved Brice (200xp)
Killed the two known Mistfiends in the mansion. (350xp)
Went back to town (-)
Followed up the Betina lead and found out information (100xp)
Found out about Lionel's past and possibly Varis's (100xp)
Fought a wax golem (120xp)
Navigated the tunnels and found the strange room. (100xp)
Fought a Dullahan and her horse (460xp)
Total: 2780 of 2700xp to level up. The last fight tipped you over :D

Davachido |

Hmm, well pick what you think might be useful, if you really can't decide forgotten trick is good as then you pick and choose for the situation. Albeit at a higher cost.
Darkvision if you want to do a bunch of scouting without lights, Shadow clones for defense. Acrobatic master is the one I don't think you'd get much out of, unless you are tumbling around monsters a lot. If you think that will come up a lot then go for it. Do remember the extra trick feat into Master trick feat once you get to level 6. There is option for quite a lot of things there.
@Rikaku: I've also begun to realise that sorcerers in E6 are behind in wizards due to all their class abilities coming in later. I might put in some more E6 house rules to get you up to scratch, if that's okay with you?

Rikaku |

Whatever you reckon, Davachido! I didn't even realise until just now when I plugged in another level into HeroLab that I didn't get 2nd level spells yet... That's what I get for picking arbitrary cool things. :P
I think it'll work out in the end, once I can pick up a couple of epic feats to make up for my lost spells known from the crossblooded archetype, it's just a very slow ramp-up time.

Drak Evren |

Rikaku - I keep telling people that crossblooded is a bit of trap if you play through the levels but no one ever believes me :).
However (and you probably know this) you still get the spell SLOTS just not the spells. Your ability to spam spells was significantly increased. You can still cast burning hands or whatever with a 2nd level spell slot no problem.
If I may make a criticism - you seem to like rays but you have no feats to support them. Point Blank shot, precise shot, arcane strike - these should be your feats. The kobold feats are flavorful but ultimately fairly weak - your rays are no good if you get what is essentially -8 to attack (-4 for firing into melee, -4 soft cover). I know a breath weapon is a big part of your character but if you can wait you can get it with the E6 feat Awakened Bloodline. I don't know if you will be allowed to or even if you want to rebuild your character to such a degree but there is my 2 cents.
On another fun note - I have been tempted on occasion to make something like a gnome crossblooded sorcerer with the orc/draconic bloodlines, the pyromancer racial trait, and gifted adept trait (burning hands) to be able to cast 3d4+6 damage burning hands at level 1 for kicks.

Rikaku |

Oh trust me, I know:
a) Crossblooded is terribly weak (at least if you're not dipping it as an evoker wizard or doing other weirdness like orc/draconic bloodlines),
b) I'm not optimised at all for what I'm doing, and
c) The kobold feats are pretty weak too. Heck, being a kobold is weak. :P
But I went with it anyway because it suited my concept, which is more important to me than being optimised. Frankly I just think it's cool!
Precise Shot would be really nice, but having to get PBS as well makes it less than ideal... alas. Maybe I can pick that up over the next few levels. Plus I guess I just haven't really had much in the way of an opportunity to use burning hands. I need 2nd level spells where I can get fun things like flaming sphere and scorching ray and acid arrow and whatnot! :)

Drak Evren |

I actually kind of like PBS for rays to be honest. It's almost like getting Weapon Focus, but you are also getting a bit of damage too. It is kinda situational due to distance but when I played a elemental sorcerer in a home game who was a bit of a ray specialist I was very fond of the feat. I thought it was better than many others gave it credit for. PBS and Arcane Strike do nice things for your bloodline ray and makes it scale to have damage that is somewhat relevant until later levels (1d6+6 as a ranged touch attack at level 6, not amazing but hey that's only your bloodline ray).
My favorite non-ray thing to do was use Flaming Sphere and then use that as the fire source for Pyrotechnics, though I don't think you could do that if you made it a 'freezing sphere' instead.
Kobol as a race. While it's not optimal it's actually not awful for a ray specialist. No Cha bonus but at least it's not a penalty. The bump to Dex is a really nice hit bonus plus the small size hit bonus. You are stealthy so hopefully you aren't targeted as much and you get full 30' speed to get positioning. It's not a 'bad' package and it makes rays nice and easy(ish) to land. Though you still really want to avoid the -4 softcover penalty and -4 for firing into melee penalty whenever possible.
To the GM - if you want to make a feat I suggest making one similar to the Gifted Adept trait, but perhaps apply it to a school of magic instead of a single spell to make it a bit stronger. Specifically this feat would be targeted to allow Rikaku to cast Scorching ray as a level 7th caster (which would give him a 2nd ray - a huge buff). If there is a feat like this already then I missed it.

Davachido |

Okay, what do people think of these changes for sorcerer for E6? (spell progression staying the same):
Level 2: Gain bloodline spell and bloodline power as if level 3.
Level 3: Removed
Level 4: Gain a bloodline spell as if level 5, and a bloodline feat.
Level 5: Removed
Level 6: Gain a bloodline spell and bloodline feat as if level 7.
That way it gets more spells than normal to catch up with a wizard a little and it gets 3 feats (one being eschew materials). I'm thinking of adding another sorcerer epic feat which chains on from the other. With words to the effect of Gain a spell slot for every level you know.

Drak Evren |

Again, speaking as someone who has played a sorcerer but trying to look at it from a high level view -
Moving the spells down a level would be most welcome and is something I've seen done before. It puts it more inline with when an oracle gets their bonus spells. It also eliminates some weirdness when you want to pick a spell that your bloodline gives you anyway. I don't think I've ever seen this rule put into effect when a crossblood sorcerer is in the group but it also really helps a crossblooded sorcerer, especially in an E6 game.
I really like the idea of moving the bonus feat that a sorcerer would normally get at level 7 to level 6 in an E6 game. It would feel like you get a capstone and enhance the choice of your bloodline picked. I'm not so sure about getting the other bloodline feat that you suggest. I'm just not sure that it feels right - however as a player if a DM wanted to give me more feats I sure as hell wouldn't complain.
I'd keep the bloodline power where it is at level 3. I see no real benefit to changing it.
I think I'd then change the Awakened Bloodline feat to be thusly -
Awakened Bloodline
Prerequisite: Sorcerer 6
Benefit: You are treated as 9th level for determining what bloodline powers you receive. Your actual level doesn't change and you use your normal level for determining the effects of the bloodline powers.
(So instead of granting a spell this would be increasing the effect of the level 3 bloodline.)
As far as additional spells go there is already the feat:
Prerequisite: Ability to spontaneously cast spells.
Benefit: Choose a spontaneous spellcasting class in which you can cast spells. You gain an additional spell known for each level of spell that you can cast.
Unless you were thinking of doing something else?

Davachido |

As a continuation to expanded spell repertoire feat adding more spell "slots" not spells known. So level 6 sorcerer would end up with 7, 6, 4 before ability modifiers. This would be a sorcerer only feat of course.
The reason I was suggesting another feat is just so that the sorcerer gets compensated for more stuff as they get less that a wizard does in the first 6 levels of their career. An extra feat couldn't hurt, I was thinking restricting it to bloodline so you still have it tied to a theme progression. Instead of having a flat bonus feat.
I do see your point with not moving the level 3, just moving 7 down to 6 and 5 to 4, so they end up with a capstone level. The new wording on Awakened bloodline is good too.

Drak Evren |

As a continuation to expanded spell repertoire feat adding more spell "slots" not spells known.
Ah, that makes sense. Though I wonder if you would want to limit it to sorcerers or any spontaneous caster? The feat would be really powerful with a prepared caster so I can see not wanting them to have it.
Also:
1) Bloodline Power
2) Bloodline Spell
3) Bloodline Power
4) Bloodline Spell
5)
6) Bloodline Spell, Bloodline Feat
This is how I would do it I think, but you aren't me :) If you think an additional bloodline feat is warranted by all means add it.

Davachido |

Most the other spontaneous casters have feats already that enhance something about their class in E6, such as getting more songs or enabling them as a move action, or summon abilities, or oracle higher level Revelations. So making that feat Sorcerer only should give the sorcerer something as well (other than the bloodline power as most of the other classes have two feats).
I still think the extra feat should be there, I don't think it will push the sorcerer to any great bounds beyond the other classes as it has to choose from a restrictive list and still qualify for all the pre-reqs. I can at least give it a go and see how it feels.
1) Power
2) Spell
3) Power
4) Spell
5) Feat
6) Spell and Feat
I think that would be decent progression, so it ramps up at the end but the sorcerer ends up with something every level.

Rikaku |

Davachido, your line-up there was what I was thinking. Personally I would be happy with the only change being the bonus spell moved down 1 level, because that's by far my biggest gripe with Sorcerers (second biggest is that their bloodlines feel like a beta/less awesome version of Oracle revelations... but oh well).
I think the key thing would be to compare it to what the wizard gets over the same stretch (making the assumption here that sorcerer spellcasting + bonus spells is roughly equivalent in power to wizard spellcasting):
- Arcane bond: hard to quantify, but I think it might be equivalent to a bloodline power.
- Scribe Scroll + 1 bonus feat: so, equivalent to Eschew Materials and a bloodline feat.
- School powers: functionally equivalent to bloodline 1 and the bloodline arcana.
That means that Sorcs would get 1 bonus feat over a wizard with your suggestions. Whether or not that's fair basically depends on your opinion of the worth of prepared flexibility vis-a-vis spontaneous spamming.

Rybal |

Just moving this to discussion, but wanted to continue this point:
No, similiar to how you can't have mage armor and chainmail, or a chain shirt under breastplate, the armored kilt wouldn't increase your AC. Honestly I would have thought that you or Malthu would jump at the chance for full plate but hey, some coin is always good too.
I thought that too until very recently (like, this week, hehe). I've been doing some digging and pretty much everyone agrees that adding an armored kilt to light or medium armor does increase the armor by one. It's basically using the piecemeal armor rules from UC. So if you have a breastplate, it's a +6 medium armor. If you add an armored kilt to it, it is now a suit of +7 heavy armor. For me, there's really no reason NOT to do it. I'm definitely going to be heading over to the blacksmith when we get a chance.
As far as taking the full plate--I thought about it at first, but after more consideration I think it's better for Malthu. Here's why:
1) I have endurance, meaning I can sleep in medium armor. So if I just take off my (soon to be acquired) armored kilt, I can sleep in my breastplate with no penalties. I don't want to be caught unawares and have to take 10 minutes or whatever to put my armor on.
2) Malthu is a damage dealer and it's good if his armor is higher.
3) I'm trying to play up my tankiness, and one unwritten rule is that you don't want your armor TOO high, or enemies will just ignore you, hehe.
So what do you guys think for my Level 4 feat? I'm leaning towards Diehard, since it's just so good for E6. I was going to take another shield feat (can't remember if it's shield master or shield specialization) that adds your shield bonus to your CMD and gives +2 to AC vs crit confirm rolls. The first part of that feat is good, but the second part is worthless due to the crit houserule.
What do you guys think?

Davachido |

I thought the point of armored kilt is this: When you add an armored kilt to a suit of light armor, the set counts as medium armor. Likewise, a kilt and medium armor counts as heavy armor. Adding an armored kilt to heavy armor has no effect.
and: Can be worn alone or added to existing suits of armor.
So it gives you +1 AC as long as you can wear the next tier up or suffer armor penalties, or that was my understanding of it anyway.
As for diehard, its nice to automatically stabilize but the second use of the feat staying up, is very dangerous at that low hit points as if you get reduce to negative your con score you flat out die.
The feat you are thinking of is Shield specialization, I think shield master you need to be at least level 11.
Other feats that are good for E6, Saving shield. You should be adjacent to an ally a lot of the time, granting +2 AC is a good boon. You could also go for Bodyguard which does stack with saving shield. As you use the immediate action for Saving shield, then Bodyguard with an AoO to give an adjacent ally +4 to AC.

Drak Evren |

I admit, I was speaking sort of off the cuff and assumed that the armored kilt was one of the +1 armors with 0 APC and ASF from Ultimate Combat.
While I am at work right now and I can't view the 20psrd so I can't review wording I'd make sure that armored kilt is from the allowed books given by the GM.
As far as a feats go, +5 CMD is well worth a feat even ignoring the critical confirmation part it. This assumes you keep your tower shield.
Intimidating Prowess - if you want to up your Antagonize.
You could focus on hitting and tripping and go with the old standby Weapon Focus.
Speaking of feats and hitting things.... Would anyone be interested in taking the teamwork feat Outflank at level 5?

Davachido |

@Drak: I'm open to allowing things from other books if people want. Just not any 3PP stuff. If I feel there's no problem with it I don't mind adding it in. I originally didn't have ninjas in the game for example but added it later as I saw no point in that as they are basically better rogues as one of the original players stated. I don't see a problem with +1 AC at the cost of making the armor heavier.