|
Eyolf The Wild Commoner's page
675 posts (745 including aliases). 2 reviews. 1 list. No wishlists. 1 alias.
|


Where have you new people been? We had this discussion a year or two ago.
Crossbows - Repeating and Hand crossbows count as Simple Weapons.
Crossbows may be upgraded in the Composite fashion, such crossbows are referred to as Mighty Crossbows.
The cost is 100 gp for each +1 base damage added to the crossbow. You must have a strength bonus equivalent to the Mighty Crossbows bonus damage or you will not be able to reload it as normal.
If you do not possess the strength bonus needed to reload a Might Crossbow normally you may still load one up to a +2 bonus higher than your Strength Bonus. Loading in such a manner takes additional time equal to one step increases for each point of Bonus you do not meet.
Example: A +3 Mighty Crossbow, Heavy, would require a minimum Strength of 16 in order to properly load. However, you could still load such a crossbow if you had a Strength score of at least 12, though it would take 3 Full Rounds to do so.
Free Action -> Swift Action -> Move Action -> Standard Action -> Full Round -> 2 Rounds
-> 3 Rounds.
It's a wonderful item. My Cleric of Cayden shall also be using this. I love it.
I was wondering why this is not possible. I think it would be a good way to help spread Paizo Popularity and that of Google too. I imagine it needs to be set up between a partnership of Paizo and Google. I'd definitely +1 Paizo though. I don't like facebook ><
Woo!, New wayfinder. You guys are awesome. Love the magazines.
I love e6... I miss it.
Cranewings.. I'm curious the E6 PF variant. Where did you locate that, on these boards?
If so >.> Woot. I and two other guys (aside from the original creator of E6 and his volunteers) converted / created that.

Pendagast wrote: Bilbo had the ring for decades.
but thats because sauron was still "the necromancer" at the time ( a weakened version of himself) and the ring/sauron grew in power together, so the one ring was weaker during the time bilbo was in possession of it.
by the end of bilbos possession of the ring, sauron has begun to mass power again, the decades of possession, coupled by the rings awakening, causes gandalf to 'notice' the ring, and its effects on his old friend bilbo.
AS the ring passes to frodo, it stays in his possession for quite some time, but he doesnt carry it like bilbo, because it's in the envelope (keep it secret keep it safe)
once Gandalf studies and reveals the rings true origin and identity to frodo, and he becomes a ring bearer, the ring is much more potent at this point. So the effects of the ring happen at an accelerated rate to frodo.
The reason why the witch kings morgul poison is less effective on frodo, is the power of the ring. Frodo is wearing it when he is stabbed. The poison has less effect on "it's own kind" which frodo becomes, temporarily by using the ring. See the ring doesn't make one "invisible" per se, thats an interesting side effect of it's use while the user is still "uncorrupted" the ring doesn't make sauron invisible. It has other effects. The ring draws frodo into another plane of existence, essentially, it would do the same thing for sauron once he had it, allowing his spirit to exist physically in the "material" plane, or middle earth, which is why it doesnt make him "invisible".
the ring brings frodo there, the rings brings sauron here.
The witch kings poison makes one a "wraith", yet when he uses it frodo he's already "there" instead of here, so it has half effect on him.
Neither thing have anything to do with being a hobbit.
Once the fellowship to be, meet at elronds council. The reason why none of the heros can become a ring bearer become quite clear (and later better explained by galadriel) the more power one has, the faster they become corrupted....
All the humanoid mortal (including elves) races were of no higher than 5th level. Excluding Gandalf.. who was a 6th level demi-god. Pretty much. E6 people! lol
http://www.thealexandrian.net/creations/misc/d&d-calibrating.html
daemonprince wrote: Eyolf The Wild Commoner wrote: If it's the Help/FAQ link at the top of the paizo navigation bar. That has NOTHING to do with any threads I've seen with questions so in which case... where the flack are these answers... Its addressed in the latest errata for the APG. Please read my newly posted above post prior to your own.
Okay so it's confirmed in the APG errata but there is still one problem.
Do the granted uses of LOH stack with that of the Paladin's uses of LOH.
Meaning +1 use of LOH at 4th level from the warrior of the light, and general smite evil ability for
3 / day. at level 4.
And then one additional every three levels after from smite ability, and another +1 from warrior of light every 4 levels after.....
Would I have 2 uses or 3 uses at level 4 essentially... as this will answer my question for the rest of the uses.
If it's the Help/FAQ link at the top of the paizo navigation bar. That has NOTHING to do with any threads I've seen with questions so in which case... where the flack are these answers...
Really bad at navigating, can someone link me to the FAQ to answer this question.
Personally I think this item is amazing. 10/10.
My only complaint is the item price, but hey... I'm just never a fan of items I can't get at lvl 6 or earlier lol.

Well my vamps now have fast healing of 2.
Anyway, I'll let you know how it goes Arakhor
Quote: CR: Base Creature's +2
Racial Hitdice become d8's
+2 Natural Armor Bonus
Darkvision 60 ft
Channel Resistance +4
Resistance 5 Cold
Fast Healing 2
Corporeal Undead Traits
Vampires are subject to non-lethal damage.
Vampires do sleep, preferably during the day.
Vampires are required to drink fresh blood or they suffer penalties and severe hunger.
Weaknesses: Dead man's blood. If vampire ingests or takes into body, they become exhausted and sickened.
If exposed to sunlight vampires feel sickened and are required to rest for two hours per hour they remain exposed. In addition they suffer 1d6 nonlethal damage per hour they remain exposed.
The only way to kill a vampire is to decapitate it.
+2 str, +2 dex, +2 wis
+8 perception
Alertness and Toughness.
Blood Drain (Su): A vampire can suck blood from a grappled opponent; if the vampire establishes or maintains a pin, it drains blood, dealing 1d4 points of Constitution damage. The vampire heals 5 hit points or gains 5 temporary hit points for 1 hour (up to a maximum number of temporary hit points equal to its full normal hit points) each round it drains blood.
The halflings size bonus to attack rolls would be counted as a normal attack bonus in this case.
Thus they would not receive the +1 bonus, and the -1 bonus would take initiative and dominance.
O.O TEACH ME MORE! >.> I desire to know of the winter tents >.>
Hence why I stated this before that sentence.
Quote: See now... albeit that the time periods and materials used are vastly different (I would assume). Your preference although greatly appreciated and simple. Yes they were of modern material. However now with your information I have been educated further. I thank you.
Awh alright. Yes... logic. Something that I wish I had years back so that I never arrived at this point of belief for 2 person tents.
Oh well. I'll be using your recommended 1 person from now on. Thank you once more.
See now... albeit that the time periods and materials used are vastly different (I would assume). Your preference although greatly appreciated and simple.
Confounds me. My friend stated that he once had a 20 lb tent which fit 4-5 people comfortably. >.>
In addition.. Another confounding thing..
Doesn't the armory list the pavilion as 10 creatures? Then why do you choose 12 instead? I am curious now of this.
Obviously this comes down to me making the rule on the tents, which I'll have to..
I'm just so amazingly surprised that after years of playing... I never noticed this.. and in addition... It's been like this since AT LEAST 3.5... I'm so curious if it was like this back in AD&D. ><
I hope that some are enjoying the amusement I can bring, at least with those two posts prior to yours James.
By the way.. I am so very thankful of your response. You and the others at Paizo are very amazing and I thank you for Pathfinder
You guys/girls rock!
????? says (8:58 PM)
Want my advice?
Or would you like my knowledge?
Eyolf says (8:59 PM)
Both!
<.<
????? says (9:00 PM)
Knowledge: F+@~ed if I know
Advice: See Rule 0
Also, slap yourself for micromanagement
????? says (8:56 PM)
Maybe Gygas simply wished it not to have a number attached to it
Mr. Gary Gygax
Eyolf says (8:56 PM)
<.<
Eyolf says (8:57 PM)
He's an evil plotting genius....
????? says (8:57 PM)
Even in death, he mocks you
-------------------
Damn it Gary!
I'm obsessing... someone smack me. Seriously though, although this is a very small problem and can be solved with a simple homebrew fix...
Why does this error even exist!?! It's.... retarded ><
1, 2, 4, 10. Medium Size Tent Holds...
Cost 15 gp. (Meaning FAN SRD is in error for pavillion tent) and in addition..
ALL SRDs..
even 3.5 hypertext srd ARE MISSING, this includes ALL PATHFINDER PDF's and Erratas... ANY information stating that a tent holds two people.
Thus a new player would assume that the 10 gp, 20 lb tent holds ONE Medium Size Character.. .When in fact it holds 2 >.> (SUPPOSEDLY) Where the heck is the information on this....

|
1 person marked this as FAQ candidate.
|
Had a friend reference hard copy 3.5 PHB. Information regarding tent and its specifics is also none existent. Where in the hell did I get the belief that a tent from core books/phb holds two people. Has the system been like this since AD&D
Referencing both SRD and PDF's ...
The core book tent is 10 gp, and 20 lbs.
It doesn't have information on how many people it holds, but I assume it's two medium size characters
The fan based srd using the adventurers armor
has...
Tent (small) 10 gp 15 lbs.1
Tent (medium) 15 gp 20 lbs.
Tent (large) 30 gp 40 lbs.
Tent (pavilion) 100 gp 50 lbs.
The medium tent cost increases to 15 gp
The medium tent doesn't list how many it holds
the small is listed as one, the large, as four
the pavilion as 20
in the adventurers armory pdf...
it only states that the tents can hold between 1 and 10 people, and the pavilion tent is large enough for a fire pit in the middle.
What in the heck is going on here... What entries are correct and where is the missing information!?
I'm going to guess the fan srd has it wrong with the 20 people, and it should rather be 10.
Anyone have ideas for feeding penalties, or rather lack there of?

So what does everyone think of this. My goal is to make a vampire which is stronger than the lycan, but yet not as strong as the vampires in the beastiary. Any help would be appreciated. I'm aiming for a +2 CR which can be applied to lvl 1 characters and doesn't unbalance things too much.
Quote:
CR: Base Creature's +2
Racial Hitdice become d8's
+2 Natural Armor Bonus
Darkvision 60 ft
Channel Resistance +4
Resistance 5 Cold
Fast Healing 5
Corporeal Undead Traits
Vampires are subject to non-lethal damage.
Vampires do sleep, preferably during the day.
Vampires are required to drink fresh blood or they suffer penalties and severe hunger.
Weaknesses: Dead man's blood. If vampire ingests or takes into body, they become exhausted and sickened.
If exposed to sunlight vampires feel sickened and are required to rest for two hours per hour they remain exposed. In addition they suffer 1d6 nonlethal damage per hour they remain exposed.
The only way to kill a vampire is to decapitate it.
+2 str, +2 dex, +2 wis
+8 perception
Alertness and Toughness.
Blood Drain (Su): A vampire can suck blood from a grappled opponent; if the vampire establishes or maintains a pin, it drains blood, dealing 1d4 points of Constitution damage. The vampire heals 5 hit points or gains 5 temporary hit points for 1 hour (up to a maximum number of temporary hit points equal to its full normal hit points) each round it drains blood.
Here is a quick question for you all.
If I were to remove the standard pf vampires energy drain and dominate abilities. Would that drop it down to a +1 CR rather than +2?
Sunlight I'm thinking would cause irritation, fatigue of some sort.
A -6 to saves to me just seems extensively silly.
My goal is to bring the vampires in and around the lycanthrope area but a tad more powerful.
Any way, since some of the community does seem interested I'll post the results here of the progress once it gets going.
As for damage. I was thinking perhaps that yes the only way to officially kill them is to lop off the head, but they take damage from just about anything.
In addition perhaps dead man's blood >.> (I am so not taking inspiration from Supernatural here >.>)
I did and no they don't. I'll take the project on myself. I'm tired now.. Sleep well everyone and take care.
So what I'm looking to create with the aid of the community (hopefully) is a vampire that we can use at level 1. (I'd prefer if we can get it down to a CR +1
However..... This is the part where it gets a bit interesting...
I don't want dominate person, and level drain / negative energy.
They are able to walk in the sun light (it basically irritates the skin and or fatigues them, but it doesn't kill them or seriously hinder them)
The only method to kill them is to lop off their head (Yes this means that staking doesn't work) Garlic doesn't work, water doesn't work, holy symbols don't work.
The way to spread vamprism is through the ingestion of vampire blood.
Anyone interested in taking on this project with me?
Dm updated his O.P. It's not easier to read and comprehend.
The way which you phrased that is a bit confusing to me.
Level 4 Spell Slot may Hold
Two 3rd Level?
Three 2nd Level?
Four 1st level?
or Five 0 level?
Is that what you're saying?
Isn't doing spells that way actually making the wizard MORE powerful then if you were to do a spell point system using spell levels as points?
I mean
Level 4 = two 3rd level?
when the point system is = one 3rd level, and one 1st level.
Or are you saying that you can't trade backwards. As in, you can use a lvl 9 spell for 9 first levels? But you CAN'T trade lower spell levels to make up a higher spell level. Thus, no trading 9 first levels for a lvl 9 spell?
Why not just use a complete spell building system?
And did anyone check out that mana system I posted? Is it not good? I thought it was good ><

My new version of the E6 feats brought to you by help from Solusek, and Seph.
Ability Advancement [Combat]
You've spent time perfecting one of your abilities.
Benefit: Choose one Ability Score; you gain a permanent +1 bonus to that ability score.
Special: You may take this feat multiple times, however, it may only be taken twice for each ability score.
Combat Training [Combat]
Frequent and focused combat training have increased your battle prowess
Benefit: Your Base Attack Bonus increases by 1.
Special: You may only take this feat twice.
Expansive Skill
Benefit: Upon taking this feat you acquire 4 skill ranks.
Special: You may select this feat multiple times.
Skill Beyond Your Years
Prerequisite: Level 6
Benefit: Upon taking this feat you select a skill. Your max ranks with the chosen skill rise from 6 to 8.
Caster Training
Prerequisite: Character level 6, Ability to cast Arcane or Divine spells.
Benefit: Choose a spell casting class that you have, your effective caster level for that class becomes equal to your total hitdice +2. This does not grant you additional spells or slots.
Special: You may take this feat multiple times, however, you are required to choose a class with which you have not taken this feat.
Expanded Spell Repertoire
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.
Expanded Casting
Prerequisite: Character Level 6th
Benefit: Choose a spellcasting class in which you have levels. You gain an additional spell slot at any level you can already cast. This feat may be taken multiple times.
School Specialist
Prerequisite: Wizard 6, Knowledge (Arcana) 6 ranks
Benefit: You gain the eighth level specialist power from your chosen school. If you have chosen the Abjuration School, you instead increase your Resistance ability from 5 to 10.
Awakened Bloodline
Prerequisite: Sorcerer 6
Benefit: You gain your bloodline's bonus 3rd level spell, and its 9th level granted bloodline power.
Martial Veteran [Combat]
Prerequisite: Fighter 6
Benefit: Upon taking this feat you are treated as having fighter level 8, and Base Attack Bonus +8 for the purpose of selecting feats. In addition when using the Power Attack or Combat Expertise feat you are treated as having +8 Base Attack Bonus.
Master Combatant [Combat]
Mastery of your craft has increased the effectiveness of your fighter special abilities.
Prereq: Fighter 6
Benefit: You acquire Armor Training 2, and your Bravery increases to +3. You may also choose a second group of weapons with which to gain the Weapon Training Bonus, however, your bonus does not increase.
Focus Your Rage
Prerequisite: Barbarian 2
Benefit: You may select an additional Rage Power.
Special: You may select this feat twice.
Barbaric Resilience
Prerequisite: Barbarian 6
Benefit: You gain DR 1/--
Special: You may take this feat a second time, improving your DR from 1 to 2.
Extra Wild Shape
Prerequisite: Wild Shape Class Feature
Benefit: You may Wild Shape one additional time each day.
Special: You may select this feat twice.
Plant Shaping
Prereq: Druid 6, Knowledge (Nature) 6 ranks
Benefit: You may use Plant Shape I through your Wild Shape Class Feature.
Improved Elemental Form
Prerequisite: Druid 6, Knowledge (The Planes) 6 ranks
Benefit: You may use Elemental Body II through your Wild Shape Class Feature.
Extra Favored Terrain
Prerequisite: Ranger 3
Benefit: You may select a second Favored Terrain, but your terrain bonuses do not improve.
Step of the Wild Lands
Prerequisite: Ranger 6, Survival 6 ranks
Benefit: You gain the Woodland Stride, Swift Tracker and Camouflage class abilities.
Rogue Talent
Prerequisite: Rogue 2
Benefit: You learn one Rogue Talent of your choice.
Advanced Rogue Talent
Prerequisite: Rogue 6, Rogue Talent feat
Benefit: You learn one Advanced Rogue of your choice.
Extra Domain
Prerequisite: Cleric 6, Knowledge (Religion) 6 Ranks, Skill Focus: Knowledge (Religion)
Benefit: You gain the domain power and spell list of one additional domain associated with your deity.
Divine Channeling
Prerequisite: Cleric 6
Benefit: Your channel energy dice change from d6 to d8.
Divine Aura
Prerequisite: Paladin 6
Benefit: You may select one of the following Paladin Abilities to acquire; Aura of Resolve, Aura of Justice, or Aura of Faith.
Special: You may take this feat twice.
Excelling Flurry
Prerequisite: Monk 6
Benefit: You use Flurry of Blows with no penalty to your attack bonus.
Flow Like Water
Prereq: Monk 6, Dex 13, Dodge, Mobility
Benefit: You gain the Improved Evasion special ability and your Monk AC Bonus increases to +2.
Enlightened Spirit
The order of the universe flows through your mastery of ki
Prerequisite: Monk 6
Benefit: You gain the Ki Pool (lawful) benefit.
Enlightened Body
Prerequisite: Monk 6
Benefit: Your gain the Wholeness of Body Monk ability.
Enlightened Fist
Prerequisite: Monk 6
Benefit: Your unarmed strike damage increases by one step.
Dirge of Doom
Prerequisite: Bard 6
Benefit: You gain access to the Bard Song ability Dirge of Doom.
Experienced Performer
Prerequisite: Bard 6, Perform (any) 6 ranks
Benefit: You may start a bardic performance as a move action instead of a standard action.
Master Performer
Prerequisite: Bard 6, Perform (any) 6 ranks, Experienced Performer, Skill Focus: Perform (any)
Benefit: You may start a bardic performance as a swift action.
Lingering Song
Your inspirational bardic music stays with the listeners even after the last note has died away.
Prerequisite: Bardic Music
Benefit: If you use Bardic Music to Inspire Courage or Inspire Competence, the effect lasts for a number of additional rounds equal to the number of rounds that your performance lasted.
Ritual Magic
You've become adept at cooperating with other casters to call upon higher magics.
Prerequisite: Ability to cast third level spells; Spellcraft 6 ranks; Skill Focus: Spellcraft, Spell Casting Ability Score of 15 or higher.
Benefit: Two or more spell casters of the same type (Divine or Arcane) who each have the Ritual Magic feat may work together in an elaborate ritual to invoke 4th, 5th, and 6th level spell effects.
Each person may only begin one ritual per day, though they may assist with any number of other rituals.
A Ritual Spell takes a base of one hour to perform. Each additional caster involved in the ritual beyond the first two reduces its casting time by 20 minutes to a minimum casting time of 10 minutes with 5 participants.
Special: The spells which may be called upon are chosen by the GM.

A list of changes that I've made after speaking with a friend.
Expansive Skill (Previously Natural Talent)
Benefit: Upon taking this feat you acquire 4 skill ranks.
Special: You may select this feat multiple times.
Skill Beyond Your Years
Prerequisite: Level 6
Benefit: Upon taking this feat you select a skill. Your max ranks with the chosen skill rise from 6 to 8.
Caster Training
Prerequisite: Character level 6, Ability to cast Arcane or Divine spells.
Benefit: Choose a spell casting class that you have, your effective caster level for that class becomes equal to your total hitdice +2. This does not grant you additional spells or slots.
Special: You may take this feat multiple times, however, you are required to choose a class with which you have not taken this feat.
Martial Veteran [Combat]
Prerequisite: Fighter 6
Benefit: Upon taking this feat you are treated as having fighter level 8, and Base Attack Bonus +8 for the purpose of selecting feats. In addition when using the Power Attack or Combat Expertise feat you are treated as having +8 Base Attack Bonus.
( The reason for the change in martial veteran is that the literal only benefit of having it at +10, level 10, is a feat that allows you to gain an AoO against casters who cast next to you defensively. ) Something that isn't likely to happen, and casters are punished enoughin e6, lol. Plus Power Attack and Combat Expertise only benefit from +8, not +10.
Excelling Flurry
Prerequisite: Monk 6
Benefit: You use Flurry of Blows with no penalty to your attack bonus.
Added a new feat.
Dirge of Doom
Prerequisite: Bard 6
Benefit: You gain access to the Bard Song ability Dirge of Doom.

My revised list of Pathfinder E6 feats.
Ability Advancement [Combat]
You've spent time perfecting one of your abilities.
Benefit: Choose one Ability Score; you gain a permanent +1 bonus to that ability score.
Special: You may take this feat multiple times, however, it may only be taken twice for each ability score.
Combat Training [Combat]
Frequent and focused combat training have increased your battle prowess
Benefit: Your Base Attack Bonus increases by 1.
Special: You may only take this feat twice.
Natural Talent
You have an enhanced aptitude for mastering skills.
Benefit: You gain +3 skill ranks. For every Hit Die you possess beyond 3, you gain an additional +1 skill rank. You gain +1 skill ranks whenever you gain a Hit Die (such as when you gain a level).
Special: This feat does not confer the ability to allocate more skill ranks to a skill than you have levels. The maximum number of skill ranks you may have in any skill is equal to your character level.
Skill Beyond Your Years
Prerequisite: Level 6
Pick a skill. Your max ranks rise from 6 to 8.
Caster Training
Prerequisite: Character level 6, Ability to cast Arcane or Divine spells.
Benefit: Choose a spell casting class that you have, your effective caster level for that class increases by 4. This does not grant you additional spells or slots.
Special: You may take this feat multiple times, however, you are required to choose a class with which you have not taken this feat.
Expanded Spell Repertoire
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.
Expanded Casting
Prerequisite: Character Level 6th
Benefit: Choose a spellcasting class in which you have levels. You gain an additional spell slot at any level you can already cast. This feat may be taken multiple times.
School Specialist
Prerequisite: Wizard 6, Knowledge (Arcana) 6 ranks
Benefit: You gain the eighth level specialist power from your chosen school. If you have chosen the Abjuration School, you instead increase your Resistance ability from 5 to 10.
Awakened Bloodline
Prerequisite: Sorcerer 6
Benefit: You gain your bloodline's bonus 3rd level spell, and its 9th level granted bloodline power.
Martial Veteran [Combat]
Prerequisite: Fighter 6
Benefit: You may select feats with a requirement of up to fighter level 10, and with a Base Attack Bonus requirement of up to +10.
Master Combatant [Combat]
Mastery of your craft has increased the effectiveness of your fighter special abilities.
Prereq: Fighter 6
Benefit: You acquire Armor Training 2, and your Bravery increases to +3. You may also choose a second group of weapons with which to gain the Weapon Training Bonus, however, your bonus does not increase.
Focus Your Rage
Prerequisite: Barbarian 2
Benefit: You may select an additional Rage Power.
Special: You may select this feat twice.
Barbaric Resilience
Prerequisite: Barbarian 6
Benefit: You gain DR 1/--
Special: You may take this feat a second time, improving your DR from 1 to 2.
Extra Wild Shape
Prerequisite: Wild Shape Class Feature
Benefit: You may Wild Shape one additional time each day.
Special: You may select this feat twice.
Plant Shaping
Prereq: Druid 6, Knowledge (Nature) 6 ranks
Benefit: You may use Plant Shape I through your Wild Shape Class Feature.
Extra Favored Terrain
Prerequisite: Ranger 3
Benefit: You may select a second Favored Terrain, but your terrain bonuses do not improve.
Step of the Wild Lands
Prerequisite: Ranger 6, Survival 6 ranks
Benefit: You gain the Woodland Stride, Swift Tracker and Camouflage class abilities.
Rogue Talent
Prerequisite: Rogue 2
Benefit: You learn one Rogue Talent of your choice.
Advanced Rogue Talent
Prerequisite: Rogue 6, Rogue Talent feat
Benefit: You learn one Advanced Rogue of your choice.
Extra Domain
Prerequisite: Cleric 6, Knowledge (Religion) 6 Ranks, Skill Focus: Knowledge (Religion)
Benefit: You gain the domain power and spell list of one additional domain associated with your deity.
Divine Channeling
Prerequisite: Cleric 6
Benefit: Your channel energy dice change from d6 to d8.
Divine Aura
Prerequisite: Paladin 6
Benefit: You may select one of the following Paladin Abilities to acquire; Aura of Resolve, Aura of Justice, or Aura of Faith.
Special: You may take this feat twice.
Excelling Flurry
Prerequisite: Monk 6
Benefit: You use Flurry of Blows with no penalty to your attack bonus. In addition, you qualify for feats that a Monk may take as 6th level bonus feats.
Flow Like Water
Prereq: Monk 6, Dex 13, Dodge, Mobility
Benefit: You gain the Improved Evasion special ability and your Monk AC Bonus increases to +2.
Enlightened Spirit
The order of the universe flows through your mastery of ki
Prerequisite: Monk 6
Benefit: You gain the Ki Pool (lawful) benefit.
Enlightened Body
Prerequisite: Monk 6
Benefit: Your gain the Wholeness of Body Monk ability.
Enlightened Fist
Prerequisite: Monk 6
Benefit: Your unarmed strike damage increases by one step.
Experienced Performer
Prerequisite: Bard 6, Perform (any) 6 ranks
Benefit: You may start a bardic performance as a move action instead of a standard action.
Master Performer
Prerequisite: Bard 6, Perform (any) 6 ranks, Experienced Performer, Skill Focus: Perform (any)
Benefit: You may start a bardic performance as a swift action.
Lingering Song
Your inspirational bardic music stays with the listeners even after the last note has died away.
Prerequisite: Bardic Music
Benefit: If you use Bardic Music to Inspire Courage or Inspire Competence, the effect lasts for a number of additional rounds equal to the number of rounds that your performance lasted.
Ritual Magic
You've become adept at cooperating with other casters to call upon higher magics.
Prerequisite: Ability to cast third level spells; Spellcraft 6 ranks; Skill Focus: Spellcraft, Spell Casting Ability Score of 15 or higher.
Benefit: Two or more spell casters of the same type (Divine or Arcane) who each have the Ritual Magic feat may work together in an elaborate ritual to invoke 4th, 5th, and 6th level spell effects.
Each person may only begin one ritual per day, though they may assist with any number of other rituals.
A Ritual Spell takes a base of one hour to perform. Each additional caster involved in the ritual beyond the first two reduces its casting time by 20 minutes to a minimum casting time of 10 minutes with 5 participants.
Special: The spells which may be called upon are chosen by the GM.
So why did you change the following from the original e6 rules.
- You increases the Martial Veteran from +8 to +10 and then gave them additional use via power attack and such
Actually, that Natural Talent feat is something I use as a homebrew feat for all games, not just e6. Thus I use it interchangeably.
Hmm.. Well, I'll go through your feats again and make some modifications for myself. I'll post the modifications so that you may use them if you wish, and I'd be glad to acquire your opinion on the modifications. Also, thank you for your help.
I appreciate it very much.
Awh, okay, I have an itchy question though.
I really desire to know why he modified toughness from 3->4 + 1->2

So I went and modified this feat a bit, all part of my quest to provide myself with a balanced E6 variant for pathfinder.
At current, I do not think allowing continual increases of BaB or Ability Scores would be balanced, necessarily. However, it then gets into the factor of.. That's all their focusing on, so I honestly can't tell. Tis why I'm gonna need separate opinions.
I'm not certain why the creator of these feats originally made them like this, perhaps he found it was balanced, or he just desired for the characters to be able to continue advancing and focus as they wish.
I have no clue what to do, lol.
Ability Advancement
You spend time honing one of your Abilities
Benefit: Choose one Ability Score; you gain a permanent +1 bonus to that ability score.
Special: You may take this feat multiple times, however, it may only be taken twice for each ability score.
I removed the Skill rank increase feat and replaced it with my own.
Natural Talent
You have an enhanced aptitude for mastering skills.
Benefit: You gain +3 skill ranks. For every Hit Die you possess beyond 3, you gain an additional +1 skill rank. You gain +1 skill ranks whenever you gain a Hit Die (such as when you gain a level).
Special: This feat does not confer the ability to allocate more skill ranks to a skill than you have levels. The maximum number of skill ranks you may have in any skill is equal to your character level.
snobi wrote: Sleestaks. Oh god. -Face palms-
o.o What.. I was being honest. That magical item gets complicated man. I was like. oooooh.. Oh.. Hmm? Ooooh. O.O.
Also, Dragons be not here!
So why modify the classes and such so much?
I mean, seems you really don't like magic.
Don't get me wrong, you did an AMAZING job. I really love all your stuff.
May even use some of your feats for my games, that is if they're balanced for Core Pathfinder.
Your creativity frightens me. (You're awesome is what I'm trying to say).
Well you could do what I did, I took the scientific name for the superorder family name of the species and then applied it, if not slightly altered, as a name for my species.
Turtles are reptiles of the order Testudines (the crown group of the superorder Chelonia)
Chelonei
http://www.pathfinderdb.com/character-options/races/433-chelonei
By the way, check out my species and give them a rate, I've revised them a heck of a lot since last I posted them on these boards. They are probably near perfect balance and a pretty cool species too in my opinion. Just don't pull them out into an arctic setting unless you're feeling frisky!
As for helping you with names aside from what I've already offered as advice.
Thamnophis elegans terrestris, Serpentes, Squamata, Reptilia,
Hmm.. This one may fit well. Sphenodontia
http://en.wikipedia.org/wiki/Sphenodontia
Perhaps, Sphenodians.
Thank you for that feat list, I'll have to revise my own using yours.
Thank you very much.
How does fractional bab and saves work again? I'll have to google, maybe 3.5 srd has it.
The ladies got a valid point... Hmmm.

Here, I solve your crossbow problems, and a little something extra for slings.
But back on topic. Wouldn't a Large Heavy Crossbow, essentially just be the equivalent of a medium sized Arbalist?
Crossbows - All Crossbows have their damage steps reduced by one.
1d10 -> 1d8 -> 1d6 -> 1d4 -> 1d3.
To make up for this the following crossbows have an inherent +1 to damage in addition to their damage dice; Hand, Light, and Heavy.
Repeating and Hand crossbows count as Simple Weapons.
In addition you may upgrade crossbows to add increased damage, this upgrade functions like that of the Mighty upgrade for Bows except that it's only 75 gp per upgrade instead of 100 gp. This gives a minimum strength modifier requirement in order to reload a Mighty Crossbow properly for each +1 Mighty modifier it has.
However, you are still capable of reloading a Mighty Crossbow that you do not have the proper Strength score for. Reloading a Mighty Crossbow in this way increases the loading time by one step for each +1 modifier that you lack. You may only load a Mighty Crossbow up to +2 higher than your Strength Modifier.
Example: A +3 Mighty Crossbow, Heavy, would require a minimum Strength of 16 in order to properly load. However, you could still load such a crossbow if you had a Strength score of at least 12, though it would take 3 Full Round to do so.
Free Action -> Swift Action -> Move Action -> Standard Action -> Full Round.
2 Full Rounds -> etc...
Slings - The sling now has a +2 bonus to Sleight of Hand checks made for concealing it on your person. In addition the critical modifier for a sling is now x3, and x4 for a Halfling Sling Staff.
I have been corrected! Again, lol. My human power is no match for that of the god Set.
Man I am really failing today, missing out on so many things, lol. >< My bad, thank you Set.
|
|