E6 for Pathfinder


Homebrew and House Rules

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So what do we need to do in order to modify the E6 variant for Pathfinder.

I've begun changing up the E6 feats for Pathfinder, and removing obsolete ones. The only problem is, I need help.

Aside from feat changes for the E6 3.5 feats. What else do you think we need to change?

Here are the E6 feats

Character progression from level 1 to level 6 is as per the World’s Most Popular Roleplaying Game. Upon attaining 6th level, for each 5000 experience a character
gains, they earn a new feat. A diverse selection of feats should be made available
in any E6 campaign, however, feats with unattainable prerequisites under this
system remain unattainable. For the purpose of experience awards, treat each 5 feats as +1 CR (or level), to an upper limit of 20 feats. After this, a ratio of 10 feats to 1 CR can be used, as it becomes more and more difficult to bring all a character’s feats to bear in a given situation. Alternatively, and at the GM’s option, player-characters with more than 20 feats can simply be always treated as if they were level 10 for experience and challenge purposes.

FOR THE GM
E6 isn’t just a change for the players: Monsters are presented differently than
in d20. Just as level 6 parties in the World’s Most Popular Roleplaying Game
aren’t expected to tangle with monsters higher than CR 10, the mighty monsters of E6 require special consideration for presentation in-game. E6 characters aren’t intended to go up against high-level threats under the same circumstances as
high-level characters; those creatures, if they can be defeated at all, require the
kind of resources and planning far beyond the typical encounter.
In terms of raw rules, CR 7-10 monsters are an excellent guide for what E6
characters can handle. As they rise to around the 20-feat range, the range is
more like 7-12. Beyond that, a DM should take monsters in the CR 7-12 range and
use feats (and to a lesser extent templates) to advance them. Hit die or class-based
advancement beyond CR 12, or base monsters above CR 12 should generally be
avoided as straight-up fights. Of course, not every monstrous encounter
is a straight-up fight. For example, insane horrors from another age might be a reason to run, and there is little a character could do in the face of an angry Titan. But these situations don’t call for direct confrontation, except with some special resource or amazing circumstance. Perhaps, in a special ritual with the presence of 20 mages, a Titan can be bound to the mortal realm (lowering its stats to an Aspect of Kord), with whom the players can do battle. Again, that’s far from a straight-up fight with a CR 20
creature, but we can console ourselves with the fact that it’s probably a very
memorable encounter. If, as a result of the restrictions on items, an item cannot be created, then it should not be distributed as normal treasure. Like high-level monsters, such items should be placed carefully and built to make sense in the context of your game. For example,a +4 sword can’t be made by a human wizard, but it could be crafted by a Titan (which makes for great god-stats). That’s a sword that no mortal can make.
E6 will always inherit d20’s balance issues at the same level, especially issues that result from scenarios where characters have long periods of downtime. The best approach is to be cognizant of these issues when considering what feats to allow in your E6 game.

ON ALLOWING FEATS
There are 3 philosophies on what feats to allow in an E6 game, each more generous than the last:
1) The Cautious Approach
2) The Gestalt Approach
3) The Lean Upward Approach

The Cautious Approach is exactly what it sounds like – a GM chooses what feats to allow in his E6 game very, very carefully. This GM does not make exceptions or new feats to accommodate players chaacter concepts - he chooses what feats to allow and the players agree to work within that framework.

The Gestalt Approach dictates that if an ability can be learned under 6th level, then it’s learnable via some chain of feats. The Gestalt Approach usually means all WotC sources are available, as well as a few extra feats to provide ways to learn class features. These can be done on an ad-hoc basis for a given player or they can be gathered from sources like the Book of Unusual Feats. The Gestalt theory is the one used in playtesting.

The Lean Upward Approach looks at the Gestalt Approach and says “6th level plus many feats is clearly more powerful than 6th level. Thus, it won’t be game-breaking to allow feat chains that bring characters from 6th level to 8th level, although this progression should be quite slow.” GMs who like the Lean Upward approach might have feats to bring BAB to +8, or to gain 4th level spells, or 8th level class features, additional hit dice, and so on.

Feats

Ability Training [General]
You spend time honing one of your Abilities: Strength, Dexterity, Constitution, Intelligence, Wisdom, or Charisma.
Benefit: Choose one Ability; treat that Ability as having a +2 bonus to that Ability Score whenever you are making an Ability Check. This bonus does not count when making a skill check or for any other use of that ability.
Special: You can gain this feat multiple times, its effects do not stack. Each time you take this feat it applies to another ability.

Ability Advancement [General]
Your training pays off, and one of your Abilities increases.
Prerequisite: Ability Training in the same ability.
Benefit: Choose one Ability. You gain a permanent +2 bonus to that ability. This bonus does not stack with the benefit from Ability Training.
Special: You can gain this feat multiple times, its effects do not stack. Each time you take this feat it applies to another ability.

Capstone Feats

Martial Veteran (General) (comrade_raoul)
Prerequisites: Fighter level 6th.
Benefit: You may select feats with a requirement of up to fighter level 8, and with a Base Attack Bonus requirement of up to +8.
Special: A fighter may select Martial Veteran as one of his bonus feats.

Roguish Ability [General]
Prerequisite: Rogue 6
Benefit: You learn one rogue special ability.
Special: This feat may be taken only once.

Barbaric Resilience [General]
Prerequisite: Barbarian 6
Benefit: You gain DR 1/--

Skill Beyond Your Years
Prerequisite: Level 6
Pick a skill. Your max ranks rise from 6 to 8.

Holy Strikes [General]
Prerequisite: Paladin 6
Benefit: Your melee attacks are considered good for the purpose of overcoming damage reduction.

Bardic Inspiration [General]
Prerequisite: Bard level 6
The bonus granted by your inspire courage ability increases to +2.

Extra Domain Power [General] (Shazman)
Prerequisites: Wis 16 +, Cleric level 6, Knowledge (religion) 6 ranks, Skill Focus: Knowledge (religon)
Benefit: You gain the domain power of one additional domain associated with your deity. You may only take this feat once.

Extra Domain Access (General) (Shazman)
Prerequisities: Wis 16 +, Cleric level 6, Knowledge (religion) 6 ranks, Extra Domain Power, Skill Focus: Knowledge (religion)
Benefit: You gain access to the domain spell list of one additional domain assciated with your deity. This domain must be the same one as that chosen for the Extra Domain Power feat. You may only take this feat once.

Restoration (General)
Prerequisites: 6th level, ability to cast 3rd-level divine spells, Wisdom 16, Healing 6 Ranks
Benefit: You can use Restoration, as the spell (paying the material component), with a casting time of 1 hour.

Swift Metamagic (Metamagic) (Kunimatyu)
Prerequisite: Metamagic feats (see below), Caster Level 6
Benefit: When you take this feat, select a metamagic feat. As a swift action once per day, you may apply this metamagic feat to a spell you cast with no adjustment to the level of the spell cast.
Special: You must have a number of Swift metamagic feats equal to the level increase of your chosen metamagic, minus one, to take this feat. For example, Empower Spell, which boosts the level of a spell by 2, has a prerequisite of 1 Swift feat. Split Ray, which has an increase of 1, would have no prerequisites. This feat may be taken multiple times.

Caster Training (General) (Khuxan)
You become a more accomplished spellcaster.
Requirements: Character level 6, caster level 1 or greater.
Benefit: Your caster level increases by 4, to a maximum of 6. Note this only affects Caster Level (i.e., more dice on your damage, no new spells or slots).

Expanded Knowledge (General) (PoeticJustice)
Prerequisite: Character Level 6th
Benefit: Choose a spellcasting class in which you have levels. You gain an additional spell known at any level you can cast from that class's spell list.

Expanded Casting (General) (PoeticJustice)
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.

Stone to Flesh (General)
Prerequisites: 6th level, ability to cast 3rd-level arcane spells, Intelligence 16, Craft (Alchemy) 6 Ranks
Benefit: You can use stone to flesh, as the spell, with an expensive and secret magical ingredient with a market value of 1000 gp and a casting time of 1 day.

Excelling Flurry [General]
Prereq: 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.

Step of the Wild lands
Prereq: Ranger 6
Benefit: You gain the Woodland Stride and Swift Tracker class abilities.

For Villains

Mental Domination (General) (Lord Tirian)
You're able to subjugate certain people's mind.
Prerequisite: Having charmed humanoid with HD equal or less than your caster level.
Benefit: Choose a humanoid with HD equal your caster level or less, you have currently charmed. Treat charm person as dominate person against this person.
Special: This feat can be taken several times. It applies to a different humanoid each time.


Interesting. Don't get the point of the villain feat though.


I dunno, I guess to give domination. I removed it, but are there any capstone feats there that would need to be altered due to pathfinder, or any suggestions for new e6 pathfinder feats?


The Captstones look okay, but some way to get bloodline powers or domain powers that are level 8 might be nifty.

Silver Crusade

Hmm, I really like E6, but haven't given lots of thought to Pathfinder. i just figured I'd wing it if I ever got a group to go along with it. With enough time, beer and the Core Rulebook, I should be able to give more solid suggestions.


Eyolf The Wild Commoner wrote:

So what do we need to do in order to modify the E6 variant for Pathfinder.

I've begun changing up the E6 feats for Pathfinder, and removing obsolete ones. The only problem is, I need help.

Aside from feat changes for the E6 3.5 feats. What else do you think we need to change?

Here are the E6 feats

...

I'm currently running a gestalt gestalt e6 game. I have a slightly different set of feats, also I'm doing magic item replacement. ("boons" gained every level instead of crafting/magic items)

I'm not sure what it is you're asking. I would point out several things. Pathfinder characters can take on a much higher cr than ten, especially if it's only one opponent and there are no terrain issues. E6 makes melée more relevant.


Eyolf The Wild Commoner wrote:
I dunno, I guess to give domination. I removed it, but are there any capstone feats there that would need to be altered due to pathfinder, or any suggestions for new e6 pathfinder feats?

Here is the epic feats I am using in my Pathfinder E6 game. Maybe you can get some ideas from them.

E6 Epic Feats:
Epic feats:
These feats represent one of the primary ways for a character to continue advancing in power after becoming max level. They all require character level 6 as a baseline (not stated in the prerequisites), and many of them have additional requirements as well. Unless otherwise noted, each of these feats may only be taken once.

[Ability Advancement]
You spend time honing one of your Abilities
Benefit: Choose one Ability; you gain a permanent +1 bonus to that ability score.

[Continued Combat Training]
Long months of continuous battle training have increased the characters combat prowess.
Benefit: The characters Base Attack Bonus increases by +1

[Open Minded]
You are naturally able to learn new things and hone your skill expertise
Benefit: You immediately gain 5 skill points. Spend these skill points as normal. You cannot exceed the normal maximum ranks for your level in any skill.

[Caster Training]
Prereq: Spellcasting ability
Benefit: Choose a spell casting class for which you can cast spells. Your caster level for that classes spells increases by 1 for all purposes except for spells/day and spells known.
Special: This feat may be taken multiple times. It's effects stack.

[Expanded Spell Repertoire]
Prereq: 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 I]
Prerequisite: Ability to cast spells
Benefit: Choose a spellcasting class in which you have levels. You gain an additional first level spell/day for that class. If you are normally able to cast second level spells you also gain an additional second level spell/day for that class.

[Expanded Casting II]
Prerequisite: Expanded Casting I, ability to cast third level spells
Benefit: Choose a spellcasting class in which you have levels. You gain an additional third level spell/day for that class.

[Expanded Casting III]
Prerequisite: Expanded Casting II, ability to cast third level spells
Benefit: Choose a spellcasting class in which you have levels. You gain an additional first, second, and third level spell/day for that class.

[School Specialist]
Prereq: 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, your Energy Absorption power doubles instead.

[Awakened Bloodline]
Prereq: Sorcerer 6
Benefit: You gain your bloodlines bonus 3rd level spell, and the 9th level granted bloodline power.

[Extra Domain]
Prereq: 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.

[Improved Divine Channeling]
Prereq: Ability to channel divine energy
Benefit: Your channel and/or Lay on Hands dice increase from d6 to d8.

[Martial Veteran]
Prereq: 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. In addition, you may choose to use any other feats you know which look at BAB as if your BAB were +10 (feats like Power Attack and Expertise).

[Master Combatant]
Mastery of your craft has increased the effectiveness of your fighter special abilities.
Prereq: Fighter 6
Benefit: The Bravery ability increases to +3, Armor Training increases to 2 and you may select a second group of weapons to gain the Weapon Training bonus from, though that bonus remains as a +1.

[Focus Your Rage]
Prereq: Barbarian 2
Benefit: You may select an additional Rage Power from the list on page 32/33 of the Pathfinder book.

[Barbaric Resilience]
Prereq: Barbarian 6
Benefit: You gain DR 1/--

[Skin Like Iron]
Prereq: Barbarian 6, Barbaric Resilience
Benefit: Your DR improves to 2/--

[Plant Shape]
Prereq: Druid 6, Knowledge (Nature) 6 ranks
Benefit: Your Wild Shape ability now also lets you transform into a Plant creature as per the Plant Shape I spell.

[Improved Elemental Form]
Prereq: Druid 6, Knowledge (The Planes) 6 ranks
Benefit: Use the stats as per the Elemental Body II spell when Wild Shaping into an Elemental.

[Extra Wild Shape]
Prereq: The ability to Wild Shape one of more times per day.
Benefit: You may Wild Shape one additional time each day.

[Step of the Wild Lands]
Prereq: Ranger 6, Survival 6 ranks
Benefit: You gain the Woodland Stride, Swift Tracker and Camouflage class abilities.

[Extra Favored Terrain]
Prereq: Ranger 3
Benefit: You may select a second Favored Terrain. However, your terrain bonuses do not improve.

[Aura of Faith]
Prereq: Paladin 6
Benefit: You gain the Aura of Faith supernatural ability as detailed on page 63 of the Pathfinder book.

[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
Prereq: Monk 6
Benefit: You gain the Ki Pool (lawful) benefit.

[Enlightened Fist]
Prereq: Monk 6, Enlightened Spirit
Benefit: Your unarmed strikes damage increases by one step (to 1d10 for medium sized monks).

[Rogue Talent]
Prereq: Rogue 2
Benefit: You learn an additional Rogue Talent from the list on page 68 of the Pathfinder Core book.

[Advanced Rogue Talent]
Prereq: Rogue 6, Rogue Talent feat
Benefit: You learn one of the Advanced Rogue Talents from the list on page 69/70 of the Pathfinder book.

[Experienced Performer]
Prereq: Bard 6, Perform (any) 6 ranks
Benefit: You may start a bardic performance as a move action instead of a standard action.

[Master Performer]
Prereq: 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.
Prereq: 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 can combine with other powerful spell casters to call forth certain higher level spells.
Prereq: Ability to cast third level spells; Spellcraft 6 ranks; Skill Focus: Spellcraft; Spell Casting stat of 15+
Benefit: Two or more spell casters of the same type (divine, arcane or druidic) who each have the Ritual Magic feat may work together in an elaborate ritual to invoke select 4th and 5th level spell effects. Each person may only begin one ritual per day, though they may help 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.

Sovereign Court

We're using E6 in a campaign and we've found that fractional BAB and Save Bonuses are really needed if you want to have the flexibility of multiclassing. With such little granularity with six levels, multiclassing between two or more classes that don't have full BAB just kills you.


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.


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It's not quite in the SRD, it was part of the OGL material in Unearthed Arcana.

It's not hard to reengineer it.

Fighter BAB: +1 per level
Cleric: +3/4 per level
Wizard: +1/2 per level

Saves
Good: +2.5 at 1st level, +0.5 every level after.
Poor: +1/3 per level

Simply add the fractions, and only use the whole number when adding to rolls. A BAB of 1.75 would yield a +1 (Fighter 1/Cleric 1). A BAB of 2.25 (Fighter 1/Wizard 1/Cleric 1) yields +2. Instead of +1 (Fighter/Cleric) and +1 again for ((Fighter 1/Cleric 1/Wizard 1).

If you go to http://www.d20srd.org/srd/variant/classes/gestaltCharacters.htm
it is in the HTML code for the page, but has been commented out so it doesn't show.

=====
I would personally amend fractional saves to this...

Good: +.5 per level, +2 the first time a character gets a good save (like getting a new class skill +3 bonus).

That way a Fighter 1 /Barbarian 1 doesn't have a Fort save of +6. Instead it would be +3. While not exactly what you would find in normal play (+4 fort at 2nd level) it keeps saves from getting out of hand with excessive multiclassing. A good thing for E6 play. Saves will look more balanced this way with crazy multiclassing.


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.


Eyolf The Wild Commoner wrote:

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 have no clue what to do, lol.

I would not allow continual advancement of BAB and Ability Scores. That will get out of hand eventually. However, allowing them to advance once or twice with epic feats sounds pretty fair to me. Especially if you are aiming for the "lean upward" approach to E6.

Eyolf The Wild Commoner wrote:


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.

Given enough time and experience characters will be able to train up a +2 to all of their primary stats with this feat. This doesn't seem so bad. I wouldn't worry about it hurting the balance of your game.

Quote:


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.

This just seems like a lot of text to say that characters get +6 skill points for taking that feat. Did you include all the extra stuff so that high hit die monsters who take it will get extra skill points?


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.


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


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.


Eyolf The Wild Commoner wrote:

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

I made those adjustments because the original E6 feat seemed very weak to me. I wanted to buff it as much as possible, short of allowing the +11 BAB feats (because there is a lot of those and some bring up strange rule interactions on a level 6 character). So I put it up to +10 and letting fighters get a bit more out of Power Attack and Expertise through it.

I looked through your second list of epic feats and they look good. I might steal your revised wording on a few of them even :)


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 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.

Dark Archive

How's everyone's E6 campaigns coming along?


Eyolf The Wild Commoner wrote:


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.

Doesn't this mean a Fighter 5/Cleric 1 who takes this feat will cast 1st level cleric spells as an 8th level cleric? I think that's a bit too strong.


I'm considering running one for my current campaign setting.

The Bestiary seems very much suited to an E6 campaign, with most monsters placed reasonably considering their power level and place in a campaign world: the big bad critters are few, and should be that level; while others, like a Lamia or Chimera, are reasonable for a group of epic 6th level characters to fight.

I wonder about what treasure to give. I've read This article on Economics in D&D Land and think it's a great inspiration for how the world should work and feel.

E6 also attempts it, as in theory 6th level is fantastically powerful compared to normal humans.

The idea of the Turnip, Gold, and Wish markets makes sense in the context of E6. I just don't know what is a good treasure for each adventure. Also, how to make something *epic* with enough magic and mystery to keep players coming back; or at least to sate their greed while whetting their apetites.

Maybe get them to build fortresses?


what about a LOTR setting? Or a quest that is generally similar?

Or maybe just create a local setting and have the characters Sandbox it? The best part of this is that I don'thave to change setting elements based on PC level: I can literally design every dungeon and place them on maps, and whenever the PCs get to them, they can just do them *as is*.

That could be great...


fireinthedust wrote:

I'm considering running one for my current campaign setting.

The Bestiary seems very much suited to an E6 campaign, with most monsters placed reasonably considering their power level and place in a campaign world: the big bad critters are few, and should be that level; while others, like a Lamia or Chimera, are reasonable for a group of epic 6th level characters to fight.

I wonder about what treasure to give. I've read This article on Economics in D&D Land and think it's a great inspiration for how the world should work and feel.

E6 also attempts it, as in theory 6th level is fantastically powerful compared to normal humans.

The idea of the Turnip, Gold, and Wish markets makes sense in the context of E6. I just don't know what is a good treasure for each adventure. Also, how to make something *epic* with enough magic and mystery to keep players coming back; or at least to sate their greed while whetting their apetites.

Maybe get them to build fortresses?

Try to build the campaign on the width instead of the height. Building fortresses is a fantastic idea, as is getting titles, leading armies and the like. You don't have to turn it into a miniature war game, but it generally instills a certain epic feel when you're discussing strategy with the king.

Think lord of the rings.

EDIT: damn, was ninjad by the one I responded to XD that's awkward...
We play in a homemade campaign world, or rather, we make up the world as we go along. Unfortunately we've got nothing written in english to share.


Well, Lloth is my Avatar here, so expect the unexpected!

I've got some images. I don't know if my group is consistent enough to have long-term adventures; ergo, whether or not E6 is even possible (ie: we'll just go to 6th level, if we're lucky, then switch systems or flake out).

I think I'll do some Duchy/barony descriptions; like, take a map and put some dungeons in it. I've got "Bard's Gate" and "City State of the Invincible Overlord" as guides, and they're generally E6.

The issues I have are the following:

1) Treasure is weird, as I'm not sure where to go with it. How much will be enough at level 6? If 15000 is the maximum portable (ergo usable) amount, ergo the item-creation maximum purchased; and no one is usually over 6th level anyway; then they may fill up on treasure really fast.
However: what do I do with items? They are 6th level, so they won't use most of the powerful stuff. Should I let them have staves? Maybe only if they seek them out and quest for them?

2) Prestige Classes: I have a player who likes her swordmages. I can't use them, or arcane archers, now. Unless I allow Feats to port in certain class abilities, with level pre-reqs.

3) Monster Templates: there's no point in a Celestial Sphinx, other than as an academic exercise. Ditto anything else with the Advanced Bestiary book. Unless I want the four horsemen of the apocalypse to be anthropomorphic dire rats and goblins... which could be fun, but not really.

I'd like to know how hard a fight CR8 monsters like an Efreet can be fore E6 PCs. Is CR6 the target number for *every* fight?

Silver Crusade

Pathfinder Adventure Path Subscriber
fireinthedust wrote:

Well, Lloth is my Avatar here, so expect the unexpected!

I've got some images. I don't know if my group is consistent enough to have long-term adventures; ergo, whether or not E6 is even possible (ie: we'll just go to 6th level, if we're lucky, then switch systems or flake out).

I think I'll do some Duchy/barony descriptions; like, take a map and put some dungeons in it. I've got "Bard's Gate" and "City State of the Invincible Overlord" as guides, and they're generally E6.

The issues I have are the following:

1) Treasure is weird, as I'm not sure where to go with it. How much will be enough at level 6? If 15000 is the maximum portable (ergo usable) amount, ergo the item-creation maximum purchased; and no one is usually over 6th level anyway; then they may fill up on treasure really fast.
However: what do I do with items? They are 6th level, so they won't use most of the powerful stuff. Should I let them have staves? Maybe only if they seek them out and quest for them?

2) Prestige Classes: I have a player who likes her swordmages. I can't use them, or arcane archers, now. Unless I allow Feats to port in certain class abilities, with level pre-reqs.

3) Monster Templates: there's no point in a Celestial Sphinx, other than as an academic exercise. Ditto anything else with the Advanced Bestiary book. Unless I want the four horsemen of the apocalypse to be anthropomorphic dire rats and goblins... which could be fun, but not really.

I'd like to know how hard a fight CR8 monsters like an Efreet can be fore E6 PCs. Is CR6 the target number for *every* fight?

1) That's a future problem don't worry about it until it becomes an issue.

2) I don't think anything gets broken by lowering the pre-reqs for a class to make it doable at 3rd level.

3) Re-Skinning is always an option. The Four Horsemen could be CR 10 each, and fought one at a time. If War was a 7th level Ogre Cavalier riding a Giant Boar in stats, but appeared as a giant humanoid wearing armour of blades with smoking eye holes, riding a great metallic beast the players won't know the difference.

A fight like that would be tougher than usual but hardly impossible.

Also don't forget you can throw lower CR challenges at the PCs to make them feel like "Big Damn Heroes".


Quote:


1) That's a future problem don't worry about it until it becomes an issue.

2) I don't think anything gets broken by lowering the pre-reqs for a class to make it doable at 3rd level.

3) Re-Skinning is always an option. The Four Horsemen could be CR 10 each, and fought one at a time. If War was a 7th level Ogre Cavalier riding a Giant Boar in stats, but appeared as a...

first: thanks for the answers and taking the time to get back to me

second:

1) No, it's a right now problem! I'm designing the adventure sites as we speak. That means leaving tidbits of treasure in various locations to be found by the Player Characters. Bam! So what, do I give them a pile of... wands?

2) I guess. Then again, it's the first three levels of a PrC only, at that point. And, what powers to include?
Maybe I should just go with... fighter 3 Mage 3? Tell her to suck it up buttercup? It may be the only way.

3) Fair enough. Big bad creatures are 10th level/CR10? That gives me some room.
And, if I want an area to be horrifically guarded (and, to be fair, have an item of value like a Stave or one of the Specific Items, hidden somewhere within), I can simply have higher CR creatures with templates on them (like a Force Creature Colossal Chaos Beast sitting on a Sun Blade or a Staff of Power; or simply an Ancient Dragon sleeping on literally 1 million gp and a pile of 4-6 magical +4 items).

It's just that templates will have to be used more advisedly in this campaign, I suppose.


If you want higher-CR concepts to be appropriate for lower-CR PCs then why not just lower the various numbers?


fireinthedust wrote:


1) Treasure is weird, as I'm not sure where to go with it. How much will be enough at level 6? If 15000 is the maximum portable (ergo usable) amount, ergo the item-creation maximum purchased; and no one is usually over 6th level anyway; then they may fill up on treasure really fast.
However: what do I do with items? They are 6th level, so they won't use most of the powerful stuff. Should I let them have staves? Maybe only if they seek them out and quest for them?

Since they're only 6 levels, different amounts of magic items won't make or break them. Sure it's nice to have a +1 full plate, but you can make do without one. I've usually tried to have a little bit less magic in E6 games, and the magic items I use are generally specific with "odd" powers. There's no reason you cant't make a "giant wand" that's a staff with magical powers. Or make it a wondrous item.


would the Specific Weapons, like Flame Tongue and Frost Bite, be too powerful? I'd like villains to have fabled swords, if I could. Maybe the Drow crafted Lifedrinker, or what have you.

What's the highest Item Bonus for E6? Depending, obviously, on the bad guys used (ie: are they up to 20 feats yet? CR6-10 or 8-12?), but would a +4 sword break the game?
I'm thinking in terms of dropping specific items into specific treasure hoardes for specific, known monsters in the world.

I guess any/every magic item could be a specific one, really: a helm of Invisibility is pretty powerful for Perseus, in the context of Clash of the Titans (1981, a-thank you), despite it being effectively a ring of invisibility. Maybe just pick items for the players and decide who has what items, and see where the adventures take them?

Magical items can be handled as Masterwork, then. Conan would have a Cold Iron Masterwork sword, and occasionally a dagger, and that'd do him.

I collection of low-level NPC human stats would be handy for this. I've been planning on using the Non-Heroic class rather than fiddle about Aristocrats vs Experts vs Commoners. Frankly, I'm working off the assumption that more than one level in any class is pretty huge, with Einstein being a 4th level expert (can't find that article, but it's one of my favourites), and therefore one of the most gifted people int he world; ergo the PCs, at 6th level, are reasonably epic, along the lines of Conan and Aragorn.

Still, stats for a Blacksmith, Guardsmen, Pirates and suchnot, low level NPCs as they may be, would be good to re-use. Anyone know off hand of online collections? Or do I get to make up my own?


This!


woo hoo! Amazing article! Perfect for E6.

Okay, I've started preparations. I'm trying to think of areas the PCs could explore for a long period of time, but still remain fresh. I'll have a central area, and several "provinces" surrounding it, each with a different terrain type (ie: Jungles, Deserts, Frozen North, etc.) facilitating different adventures. Each province should have at least one major city, but lots of smaller settlements, and some ruins of various sorts liberally scattered about.

Then a list of major Threats + Treasure locations

Then some minor ones, like Goblin tribes.


Bump -

Good stuff, I'm going to be taking a lot from this thread for my game.

Thanks

Dark Archive

Don't know if anyone's seen/posted the following up yet:

E6 Baseline SRD


joela wrote:

Don't know if anyone's seen/posted the following up yet:

E6 Baseline SRD

Problem there is (and correct me if I'm wrong) the E6 SRD is for 3.5, not pathfinder.

Has anyone compiled a PFRPG version?

Grand Lodge

I'd love that


I actually have a question about the xp it takes to get a new feat in PF E6.

In E6 for 3.5, it's 5000 xp, right? Well, in 3.5 it takes 6000 xp to go from 6th to 7th, where as in PFRPG, it takes 12000. Not to mention that characters in PF level slower. A CR 6 encounter in 3.5 is worth 1800, or 450 xp ea for a 4 person party. In PF, that number is 2400, or 600 xp/person. So while the number of xp to get to 7th doubled, the average xp per character for a APL equal encounter doesn't. In essence, Paizo took the ol' 13.333 encounters to level equation and brought it up to around 20 encounters.

Should xp for a new feat in PF E6 stay at 5000, should it be 6600 xp ( which is based off of around 11 encounters, the amount 3.5 E6 xp/feat breaks down to), or should it be 10,000, which is double, just like PF xp to 7th is double the old 3.5?

Gods, I hope that made any sense whatsoever. I'm just trying to find that sweet spot number for xp to award a new feat. I'm actually more interested in E8 for PF, but I can figure that number out from what E6 should be (which is double whatever it is for E6).

Thanks.


10k is probably better.


cranewings wrote:
10k is probably better.

That's conclusion I'm coming to, as well, based on further number crunching. So, 10K for E6, 20K for E8.

Another thing.... Looking at the feats above, some are the same as existing PF feats. For example, the extra rage power and extra rogue talent feats are already in the game, as well as extra hex, extra revelation, etc. That's out of the APG, if you want to split hairs, but still in the game. You can also take them multiple times. Does that feel like it's against the intentions of E6? Theoretically, using legal feats in the game, a rogue could have every talent in the books (assuming the rogue, and the game, lasted long enough).


The Eel wrote:
cranewings wrote:
10k is probably better.

That's conclusion I'm coming to, as well, based on further number crunching. So, 10K for E6, 20K for E8.

Another thing.... Looking at the feats above, some are the same as existing PF feats. For example, the extra rage power and extra rogue talent feats are already in the game, as well as extra hex, extra revelation, etc. That's out of the APG, if you want to split hairs, but still in the game. You can also take them multiple times. Does that feel like it's against the intentions of E6? Theoretically, using legal feats in the game, a rogue could have every talent in the books (assuming the rogue, and the game, lasted long enough).

I don't know that there is really anything wrong with it.

You might make a rule that after 20 feats, characters have to retrain old feats they don't use anymore, or encourage them to take skill feats so they can be aristocrats or whatever.

In an E6 game, people probably shouldn't be playing 6th level characters forever. They should let them take their prominent roles in the world and make new characters. Even if they run a country, it is stupid to act like they rule but have no administrative duties - play their underlings or something.

Dark Archive

In E6, what classes - level is Conan?


joela wrote:
In E6, what classes - level is Conan?

"Edigawa" or "the barbarian"?

Dark Archive

Kierato wrote:
joela wrote:
In E6, what classes - level is Conan?
"Edigawa" or "the barbarian"?

The one without glasses.


joela wrote:
Kierato wrote:
joela wrote:
In E6, what classes - level is Conan?
"Edigawa" or "the barbarian"?
The one without glasses.

Sorry, not very familiar with that one, but based on what little I have seen, barbarian, fighter, or ranger.


joela wrote:
In E6, what classes - level is Conan?

He also got his levels as a world traveler, so I wouldn't optimize him.

I'd say he was Barbarian 2, Fighter 2, Rogue 2 with a bunch of post level 6 feats mostly including skill focus, unarmed combat, iron will, and horsemanship.

Grand Lodge

cranewings wrote:
joela wrote:
In E6, what classes - level is Conan?

He also got his levels as a world traveler, so I wouldn't optimize him.

I'd say he was Barbarian 2, Fighter 2, Rogue 2 with a bunch of post level 6 feats mostly including skill focus, unarmed combat, iron will, and horsemanship.

Realistically Conan didnt need Rogue levels - Conan could have simply got a few ranks in Disable Device... in the books I read he wasnt really good at picking locks, but he could do it as needed... say by taking 20.

I do agree as the books stand, he was 6th with possibly a few after level 6 feats...

The James Bond novels play out well as E6... most of the time Bond nearly dies and finishes in hospital.


Helaman wrote:
cranewings wrote:
joela wrote:
In E6, what classes - level is Conan?

He also got his levels as a world traveler, so I wouldn't optimize him.

I'd say he was Barbarian 2, Fighter 2, Rogue 2 with a bunch of post level 6 feats mostly including skill focus, unarmed combat, iron will, and horsemanship.

Realistically Conan didnt need Rogue levels - Conan could have simply got a few ranks in Disable Device... in the books I read he wasnt really good at picking locks, but he could do it as needed... say by taking 20.

I do agree as the books stand, he was 6th with possibly a few after level 6 feats...

The James Bond novels play out well as E6... most of the time Bond nearly dies and finishes in hospital.

I agree about bond, but a couple of things about conan. In the elephant tower, if I'm naming it right, he worked with a thief to break in to a place. He was also a thief in "the god in the bowl" and used what I would call precision damage techniques on his opponents. He needs persision damage, stealth, reflex saves, and balance to be conan.

Grand Lodge

Pathfinder Adventure, Rulebook Subscriber; Pathfinder Battles Case Subscriber

He'd only need one level of Rogue to get the class bonus to stealth and balance and the like. Unless he was regularly avoiding fireballs, I doubt evasion is required for his character.


TriOmegaZero wrote:
He'd only need one level of Rogue to get the class bonus to stealth and balance and the like. Unless he was regularly avoiding fireballs, I doubt evasion is required for his character.

That's probably true.

Grand Lodge

He doesnt really need it either - think about it... as a level 6 character with say 3-4 ranks in a skill like Disable Device etc, he'd be close to equal to a level 1 rogue.

Epic 6 allows 6th level characters to be EPIC compared to level 1-2 characters... thats why Conan could do all that awesome stuff compared to the 'average' warrior, rogue etc.


Helaman wrote:

He doesnt really need it either - think about it... as a level 6 character with say 3-4 ranks in a skill like Disable Device etc, he'd be close to equal to a level 1 rogue.

Epic 6 allows 6th level characters to be EPIC compared to level 1-2 characters... thats why Conan could do all that awesome stuff compared to the 'average' warrior, rogue etc.

I really think Conan needs a dice of Precision damage and a really good Stealth skill.

I guess he could have Skill Focus Stealth and maybe a Feat that adds his INT bonus to damage, but the problem to me is that he would have needed both of those feats early in his carrier.

If I was writing up Conan, his progression would go:

Level 1 - Barbarian - Power Attack, Cleave
Level 2 - Barbarian
Level 3 - Rogue - Improved Unarmed
Level 4 - Fighter - Improved Grappling
Level 5 - Fighter - Mounted Combat, Iron Will
Level 6 - Cavalier - Ride by Attack

Beyond Level Six - Improved Iron Will, Spirited Charge

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