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I give full credit to Eyolf The Wild Commoner, and his threads on E6 (http://paizo.com/paizo/messageboards/paizoPublishing/pathfinder/pathfinder RPG/houseRules/e6ForPathfinder&page=1&source=search#0) for a lot of the feats I liberally used and for the inspiration provided...
I've been reading about E6 a lot lately and for some reason it would just not let me sleep... and so I've bashed this lot together.
E6 - Level 6, then what?
E6 seems to work perfectly well if you topped out at 6, no prestige classes (or available at a much lower level)... just buy feats every 5000xp, but seems to lack some of the unique flavour of each of the classes. Gestalt growth (allowing characters to take another 6 levels in a new class) seems to make 'do everything' characters and some people just love their PrCs.
I've decided the following would work particularly well, and give another feel.
Epic Paths.
At 6th level each character must choose a path, and once chosen sets the characters destiny.
Opportunist - Players can start buying additional feats as soon as they hit another 5000 xp. They get a quick win but denies access to anything other than vanilla feats. Characters gain the Luck of Heros Feat.
Feat
Luck of Heros
Benefit: +1 to all saves or one one re-roll per encounter chosen the beginning of the encounter.
Gestalt Path (if you can give me a better name I am listening) - this allows a character to take the 7th level, with the catch being they can't exceed 6 levels in a single class, so a final result being that they can be level 6/1, level 5/2 or 4/3, or even advancement in a 3rd class. Unlike mastery classes or Prestige classes, the 7th level gives you full benefits of an additional HD, saves, spell levels and so on. Any feat progression at this point is only standard feat progression options.
Characters choosing this path must first gain 10,000xp
Mastery Path - This gives single class characters the option to gain level 7-9 class feats/Powers, making them true specialists. It also opens up additional spell casting options and greater opportunities to increase the number of skill ranks in class skills in addition to standard feat progression options.
Choosing this makes your a true master of your craft and opens up greater options to shine at your chosen path. Characters choosing this path must first gain 10,000xp.
Prestige Class - These are selected at 6th rather than earlier levels as the feats/benefits offered are much better than the base cases. This will also give you access to prestige class skills as class skills but characters will need to buy any improvement in these
seperately. While characters can also buy standard feat progression options, they must purchase at least 3 prestige class feats before they can do so.
Prestige Classes count their total Character levels as their Prestige class level for detirming PcR effects and abilities.
Characters choosing this path must first gain 10,000xp
As a balancing measure I've restricted bonus sneak attacks to only being selectable once, allowing rogues to keep their edge as the premier sneak attackers. In cases where a full
BAB is part of the class I've added a feat giving a +1 BAB and if a higher HD is used, augmented it with either a +2 HPs for D8 and +4 HPs for D10 etc. Similarly where additional caster levels are given, a single level is given as either a class feature or as a feat.
Mastery Paths
Barbarian
Character considered to be level 8 for Barbarian Rage power selection or Barbarian feat selection. Fearless Rage is considered to be an 8th level Rage Power. Additional barbarian rage Power and Damage Resistance 1/-
Barbarian Feats
Expert - Maximum ranks in class skills increases to 8. Skills must be paid for normally.
Feat
Additional Rage
Benefit: Gains an additional rage feat as if the barbarian was 8th level.
Combat Training
Benefit: Due to the Martial nature of the class the character gains +1 BAB. This may only be chosen once.
Bard
Character considered to be level 8 for Bard feat selection.
Experienced Performer -You may start a bardic performance as a move action instead of a standard action.
Bard is considered to be 7th level for purposes of spell lists, giving access to level 3 bonus spells granted by attribute.
Bard Feats
Feat
Expert
Benefit: Maximum ranks in class skills increases to 8. Skills must be paid for normally.
Feat
Improved Inspire Competence
Benefit: Improved Inspire Competence +3
Feat
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.
Cleric
Character considered to be level 8 for Cleric feat selection/Domain benefits
Caster Level considered to be 8 for spell effect/duration and results.
Can use Greater Ritual Magic feat if already trained in the Ritual Magic Feat.
Cleric Feats
Feat
Expert
Benefit: Maximum ranks in class skills increases to 8. Skills must be paid for normally.
Feat
Improved Channel Energy
Benefit: + 1 dice to Channel energy
Feat
Extra Domain
Prerequisite: Knowledge (Religion) 6 Ranks, Skill Focus: Knowledge (Religion), Improved Channel Energy
Benefit: You gain the domain power and spell list of one additional domain associated with your deity.
Driud
Character considered to be level 8 for Druid feat selection and Wild Shape Powers
Caster Level considered to be 8 for spell effect/duration and results.
Extra Wild Shape.
Can use Greater Ritual Magic feat if already trained in the Ritual Magic Feat.
Feat
Expert
Benefit: Maximum ranks in class skills increases to 8. Skills must be paid for normally.
Feat
Extra Wild Shape
Benefit: You may Wild Shape one additional time each day.
Feat
Venom Immunity
Prereq: Druid 6,
Benefit: Venom Immunity Class Feature.
Fighter
Character may select feats with a requirement of up to fighter level 8, and with a Base Attack Bonus requirement of up to +8.
Bonus Combat Feat
Feat
Armoured Mastery
Benefit: You acquire Armor Training 2.
Feat
Weapons Mastery
You may also choose a second group of weapons with which to gain the Weapon Training Bonus, or increase your first group to +2. This may only be chosen once.
Feat
Combat Training
Benefit: Due to the Martial nature of the class the character gains +1 BAB. This may only be chosen once.
Feat
Expert
Benefit: Maximum ranks in class skills increases to 8. Skills must be paid for normally.
Monk
Character gains AC bonus of +2 as per a 8th level monk and Improved Evasion as per a 9th level Monk.
Feat
Enlightened Body
Benefit: Your gain the Wholeness of Body Monk ability.
Improved unarmed Damage
Benefit: Your unarmed strike damage increases by one step.
Prerequisite: Enlightened Body
Feat
Ki Pool (lawful)
Benefit: You gain the Ki Pool (lawful) benefit.
Prerequisite: Improved unarmed Damage
Feat
Combat Training
Benefit: Due to the Martial nature of the class the character gains +1 BAB. This may only be chosen once.
Feat
Expert
Benefit: Maximum ranks in class skills increases to 8. Skills must be paid for normally.
Paladin
Paladin is considered to be level 8 for Class feat selection/class benefits (for instance, Lay on Hands).
The Paladin is considered to be 7th level for purposes of spell lists, giving access to level 2 bonus spells granted by attribute.
Extra smite per day
Feat
Aura of Resolve
Benefit: You gain the Aura of Resolve power
Feat
Improved Divine Bond
Allows a weapon to gain a +2 bonus or properties as if the paladin was 8th level, twice a day, or their mount is as an 8th level animal companion
Combat Training
Benefit: Due to the Martial nature of the class the character gains +1 BAB. This may only be chosen once.
Feat
Expert
Benefit: Maximum ranks in class skills increases to 8. Skills must be paid for normally.
Ranger
Ranger is considered to be level 8 for Class feat selection/class benefits
The Ranger is considered to be 7th level for purposes of spell lists, giving access to level 2 bonus spells granted by attribute.
Ranger gains a 2nd favoured terrain
Feat
Step of the Wild Lands
Prerequisite: Ranger 6, Survival 6 ranks
Benefit: You gain the Woodland Stride, Swift Tracker
Feat
Improved Animal Companion
Benefit: Animal companion gains 1 level.
Feat
Additional Combat Style Feat
Benefit: This is chosen from either the level 2 or level 6 combat feat lists.
Feat
Combat Training
Benefit: Due to the Martial nature of the class the character gains +1 BAB. This may only be chosen once.
Feat
Expert
Benefit: Maximum ranks in class skills increases to 8. Skills must be paid for normally.
Rogue
Rogue is considered to be level 8 for Class feat selection/class benefits (Trapfinding)
Improved Uncanny Dodge
Feat
Improved Sneak Attack
Benefit: +1D6 Sneak attack
Feat
Rogue Talent
Prerequisite: Rogue 2
Benefit: You learn one Rogue Talent of your choice.
Advanced Rogue Talent
Prerequisite: Rogue 6, Rogue Talent feat, Improved Sneak Attack
Benefit: You learn one Advanced Rogue of your choice.
Feat
Expert
Benefit: Maximum ranks in class skills increases to 8. Skills must be paid for normally.
Sorcerer
Caster Level considered to be 8 for spell effect/duration and results as well as bloodline powers.
Sorcerer gains a bloodline feat.
Can use Greater Ritual Magic feat if already trained in the Ritual Magic Feat.
Awakened Bloodline
Prerequisite: Sorcerer 6
Benefit: You gain your bloodline's bonus 3rd level spell, and its 9th level granted bloodline power.
Feat
Expert
Benefit: Maximum ranks in class skills increases to 8. Skills must be paid for normally.
Wizard School Specialist
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 as if you were 8th level.
Character considered to be level 8 for Wizard feat selection.
Caster Level considered to be 8 for spell effect/duration and results.
Can use Greater Ritual Magic feat if already trained in the Ritual Magic Feat.
Feat
Expert
Benefit: Maximum ranks in class skills increases to 8. Skills must be paid for normally.
Feat
Enhanced Familar
Benefit: Any familar summoned by the caster is if the caster were to 8th level.
Feat
Improved Bonded Object
Benefit: The Bonded object not worn or not obviously wielded as long as it is touched or carried where the object can be touched as part of casting. A ring can be held in a clenched fist, a bonded sword can remain in its scabbard and so on.
Prestige Classes
Arcane Archer
Changed Requirement - BAB +4
Arcane Archer
Weapon and Armour Proficiencies
Class Skills
Enhance Arrows
Feat
Combat Training
Due to the Martial nature of the class the character gains +1 BAB and 2 additional HPs.
This feat may only be taken once.
Pre Req: Arcane Archer
Feat
Magical Training
Due to the Magical nature of the class the character gains an additional spell level in terms of spell casting (making a level 2 caster into a level 3 in terms of available spells etc. This feat may only be taken once and may not allow the caster to exceed level 6 casting ability.
Pre Req: Arcane Archer
Feat
Imbue Arrow (Elemental)
Pre Req: Enhance Arrow
Feat
Seeker Arrow
Pre Req: Imbue Arrow (Elemental)
Feat
Enhance Arrow (Distance)
Pre Req: Imbue Arrow (Elemental)
Feat
Phase Arrow
Pre Req: Imbue Arrow (Elemental)
Feat
Hail of Arrows.
Pre Req: Imbue Arrow (Elemental), Seeker Arrow, Phase Arrow
Arcane Trickster
Changed Pre-reqs: Ability to cast mage hand and either at least one arcane second level spell and sneak attack +1D6 or Ability to cast mage hand and either at least one arcane first level spell and sneak attack +2D6
Arcane Trickster
Class Skills
Magical Training
Due to the Magical nature of the class the character gains an additional spell level in terms of spell casting (making a level 2 caster into a level 3 in terms of available spells etc. This feat may only be taken once and may not allow the caster to exceed level 6
casting ability
Feat
Ranged Legerdemain
Pre Req: Arcane Trickster
Feat
Additional Sneak attack
Pre Req: Ranged Legerdemain
Feat
Impromptu Sneak attack
Pre Req: Additional Sneak attack
Feat
Tricky Spells 3/Day
Pre Req: Ranged Legerdemain
Feat
Invisible thief
Pre Req: Ranged Legerdemain, Tricky Spells, Additional Sneak attack, Impromptu Sneak Attack.
Assassin
No Change in Requirements - Any class is able to buy these skills anyway.
Optional Change - Good Assassins... If your campaign allows for such a thing, a Good assassin can qualify for the PrC by killing a pre-selected 'Evil' Target.
Assassin
Weapon and Armour Proficiencies
Class Skills
Poison Use
Feat
Additional Sneak attack
Pre Req: Assassin
Benefit: +1d6 Sneak Attack
Feat
Poison Immunity
Benefit: +2 save vs Poison
Pre Req: Poison Use
Feat
Death Attack
Pre Req: Assassin, Additional Sneak attack
Feat
Hidden Weapons
Pre Req: Assassin
Feat
Uncanny Dodge (or improved uncanny dodge if already has the feat)
Pre Req: Assassin
Feat
Quiet Death
Pre Req: Death Attack, Improved Uncanny Dodge, +2 Save vs Poison
Dragon Disciple
Changed Pre-reqs: Sorcerer with Draconic Bloodline or Bard able to cast lst level spells.
Dragon Disciple
Class Skills
Blood of Dragons: Sorcerer/Bard gains bloodline powers as if level 6 Sorcerer and choose a dragon type if one is not selected already. Can also choose from Dragonic Bloodline feat list.
Natural Armour Increase+1
Dragon Toughness +6 HPs
Feat
Ability Boost
Choose +2 to Str or Con. Can only be chosen once.
Feat
Natural Armour Increase+1 (stacks with class bonus)
Pre Req: Breath Weapon
Feat
Dragon Bite
Pre Req: Dragon Disciple
Feat
Breath Weapon
Pre Req: Dragon Bite
Feat
Blind Sense 30
Pre Req: Dragon Bite
Feat
Magical Training
Due to the Magical nature of the class the character gains an additional spell level in terms of spell casting (making a level 2 caster into a level 3 in terms of available spells etc. This feat may only be taken once and may not allow the caster to exceed level 6 casting ability
Duellist
Changed Requirements
BAB+4
Must also have profiency with one weapon light or one handed piercing weapon
Duellist
Weapon and Armour Proficiencies
Class Skills
Canny Defence - This allows the duellist to add their INT bonus (upto +2) to their Dodge AC, otherwise functions as normal.
Precise strike - This allows the duellist to add their INT (upto +2) bonus to their Damage roll, otherwise functions as normal.
Feat
Enhanced Mobility
Pre Req: Canny Defence, Improved Reaction +2
Feat
Parry
Feat
Riposte
Pre Req: Parry,
Feat
Arcobatic Charge
Pre Req: Enhanced Mobility,
Eldritch Knight
New Pre Reqs: Proficient in all Martial weapons, Able to cast 2nd level arcane spells.
Eldritch Knight
Class Skills
Bonus combat feat
Diverse Training: Counts as level 6/BAB +6 when counting eligibility to Magical or Combat feats.
Feat
Combat Training
Due to the Martial nature of the class the character gains +1 BAB and 4 additional HPs.
This feat may only be taken once.
Pre Req: Eldritch Knight
Feat
Magical Training
Due to the Magical nature of the class the character gains an additional spell level in terms of spell casting (making a level 2 caster into a level 3 in terms of available spells etc. This feat may only be taken once and may not allow the caster to exceed level 6 casting ability.
Pre Req: Eldritch Knight
Feat
Additional Bonus combat feat that ignores one pre-reqs' (ie cleave without power attack, Arcane Armour Mastery etc). This can only be selected once.
Pre Req's Combat Training, Magical Training.
*I added this because the ElK seemed to lose something compared to other PrC's
LoreMaster
Knowledge (any two) at 6 Ranks, Two Metamagic or item creation feats and Skill Focus: Knowledge (Any individual knowledge skill), know and able to cast 5 divination spells including one of 3rd level.
Loremaster
Class Skills
Magical Training
Due to the Magical nature of the class the character gains an additional spell level in terms of spell casting (making a level 2 caster into a level 3 in terms of available spells etc. This feat may only be taken once and may not allow the caster to exceed level 6
casting ability. If a pure single classed spell caster, then one bonus 3rd level spell slot
Can use Greater Ritual Magic feat if already trained in the Ritual Magic Feat.
Feat
Additional Language. This can be chosen twice.
Feat
Lore
Feat
Secret. This can be chosen three times.
Greater Lore
Pre Req: Secret chosen three times.
Mystic Theurge
No changes to Pre-Req.
Mystic Theurge
Class Skills
Magical Training
Due to the Magical nature of the class the character gains an additional spell level in terms of spell casting (making a level 2 caster into a level 3 in terms of available spells etc. This feat CAN be taken twice only.
Feat
Combined Spells.
Feat
Magical Insight
Even if the Theurge is not entitled to 3rd level spells, he may gain them as bonus spells if his attribute scores allowed for bonus spells.
Feat
Spell Synthesis
Pre Req: Magical training x2, Combined spells and Magical Insight.
Shadowdancer
No Change to Qualifications
Shadowdancer
Weapon and Armour Proficiencies
Class Skills
Hide in Plain sight
Feat
Evasion
Feat
Darkvision
Feat
Uncanny Dodge (or improved uncanny dodge if already has the feat)
Feat
Improved Uncanny Dodge
Pre Req: Uncanny Dodge
Feat
Rogue Talent. This can be chosen twice.
Feat
Shadow Illusions (3 times a day)
Pre Req: Darkvision
Feat
Summon Shadow
Pre Req: Shadow Illusions
Feat
Shadow Jump 40ft
Pre Req: Summon Shadow
Feat
Shadow Jump 80ft
Pre Req: Shadow Jump 40ft
Feat
Defensive Roll
Pre Req: Evasion, Uncanny Dodge
Feat Slippery Mind
Pre Req: Uncanny Dodge, Rogue Talent.
And for fun I decided to skip the Pathfinder Chronicler and go directly to a Golden Oldie...
Something we call here (because another company owns the rights to the name) the Dwarven Protector.
Dwarven Protector
Pre Reqs: BAB+6
Any Lawful alignment
Feats Dodge, Endurance, Toughness.
Dwarven Defender
Protectors are proficient in all types of armour and shields, and all simple and martial
weapons.
Class Skills - Craft (Int), Perception (Wis), Proffession (Wis) and Sense Motive (Wis)
[2+Int skills per level]
Dwarven Toughness - +6 HPs
Protector Defence - +1 Dodge AC
Feat
Protector Defence - +1 Dodge AC (this can be taken a 2nd time from the class feature)
Feat
Uncanny Dodge
Feat
Trapsense +1
Damage Reduction 1/-. This feat can be chosen twice.
Feat
Protectors stance
When this dwarf adopts their protectors stance they gain amazing abilities but cannot move from the spot they are defending - they cannot use any skills or feats that would require them to shift position. They gain +2 to Strength, +2 to Con, + 2 to all Saves and a +2 dodge bonus to AC. Any HPs gained from the Con gain are lost at the end of the stance. A stance can last 3+ the dwarf's adjusted Con and can be ended early. At the end of the stance the protector is fatigued for the rest of the encounter. This can be done 3 times a day.
Feat
Mobile Stance
A Protector can adjust his position while maintaining a defensive stance. While in a defensive stance, he can take one 5-foot step each round without losing the benefit of the stance.
Pre Req Uncanny Dodge, Damage reduction, Protector Defence x2.
Feats
Using the pathfinder feat list, feats requiring level 7+ or BAB of 11+ cannot be chosen except as below...
Feat Changes
Arcane Armour Mastery
- Change. Pre-req: Caster level 5.
Leadership
- Change. Pre-req level 6. Characters taking mastery class path get +2 to the Cohort score
(stacking with Renown), with any levels exceeding 4th level to be converted to an equal number of level 1 followers of the same class as the character. If the player chooses to make his Cohort the same class, then the cohort level increases by 1, with any excess
levels converting into followers. Those with the Gestalt class do not count the 7th level.
Improved Critical (8th level) is replaced by Critical Focus (9th level) with the +4 bonus to confirm criticals, replacing the improved critical range as an available BAB/level 8 feat.
New 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.
Skill Training
Benefit: Gain 4 skill points but skill maximums still apply.
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 1. 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 already have 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.
Ritual Magic - Ritual magic can be expensive, time consuming or require the use of specific materials or locations but can provide additional powers to the spell caster.
Ritual Magic [Metamagic Feat]
Prerequisite: Ability to cast 1st level spells; Spellcraft 2 ranks; Spell Casting Ability Score of 13 or higher.
Benefit: Using a Spellcraft DC of 15 as the base and +1 per effective spell level, the caster can cast magics upto 3rd level as per their current caster level. Spells include combinations of metamagic or spell levels that exceed the casters current abilities but penalties are woven into the specific spell. Other casters using Aid another may assist with the DC.
The maximum rituals that can be learned is equal to your caster level. Purchasing this feat multiple times adds two additional rituals
Greater Ritual Magic
Prerequisite: Mastery Level in Caster Class (free). Ritual Magic.
Benefit: Using a Spellcraft DC of 15 as the base and +1 per effective spell level, the caster can cast magics beyond 4th level as per their current caster level. Spells include combinations of metamagic or spell levels that exceed the casters current abilities but penalties are woven into the specific spell. Other casters using Aid another may assist with the DC.
The same limitations on the number of rituals apply.

Sean FitzSimon |

Interesting work here, sir. While I don't currently have the time to work out the math on all of your suggestions, I did piddle with the mystic theurge. Here's what I determined:
Going with the most favorable build (wisdom 16, intelligence 16) and a split of cleric 3 / specialist wizard 3 the mystic theurge, after taking all the appropriate feats (access to 3rd level spells, +1 caster level twice) ends up with 20 spells per day and a caster level of 5th in both classes. These spells break down to 10 1st level, 8 2nd level, and 2 3rd level, with half being arcane and half being divine.
Standard wizards/clerics, with the most favorable builds (wisdom 20, intelligence 20) and all of the appropriate feats (+1 caster level) end up with 15 spells per day and a caster level of 9th. These break down to 6 1st, 5 2nd, and 4 3rd level spells.
The mystic theurge grants no access to spontaneous classes, which I don't agree with. Changing the requirements to be arcane caster 3rd, divine caster 3rd would allow any of the spontaneous casters (alchemists, bards, & inquisitors too) to join in. Even in the most ideal pairings (oracle/sorcerer), using the same stats as a single classed wizard/cleric above, they end up with 26 spells per day (16 1st, 8 2nd, 2 3rd). The power only tacks on additional 1st level spells, and suffers greatly from spells known. In fact, they'd need to spend a feat to even acquire 3rd level spells known for each class.
I recommend allowing some access to mystic theurge for spontaneous classes, since they don't have the level-based wiggle room to squeeze in. Even if you simply changed it to "arcane caster 3rd, divine caster 3rd, ability to cast 2nd level arcane or divine spells" it would allow the character to have a spontaneous class on one side. I also think that bards make excellent entries for the mystic theurge, especially at low level. With my previous calculations, bards are only 2 spells per day behind a wizard in a mystic theurge combo.