Yora |
2 people marked this as a favorite. |
In case there are still people who don't know about it, E6 is a simple variant system in which 6th level is the maximum level and you use any additional XP you gain to buy bonus feats for 5,000 XP each. (Seriously, this is the whole system. Everything else is just commentary.)
I'm quite familiar with how regular E6 works and behaves, but are there any special considerations to keep in mind when doing it in Pathfinder? Are the any things that work differently than under 3.5e in a meaningful way?
Yora |
If you make a feat for it, you can get pretty much anything. "Improved Sneak Attack: You get +1d6 Sneak Attack damage. Prerequisite Rogue level 6th". See, done.
Though I would recommend not allowing such feats to stack with themselves, or you can end up with quite outragous characters. +1d6 Sneak Attack, +2 Trap Sense, +1/day Wild Shape should not be too bad though.
Toughness does indeed become an interesting choice if you play a small HD class and have a relatively low Constitution score. 6d6+6 is seriously better than 6d6.
Also, Weapon Focus becomes a rather good feat that pretty much any melee or archery character will eventually want to take, since there are only limited numbers of ways to increase your BAB.
One interesting thing that gets often overlooked and might be the most common mistake in E6, is that the caster level of a magic item is not a prerequisite for its creation. The caster level of an item does only have to be as high as the minimum caster level to cast the prerequisite spells. The CL in an items description is merely a suggestion. (The way PF lists the traits of an item makes it a lot clearer than in D&D, where it all came down to noticing a comma is actually a semicolon.)
A +1 flaming weapon can be made at a CL as low as 5th and thus be crafted by 6th level characters without any problems.
Yora |
The main reason for the original descision to cap levels at 6th was that at that level characters with only levels in Full-BAB classes get a second attack per round, while any other characters will always only have one. At 8th level most characters will get this.
However, spellcasters really aren't that powerful at 6th level, so the need to give fighters a boost is far less important.
Things really change when you get to E10, because then ''raise dead'', ''teleport'', and ''plane shift'' become available, which really change the way the world works in quite serious ways.
Kolokotroni |
I am playing in a pathfinder E6 game right now and we are just about to hit the cap. As others have said, many classes have natural cap stones at 8th level. If you really like e6 then create 2 'epic' feats that allow players to gain 7th and then 8th level class abilities (9th level for sorcerors) but none of the numerical advancements. My dm also let us use this to get 4th level spell slots but not 4th level spells known, we could just use those 4th level slots for metamagic, which I thought was pretty cool.
Evershifter |
I'd like to chime in here. About a year back, I started running a Pathfinder LARP, using the E8 rules for a number of reasons.
We went with 8 instead of 6, and utilizing the 'epic' feats, allow people to reach just a little past the capstone of their class. People that have followed only a single class can reach a bit further than a multi-class person.
A fighter can increase his "Equivalent Fighter Level" to gain Greater Weapon Specialization. Spellcasters can stretch up and pick up their domain/specialist/bloodline powers.
I like 8 because warriors get their two attacks, and the second one has a valid chance of hitting. Support characters who have not multi-classed out start to dip their toes into the concept of multiple attacks, through how often they'll hit is debatable. Casters don't get them and don't need them.
4th level spells are available, the highest potential magic of mortal casters. You start to hit the really dangerous/different magic at that point. Black Tentacles, Dimension Door, Wall spells. Real game changers. I allow casters to take feats that give them 5th and 6th level spell slots in time, but no spells known, so they can only fill them with meta-magic'ed spells.
I do also allow casters who have hit max level in a single class to take the 'Epic Spellcasting' feat. In this case, you are allowed to select a single 5th level spell from your class, and you can cast that spell once per day. It becomes a signature sort of thing. Limited resurrection becomes possible, but only if you can find the guy who can do it. Teleportation can be a thing, but it's not the solution to all your travel problems.
All this talk about discouraging multi-classing, but there is one big thing we do to help it along, especially considering the low levels. We use a Base Caster Level mechanic, similar to Base Attack Bonus. BAB goes up even if you're a caster class, just slower. So does your BCL. All primary caster classes get +1 BCL per level. The intermediate casters (Paladins, Rangers; anyone who casts, but not at first level) get +3/4 per level, non-casters get 1/2 per level.
It's a lot of fun. Works fantastically for the casual nature of a LARP.
Doug OBrien |
I'd like to chime in here. About a year back, I started running a Pathfinder LARP, using the E8 rules for a number of reasons.
We went with 8 instead of 6, and utilizing the 'epic' feats, allow people to reach just a little past the capstone of their class. People that have followed only a single class can reach a bit further than a multi-class person.
A fighter can increase his "Equivalent Fighter Level" to gain Greater Weapon Specialization. Spellcasters can stretch up and pick up their domain/specialist/bloodline powers.I like 8 because warriors get their two attacks, and the second one has a valid chance of hitting. Support characters who have not multi-classed out start to dip their toes into the concept of multiple attacks, through how often they'll hit is debatable. Casters don't get them and don't need them.
4th level spells are available, the highest potential magic of mortal casters. You start to hit the really dangerous/different magic at that point. Black Tentacles, Dimension Door, Wall spells. Real game changers. I allow casters to take feats that give them 5th and 6th level spell slots in time, but no spells known, so they can only fill them with meta-magic'ed spells.
I do also allow casters who have hit max level in a single class to take the 'Epic Spellcasting' feat. In this case, you are allowed to select a single 5th level spell from your class, and you can cast that spell once per day. It becomes a signature sort of thing. Limited resurrection becomes possible, but only if you can find the guy who can do it. Teleportation can be a thing, but it's not the solution to all your travel problems.
All this talk about discouraging multi-classing, but there is one big thing we do to help it along, especially considering the low levels. We use a Base Caster Level mechanic, similar to Base Attack Bonus. BAB goes up even if you're a caster class, just slower. So does your BCL. All primary caster classes get +1 BCL per level. The intermediate casters (Paladins, Rangers; anyone who...
This all sounds interesting, I've been looking for more info about higher levels (E8, most likely) using this sort of mechanic. Any chance you or someone in your gaming group have your house rules for it in a shareable doc?
yeti1069 |
I am playing in a pathfinder E6 game right now and we are just about to hit the cap. As others have said, many classes have natural cap stones at 8th level. If you really like e6 then create 2 'epic' feats that allow players to gain 7th and then 8th level class abilities (9th level for sorcerors) but none of the numerical advancements. My dm also let us use this to get 4th level spell slots but not 4th level spells known, we could just use those 4th level slots for metamagic, which I thought was pretty cool.
I'll note that I also crafted the class advancement feats to support multiclassing, although no one seems to have taken advantage of that.
Class Advancement
Requirements: 6 ranks and Skill Focus in a class skill for chosen class, Character level 6th
Benefits: Choose a class that you have at least 1 level in. You gain the class features and spell slots (but not spells of a higher level than 3rd; 4th level slots may be used for metamagic'ed spells or to hold lower level spells you wish to cast more often) of the next highest level in that class, including increasing level-dependent benefits, such as smite evil damage. If a feat has a class level requirement, you count as having one higher level in the chosen class for meeting such requirements.
Special: If you cast spells from a limited list of spells known (such as a sorcerer), you may exchange one spell you know for another spell of the same level once for every other feat gained after attaining 6th level.
Evershifter |
Well, the mechanics are pretty simple. I'll put the important info here. Message me if you want to get the link to our (rough) website.
Base Caster Level
Similar to Base Attack bonus, a character’s caster level will now be determined as a shared statistic. Base Caster Level only determines the level of a spell’s effect, not the access to spell levels or spell slots.
Caster Level Progression will follow a formula similar to BAB, as below:
Full Progression (+1/lv)
Alchemist
Bard
Cleric
Inquisitor
Druid
Magus
Oracle
Sorcerer
Summoner
Wizard
Witch
Partial Progression (+3/4 / lv)
Paladin
Ranger
Half Progression (+1/2 / lv)
Barbarian
Fighter
Monk
Rogue
Cavalier
Gunslinger
And then, every time you would gain a level, you instead may select an 'Epic Feat', one of which is:
Improved Spell Capacity
Benefit: When you select this feat, you gain one spell slot per day of any level up to one level higher than the highest-level spell you can already cast in a particular class. You must still have the requisite ability score (10 + spell level) in order to cast any spell stored in this slot. If you have a high enough ability modifier to gain one or more bonus spells for this spell level, you also gain the bonus spells for this spell level.
Special: You do not gain additional spells learned of this new level. These slots are useful only for casting meta-magic spells above your normal potential. This feat may be selected multiple times.
Epic Spellcasting
Prerequisite: 8 levels in a spellcasting class
Benefit: Learn a single spell from the next highest level beyond what is normally attainable for your class (Cleric/Druid/Orc/Sorc/Witch/Wiz 5, Alch/Bard/Inq/Magus/Summ 4, Pal/Rang 3). You may now cast this spell once per day. Casting an ‘Epic Spell’ requires at least a Full Round Action.
mplindustries |
I'm running Pathfinder E6 without any difficulty. If people really want to reach, just make feats to give them specific features. I have an understanding with my group that any mundane ability and any supernatural ability generally in line with the scope and power level of a 3rd level spell will be attainable by feats.
My group right now is a Ranger, a Monk, a Ninja, an Inquisitor, and a Summoner, and it works great. The monk is especially grateful since he loves monks, but knows he'd be useless beyond level 6 ;)
Ninja in the Rye |
I recommend that anyone running E6 (not just PF) gives the 3/4 BAB classes (or possibly just the Rogue and Monk) a +1 to BAB at some point (either via an epic feat, or for free at either level 5 or 6). Otherwise a Rogue is only 1 BAB ahead of a Wizard.
This is one of the reasons I tend to like e8 better as you end up with the much nicer 4/6/8 BAB spread.
yeti1069 |
I recommend that anyone running E6 (not just PF) gives the 3/4 BAB classes (or possibly just the Rogue and Monk) a +1 to BAB at some point (either via an epic feat, or for free at either level 5 or 6). Otherwise a Rogue is only 1 BAB ahead of a Wizard.
This is one of the reasons I tend to like e8 better as you end up with the much nicer 4/6/8 BAB spread.
While the 4/6/8 looks nicer than 3/4/6, it isn't all that important. Neither is being only 1 BAB ahead of the wizard. The only important thing to look at in this case is how the 3/4 BAB crew compares with the full BAB crew, since they have to attack the same defenses, and in both cases (E6 vs. E8) the 3/4 BAB classes are 2 BAB down from the full BAB guys. That seems reasonable.
Ninja in the Rye |
Ninja in the Rye wrote:I recommend that anyone running E6 (not just PF) gives the 3/4 BAB classes (or possibly just the Rogue and Monk) a +1 to BAB at some point (either via an epic feat, or for free at either level 5 or 6). Otherwise a Rogue is only 1 BAB ahead of a Wizard.
This is one of the reasons I tend to like e8 better as you end up with the much nicer 4/6/8 BAB spread.
While the 4/6/8 looks nicer than 3/4/6, it isn't all that important. Neither is being only 1 BAB ahead of the wizard. The only important thing to look at in this case is how the 3/4 BAB crew compares with the full BAB crew, since they have to attack the same defenses, and in both cases (E6 vs. E8) the 3/4 BAB classes are 2 BAB down from the full BAB guys. That seems reasonable.
Perhaps, but the idea that the Wizard is closer in combat skill to the Rogue than the Rogue is to the Fighter still rubs me the wrong way.
yeti1069 |
yeti1069 wrote:Perhaps, but the idea that the Wizard is closer in combat skill to the Rogue than the Rogue is to the Fighter still rubs me the wrong way.Ninja in the Rye wrote:I recommend that anyone running E6 (not just PF) gives the 3/4 BAB classes (or possibly just the Rogue and Monk) a +1 to BAB at some point (either via an epic feat, or for free at either level 5 or 6). Otherwise a Rogue is only 1 BAB ahead of a Wizard.
This is one of the reasons I tend to like e8 better as you end up with the much nicer 4/6/8 BAB spread.
While the 4/6/8 looks nicer than 3/4/6, it isn't all that important. Neither is being only 1 BAB ahead of the wizard. The only important thing to look at in this case is how the 3/4 BAB crew compares with the full BAB crew, since they have to attack the same defenses, and in both cases (E6 vs. E8) the 3/4 BAB classes are 2 BAB down from the full BAB guys. That seems reasonable.
BAB is a fairly limited way to judge combat skill.
yeti1069 |
What I'm more struggling with is how to work with the 9th-level sorcerer power vs. the many oracle revelations that do more at level 7.
The feat I listed earlier has a successor that grants another level's worth of class abilities. For a pure-classed character, that means level 8 abilities, and I added a "Special" line after the benefits indicating that sorcerers may treat their 9th level bloodline abilities as level 8 class abilities.
I didn't look through all of the classes when writing that, but if any others get very little at 7 and 8, but have a big level at 9 (or even 10), you could simply add that as another line on the feat.
Tholomyes |
2 people marked this as a favorite. |
One thing I'm concerned about with E6 or E8 is that fighters seem to be shafted a bit. Sure, a fighter will get 4 or 5 more feats than everybody else, but after a while this doesn't provide as much. Essentially, fighters will at some point run out of useful feats for their build, and their feat choices will be less effective than, say a Barbarian, who still has a few more feats to go until he reaches that point, and by then, he has rage and a few rage powers and other class features, where the Fighter doesn't.
Also, the number of cool Fighter-only feats goes down a lot when capped at 6 (and 8 to some degree, but less so). But Pin-Down is one of my favorite ways for a fighter to have some degree of battlefield control and it's only allowed at Fighter level 11 (Yeti's feat aleviates this somewhat, but for an E6 game it requires 4 feats [6 levels - 2 bonus feats], and it nets you Armor training 2 and 3, and Weapon training 2, and this feat, meanwhile for 4 feats, a druid could double her Wild Shapes per day, and gain a ton of spell slots).
It seems to me that it does a lot to help keep the caster/non-caster gap manageable, and keeps adventure-breaking spells from causing DM headaches, but I'm concerned that it makes the fighter even less appealing.
yeti1069 |
One thing I'm concerned about with E6 or E8 is that fighters seem to be shafted a bit. Sure, a fighter will get 4 or 5 more feats than everybody else, but after a while this doesn't provide as much. Essentially, fighters will at some point run out of useful feats for their build, and their feat choices will be less effective than, say a Barbarian, who still has a few more feats to go until he reaches that point, and by then, he has rage and a few rage powers and other class features, where the Fighter doesn't.
Also, the number of cool Fighter-only feats goes down a lot when capped at 6 (and 8 to some degree, but less so). But Pin-Down is one of my favorite ways for a fighter to have some degree of battlefield control and it's only allowed at Fighter level 11 (Yeti's feat aleviates this somewhat, but for an E6 game it requires 4 feats [6 levels - 2 bonus feats], and it nets you Armor training 2 and 3, and Weapon training 2, and this feat, meanwhile for 4 feats, a druid could double her Wild Shapes per day, and gain a ton of spell slots).
It seems to me that it does a lot to help keep the caster/non-caster gap manageable, and keeps adventure-breaking spells from causing DM headaches, but I'm concerned that it makes the fighter even less appealing.
Well, the players in my game have just hit level 5, so I can't say how this all works in practice, but from what I'm seeing, fighters should be fine.
For one, there are several special "epic" feats available to everyone that will eat up feats all around: class advancement and improved class advancement to get 7th and 8th level class abilities, respectively (or to gain class abilities from your next 2 levels if you're multiclassed); I have a feat that virtually increases your BAB for the purpose of qualifying for feats and such, some feats for additional spells, a feat for 4 more skill ranks to spend as you please including raising the cap on ranks allowed in a skill to 8, a feat that allows a character to make 2 attacks as a standard action when using two-weapon fighting or flurry of blows, one to gain a lesser version of pounce, a feat to use the above and things like Vital Strike in conjunction with Spring Attack, and a similar feat for Shot On the Run, and a 2-feat chain to gain a +2 bonus to an ability score.
Now, a single character may not want ALL of those, but they're likely to want a good chunk of them. Then, aside from that, characters are going to be able to spend feats on secondary and tertiary concerns that they wouldn't normally be able to afford because of the limited number of feats one has while leveling. Things like +2 save, Improved Iron Will, a secondary focus in a back-up weapon (go ranged if you're melee, go melee if you're ranged), Toughness...
There are a LOT of feats available that are worth taking, but aren't because they aren't as good as the top tier feats. You have to approach the system with a different mindset.
Yora |
Fighters only really get to fall behind after barbarians and rangers after you got quite a serious number of epic bonus feats.
After all, it takes about as much adventuring to get a new bonus feat as it takes to get a new level.
Fighters have 4 bonus feats at 6th level, heavy armor proficiency, armor training 1, and weapon training 1. Once you get to +10 bonus feats after 6th level, that might indeed become a bit lame compared to Rage. But to get there, you'd been playing about as much as you would have to get to 16th level.
Few campaigns should ever last long enough for fighters to fall seriously behind.
Landon Winkler |
For Fighters, make their capstone ability "Everytime you gain a feat, you may select two Combat feats instead" or something similar.
I took a stab at some of these questions here.
Cheers!
Landon
Davachido |
1 person marked this as a favorite. |
I currently run at E6 and not E8, preferring to use feats to get the capstone abilities. I don't think giving people stat boosts at 3 and 6 is needed either. Just have a feat for it.
My current "Feats" if people want to have a look. (You can ignore the house rules for the most part.)
Tholomyes |
Fighters get the shaft from Rangers, Paladins, and Barbarians in regular Pathfinder, too. Having feats as your only feature is weak no matter what level you stop at. The good news, though, is that Rogues and Monks aren't pointless in E6, so there's something.
I'm not arguing that Fighters are weaker than the other Full BAB classes, generally, but one of the things that makes them appealing is their flexibility. With a fighter, I know I'm not going to be able to necessarily match a well-built Barbarian or Ranger in terms of power, but what I can do is I can spec. out my fighter to be better at battlefield control using feats along the step-up feat tree and combat-reflexes/Stand Still/Pin-down tree. However when E6 allows the same customization for the other classes, only a little later, it leaves very little incentive to go Fighter.
LazarX |
You might consider E8 rather than E6 - there are a lot of abilities gained at 8th level that would serve as good capstone powers.
You're missing the whole point of E6, it's to keep characters weak for GM's who can't handle anything but low level play. As soon as you start piling numbers higher than 6, you might as well throw the E away. The whole idea is to deny those abilities which start making characters greater than "human".
mplindustries |
You're missing the whole point of E6, it's to keep characters weak for GM's who can't handle anything but low level play.
Or it's for PCs and GMs who are uninterested in anything but low level play, but still want advancement.
It's especially great for people who don't want to be spellcasters, because they never get to the stage where they're just holding bags and taking hits for the useful members of the party.
StreamOfTheSky |
1 person marked this as a favorite. |
They're for 3E, but here are some capstone feats I thought of (and some that are straight rips from the original E6 thread), if you'd like ideas.
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.
Advanced Training [General]
Prerequisite: Level 6, any +2/+2 skill feat (such as Alertness)
Benefit: Choose a pair of skills you have maximum ranks in (9 for a class skill, 4.5 for cross class) and for which you have taken the appropriate +2/+2 feat (such as Alertness for Spot/Listen). You gain +2 ranks in each skill.
Special: You may select this feat multiple times. Each time, select a different pair of skills.
Barbaric Resilience [General]
Prerequisite: Barbarian 6
Benefit: You gain DR 1/--
Bardic Inspiration [General]
Prerequisite: Bard level 6
Benefit: The bonus granted by your inspire courage ability increases to +2.
Bardic Greatness [General]
Prerequisite: Bard level 6, Perform 12 ranks
Benefit: You gain the ability to Inpsire Greatness in a single ally with your bardic music.
Special: Inspire Greatness requires 12 perform ranks to use, so you must first obtain Skill Beyond Your Years in a perform skill.
Caster Training (General)
You become a more accomplished spellcaster.
Requirements: Character level 6, at least 2 spellcasting classes
Benefit: Your caster level increases by 3 in two of your spellcasting classes, to a maximum of 6. Note this only affects Caster Level (i.e., more dice on your damage, no new spells or slots).
Disciplined Essence [General]
Prerequisite: Monk 6
Benefit: You gain Ki Strike (lawful) and Wholeness of Body. You can use Wholeness of Body as an immediate action.
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.
Expanded Knowledge [General]
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]
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.
Expanded Wild Shape [General]
Prerequisite: Druid level 6
Choose 1 Large animal and 1 Tiny animal. You can wildshape into these animals.
Special: You may select this feat multiple times, choosing a new pair of animals to add to your wild shape selections each time.
Extra Aura [General]
Prerequisite: Marshal or Dragon Shaman level 6
Benefit: When you select this feat, choose a Draconic aura or Marshal aura. Add this aura to your list of auras known. In addition, choose one Major or Draconic aura you know (you may choose the aura learned with this feat.) The bonus granted by that aura increases by +1.
Extra Domain Access [General]
Prerequisities: Wis 18 +, Cleric level 6, Knowledge (religion) 9 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.
Extra Domain Power [General]
Prerequisites: Wis 18 +, Cleric level 6, Knowledge (religion) 9 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.
Holy Strikes [General]
Prerequisite: Paladin 6
Benefit: Your melee attacks are considered good for the purpose of overcoming damage reduction. You gain an additional Smite Evil attempt per day.
Improved Bond [General]
Prerequisite: Familiar
Benefit: Your effective level increases by 2 for the purposes of your familiar's benefits. You no longer lose xp if your familar dies, though you must still summon a new one.
Improved Companion [General]
Prerequisite: Animal Companion
Benefit: Your effective Druid level increases by 2 for the purposes of your animal companion's benefits. You cannot use this feat to gain a higher level companion than you could already get.
Improved Uncanny Dodge [General]
Prerequisite: Uncanny Dodge, Character level 6
Benefit: You gain Improved Uncanny Dodge, and are considered a level 6 Rogue for the purposes of being flanked and flanking others.
Martial Veteran [General]
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.
Restoration [General]
Prerequisites: 6th level, ability to cast 3rd-level divine spells, Wisdom 18, Healing 9 Ranks
Benefit: You can use Restoration, as the spell (paying the material component) once/day, with a casting time of 1 hour.
Roguish Ability [General]
Prerequisite: Rogue 6
Benefit: You learn one rogue special ability.
Special: This feat may be taken only once.
Skill Beyond Your Years [General]
Prerequisite: Level 6, Skill Focus
Benefit: Choose a skill you have maximum ranks in (9 for a class skill, 4.5 for cross class) and for which you have taken Skill Focus. You gain +3 ranks in the chosen skill.
Special: You may select this feat multiple times. Each time, select a different skill.
Sovereign Strikes [General]
Prerequisite: Paladin 6
Benefit: Your melee attacks are considered lawful for the purpose of overcoming damage reduction. You also gain an extra use per week of Remove Disease.
Step of the Wild lands [General]
Prereq: Ranger 6
Benefit: You gain the Woodland Stride and Swift Tracking class abilities.
Stone to Flesh (General)
Prerequisites: 6th level, ability to cast 3rd-level arcane spells, Intelligence 18, Craft (Alchemy) 9 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.
Swift Metamagic [Metamagic]
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. Silent Spell, which has an increase of 1, would have no prerequisites. This feat may be taken multiple times.
Tireless Rage [General]
Prerequisites: Barbarian 6
Benefit: You are no longer fatigued at the end of your rage. You may still only rage once in any encounter.
Cranefist |
SteelDraco wrote:You might consider E8 rather than E6 - there are a lot of abilities gained at 8th level that would serve as good capstone powers.You're missing the whole point of E6, it's to keep characters weak for GM's who can't handle anything but low level play. As soon as you start piling numbers higher than 6, you might as well throw the E away. The whole idea is to deny those abilities which start making characters greater than "human".
I know one professional fighter who beat up 5 drunks in a fight once, and he got his face smashed once doing it and had to get stitches (CR 3 encounter tops).
I've known 2-3 professional fighters who have gotten beaten up by single untrained people in barfights because they got the drop on them or were wrestling around with someone and got kicked in the face (lost to CR 1/2 - 1 encounters).
How many people do you know that with equal weapons can fight 30+ people like a 6th level fighter can?
You get that a 5th level wizard can call on a host of powers that make the X-Men look weak? Cyclops opens his eyes all the way and kills like 12 people and then falls over tired. 5th level wizard kills 20 people 3-4 times with fireballs, turns invisible, reads the leader's mind, sends a telepathic message, floats to a higher vantage point, puts the sentry to sleep, blinds the leader with glitter dust and hastes hits friends, doubling their speed for the fight.
Regular 1-20 play is for GM's that can't run a real game, who need 20th level railroad security guards to keep the king safe or to punish PCs who don't do what he likes. You play for 3 years and hit 14th level, and if you don't play along with the crappy story the GM wrote he can just kill you with Fredrick the 20th level cleric who sees the future.
mplindustries |
This maybe a slight derail, but does anyone see any glaring issues with a gestalt campaign where the hp, saves, BAB and spells stop at 6th but other class features continue as normal?
A lot of class features mimic spells, especially at high levels. The most obvious is the Summoner and their Summon Monster ability.
Bearded Ben |
This maybe a slight derail, but does anyone see any glaring issues with a gestalt campaign where the hp, saves, BAB and spells stop at 6th but other class features continue as normal?
How would an animal companion, mount, or eidolon work? Would it stop advancing too, or grow to become more powerful than the PC?
yeti1069 |
Well, if you expect them to be fighting higher and higher level monsters, then yeah, it will be a problem, because class features alone won't account for rising monster AC, saves, and damage output.
If you're running basically an E6 game where class abilities continue to accrue at the normal leveling rate,you're probably going to end up with characters that are too powerful for the challenges they're facing, but this seems like it would work better than the above. As mplindustries pointed out, though, there are some class features that scale much more dramatically than others: a summoner, for instance, will likely be stronger than just about anyone else you could play, thanks to both their Summon Monster spell-like ability and their eidolon continuing to scale.
Ivan Rûski |
Thanks for the quick replies. Hadn't thought of the eidolon, though I should have since the campaign will have a summoner. For spell like abilities, I was thinking of replacing those with bonus feats. Animal companions are a non-issue so far, though I do still have one player undecided as to what he is playing. As far as the monsters go I would be nerfing the higher level ones considerably by lowering those things mentioned.
The main reason I'm looking to doing something like this is that although my players and I enjoy the characters getting those later abilities, but don't like how long combat drags out later on. Monsters and PCs both just have way too much hp, and spells get to be save or screwed. Either the fight is over quickly due to magic locking it down, or, as is more often the case with my group, drags on for half the game or more and it feels like we accomplish nothing. If we could game longer we would just play where you level up normally, but this group will only get to play for 4 hours once or twice a month. So this campaign will be E6.
Frendle |
I'm beginning an E6 Campaign with my group.
I like to run as much of a sandbox game as possible. When the group gets full level progression it gets harder and harder to keep any of the sand in the box….
What I’m looking forward to is being able to use the world I created (Well continent anyway) and spend my time working on depth of the campaign and not trying to figure out how to stop the players from tearing it apart at the seams.
I’m not going to worry too much about stopping at 6th and what powers they might lose out on. I want them to be worried about upsetting the locals, and I want them to be concerned about having to travel through the wild hills for fear of what they might run into.
One of the house rules I am going to use will be to take away one level of armor proficiency from Rangers, Paladins and Barbarians.
I will basically be adding the ability to use heavy armor to the fighter as a unique class ability. This alone will make the fighter a desirable class to play I think. Especially in a low magic world.
I am considering creating a ritual magic skill which will be used to cast spells above 4th level. It will require 2 casters to cast a 4th level spell 4 to cast a 5th level spell and so on.
I am also going have HP’s rolled as half the total + random. In other words 1d5+5 for fighters or 1d3 +3 for casters. I don’t want a couple bad rolls to seriously hinder their survivability but I don’t want to just assign max hit points either.
I’m only going to use the core classes plus Antipaladin, but I had a notion about the core prestige classes. I am working on tweaking them a bit to allow them to be played as regular classes. I like the role-play potential of the Duelist, Arcane Trickster Shadow Dancer etc. Some may make the cut and some wont I figure.
Martial, Martial, Martial! |
This probably isn't what the OP is looking for, but its been my experience that PF works best with an E12 system on a slow progression. Full martials get their third iterative attack, class features, spells and other abilities really come into their own (like the advanced Rogue talents) and allow a character to feel truly 'Epic' without things getting ridiculous.
And to be honest, there just aren't that many groups out there that run regular campaigns that would take you beyond 12th level on the slow progression track before wanting to try something new. 2nd level to 12th is where its at in PF, and it doesn't take any modification to make it work.
mplindustries |
Hows this work with Prestige classes?
It mostly doesn't. Part of the purpose of E6 is limiting the kinds of abilities that are in the game, and that means most prestige class abilities. Now, that said, many, if not most, E6 GMs would probably allow the more mundane prestige class abilities (like, say, Assassin's death attack) to be acquired via a feat.