Hombrew E6 Campaign.


Recruitment


Hello all. Hope you're well. Happy Thanks Giving to those of you who are experiencing the holiday.

Location of game to be determined, either here on Paizo or Gaia Online.

I'm presently prepared to run an Epic 6 Pathfinder Homebrew Game. I need a couple of players. I'd like to keep the player group small so that way we don't run into huge delays in post time frequency. I'd also like some dedicated posters. This means that with my current group of 1 player; I'm looking for 1 to a maximum of 3 additional players.

Eligibility to Apply.
* Previous game experience not needed.
* Must be willing to dedicate time to the game. It is post by post, so as long as you check the forum every two days at maximum to make a post, we should be good. Would prefer daily checks.
* Friendly and positive, team working attitude.

Character Creation Rules. 1
* Character must be from the local region of Windshore, one of its provinces; or from the Northern continent of Gimle.

* Good or Neutral alignment only.

* Races to be used are Core, & Advanced.

* Use 200 gold to start, not what the equipment rules state.

* For ability scores use 25 point buy.

* Max HP all levels

* Use your Favoured Class Bonus.

* Use either an online character sheet or the word file sheet supplied.

1: Exceptions to the character creation rules are possible, please speak with me in this forum or private message to discuss. I also use Skype.

Information Required for the Game

http://paizo.com/pathfinderRPG/prd/

Please see post 2 as follows for additional story information.

War consumes the lands of Terra between the Nation of Windshore and the Southern United Rovagug worshiping Jungle Orc Tribes. The Quaking Desert once separated these two races with its many hostile and dangerous predators. Though recent events led the Orcs to brave the desert and best its denizens.

It was four dozen men who were responsible for this war. Merchant Guilds working together to send an expedition in search of lost and unknown treasures. They traveled by sea to land upon the Southern Jungles where the natives rejected them brutally. Ripping and burning their ship, causing the men to flee back to Windshore by foot across the Desert. Only five men survived this ordeal to return home. The orc tribes gave chase through the desert, regardless of its inhabitants, and after several months of silence from the south a host of destruction broke its way through the southern boarders.

Thousands of Orcs, a swarm never seen swept through Windshore and brought ruin. The ruling lords of Windshore leaped into action and immediately began efforts to protect their territories and citizens. Their armies gathered as one in order to repel the orc host. Requesting aid from their neighboring nations of Ren'Ther, Gimle, and Rinan. Ancient Elves from Ren'Ther of West Sky came in great number to join the war. Legendary, powerful wizards from Gimle traveled across the North ocean to assist. However, Rinan denied the request, stating they had dire matters of their own to attend to ad refused to inform what they were, remaining secretive and isolated from the rest of the great nations.

Some citizens of Windshore fled west over the mountains to Ren'ther, others North across the oceans to Gimle. A few had attempted to sneak into Rinan to the east around the ocean for its boarders were walled and guarded.

The Tribal Orcs did not take prisoners or land. They killed anyone and anything in their path, seemingly intent on only destruction.

Nation of Windshore

The human built kingdom of Windshore is ruled by the High Lord. Capital of the Nation is Kins Nord a large port city built upon the northern coast of Terra. Heavily defended by stone walls with a strong naval influence. Each province of Windshore has its own Lord which operate independantly of each other, though work together in times of war and council. The High Lord is either named by the current High Lord or voted in by the council of Lords.

The High Lord serves to settle decisions that the other lords cannot come to agreement upon. He is also typically the final say on matters for the Nation.

High Lord of Kins Nord- Dinvar Alexander Windborn The Fourth.

Territories.
1. Kins Nord - Capital Province.
2. Wild Lands - Outlaw Territory.
3. Sunflower Fields. - Rich farm lands, known for their sunflowers.
4. Skywreath - Known for it's meteor craters which have given way for many ponds and lakes.
5. Windsrun - Valley land which leads north to Kins Nord.
6. Dunmore - Land of Lord Michael Dunmore. Rolling hills and fields.
7. Serpant Marshes - So named for the dangers that frequent these wet lands.
8. Whispering Woods - Southern forest expanse boarding the Northshore and its hostile territories.
9. Kins Vest - Birth Territory of the Windborn Royal Line.
10. Glimmer Field - Territory of those devoted to Sarenrae, and guardian of the Gate of Sarenrae, entrance to Rinan.
11. Kins Lake - A great lake which spreads into Winds run and north into Kins Nord then into the Frozen Beauty ocean.


Hello. I will apply someone to the game, but I have some doubts:
- By "Epic 6" you mean just the scenario, not being it in Golarion?
- Where do the players come into this war?
- How many traits will we be working with?


Hello. Hope you're well.

  • Epic 6 is a rule system where the max level is 6, though you get a heck load of additional feats beyond this. It's essentially a more realistic low power game, but you still fight higher powered enemies. It requires the players to think more and work as a team instead of straight out bashing everything. A fight with a dragon in E6 becomes a fight with a dragon, not just another encounter to add to the belt.

  • The players may come from any direction they wish for the most part. Right now I'm utilizing the local military and sell sword groups for player start, otherwise you could be on a mission of vengeance, adventure, or just study. Pretty much anything you may think of could be mixed into the start.

  • Since I'm trying to keep the initial power level of the players low to make team work a more important aspect, as well as role play, in addition to limiting the record keeping and background work for all players and myself. We will not be using traits unless you use a feat to gain two.

The homebrew setting I have is not in Golarion, though utilizes most if not all of its religions / deities and such. Along with all the species.

Essentially the only difference is that I've changed the layout of the map and maybe removed or kept isolated a few groups / historical events.

I've added in at least 1 of my own.

Everything takes place on a planet called Narm, continent called Terra.


Quite interested; can you link me to the Epic 6 rules? Starting at level 1? By Core/Advanced races, do you mean Core + Advanced Race Guide?


GM Arkwright wrote:
Quite interested; can you link me to the Epic 6 rules? Starting at level 1? By Core/Advanced races, do you mean Core + Advanced Race Guide?

I do mean Core + Advanced, yes.

The E6 for pathfinder was actually created by myself and a few people on these messageboards a few years back. A converted version of the E6 rules for original 3.5 D&D made by the wonderful Alexandrian.

http://thealexandrian.net/index.html

Though I do have the file and will gladly share it, or I could post it I suppose.

If you wish to speak with me easier. My Skype is: WildCommon

EPIC 6

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.

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.

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 of minimum 8 for the purpose of selecting feats. In addition when using the Power Attack or Combat Expertise feat you are treated as having a Base Attack Bonus minimum 8.

Special: Your base attack bonus benefits from feats such as Combat Training. Thus it would be 9 if you have 1 rank of Combat Training.

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.

Extra 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.

Divine Channeling
Prerequisite: Cleric 6
Benefit: Increase your channel energy dice from 3d6 to 5d6.

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.


Where on that site?

Name: Bighead Inkyskin
Class: Wizard (Evocation (Admixture))
Race: Goblin
Alignment: TN
Background/Personality: Still puzzling out, I've played Bighead before but had some new ideas since.

Would you permit me to trade in Scribe Scroll for Spell Focus, as per PFS? Are you certain no traits are allowed- I'd love to give Bighead the Balloon Headed and Color Thief traits.


I am quite interested in this. I do love homebrew quite a bit.

My Skype is Grand Moff Vixen if you see an invite from me.


Looks like with the addition of Grand. I'll have 4 players. Thank you all. I'll keep this recruitment updated if I need more.

If someone has questions due to curiosity, let me know.


Aw, shoot! As I was writing the post below, the 4th player got signed on. Oh, well. I'll go ahead and post this in case somebody drops out.

*********

Hi, I would be very interested to play an E6 pbp campaign!

Insanity Logic wrote:
Location of game to be determined, either here on Paizo or Gaia Online.

Either would be fine with me. I have no interest in Gaia Online, so if I joined that community, it would only to play in a pbp campaign. That's not really a hurdle at all, however.

Quote:

Eligibility to Apply.

* Previous game experience not needed.
* Must be willing to dedicate time to the game. It is post by post, so as long as you check the forum every two days at maximum to make a post, we should be good. Would prefer daily checks.
* Friendly and positive, team working attitude.

* I have lots of pbp experience. One story-based campaign here on Paizo, but most of the RPGs I've played has been on a small phpbb (forums) site set up so that a group of long-time internet friends could continue to hang out when the site that we all met on got too crowded and lost its original character. I both DM and play characters. The only difference that I can see between my experiences and playing here would be that each player is responsible for his or her own dice rolling, which would be an advantage, in my opinion.

* During the weekdays, I would be able to check daily, if not multiple times a day. During the weekends, I can guarantee I would make the minimum two-day requirement, although sometimes I can check Saturday and Sunday. Weekends are family time, unless I need a break from family time. :)
* I fully understand that D&D/Pathfinder is a team effort. Yes, it's fun to be unique and be in the spotlight, occasionally, but it's detrimental to the party to worry about that too often.

Quote:

Character Creation Rules. 1

* Character must be from the local region of Windshore, one of its provinces; or from the Northern continent of Gimle.

* Good or Neutral alignment only.

* Races to be used are Core, & Advanced.

* Use 200 gold to start, not what the equipment rules state.

* For ability scores use 25 point buy.

* Max HP all levels

* Use your Favoured Class Bonus.

All of that sounds great to me. I'd love to find out what other classes in the party are playing so that I can fill a gap as needed before putting forth a character concept, if that's not an issue. I enjoy all roles in a party, traditional or not.

Quote:
* Use either an online character sheet or the word file sheet supplied.

Whichever is preferred is fine with me. I can maintain a character sheet in my character's profile here on Paizo, maintain a Google Drive character sheet, or anything else.

The background information seems pretty solid! I hope you'll consider me!


Add me on skype, we'll talk Ando.


Recruiting Closed. Thank you.

Be well always all.

Community / Forums / Online Campaigns / Recruitment / Hombrew E6 Campaign. All Messageboards

Want to post a reply? Sign in.