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Zem
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Post subject: E6 Feats Posted: Fri Aug 30, 2013 8:50 pm |
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Joined: Wed Jan 07, 2009 10:41 pm Posts: 1807
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Craft Rod [Item Creation] Change caster level requirement from 9th to 6th.
Craft Staff [Item Creation] Change caster level requirement from 12th to 6th.
Expanded Casting Prerequisite: Character Level 6th Benefit: Choose a spellcasting class in which you have levels. You gain an additional spell slot for that class at any one level you can already cast.
Expanded Knowledge Prerequisite: Character Level 6th Benefit: Choose a spellcasting class in which you have levels. You gain an additional spell known from that class's spell list at any level you can cast.
Forge Ring [Item Creation] Change caster level requirement from 12th to 6th.
Magical Talent Prerequisites: Ability to cast spells. Benefit: Treat your key casting ability score as though it were four higher for the purpose of bonus spells. This applies to only a single class that you choose when you take this feat. Special: You can take this feat multiple times. It stacks with itself.
Open Minded [General] You are naturally able to reroute your memory, mind, and skill expertise. Benefit: You immediately gain an extra 5 skill points. You spend these skill points as normal. If you spend them on cross-class skills they count as ½ ranks. You cannot exceed the normal maximum ranks for your level in any skill. Special: You can gain this feat multiple times. Each time, you immediately gain another 5 skill points.
Restoration [Spell] Prerequisites: 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 per day with a casting time of 1 hour.
Skill Beyond Your Years Prerequisites: Character Level 6th Benefit: Choose a skill that is a class skill for you. Your maximum ranks in that skill increases from Character Level plus 3 to Character Level plus 6.
Stone to Flesh [Spell] 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.
Atonement [Spell] Prerequisite: Spellfocus (abjuration), Knowledge (religion) 4 ranks, divine caster level 6th. Benefit: You can use atonement, as the spell (paying focus and XP costs normally), with a casting time of 1 hour.
Improved Skill Focus Prerequisite: Skill Focus in the skill in question: Benefit: Take any one skill you have the skill focus feat in. Your effective rank is considered 2 points higher for determining if you qualify for a feat. In addition, you may decide to reroll any check made with the skill. You must take the reroll result, even if it is worse.
Greater Skill Focus Prerequisite: Improved Skill Focus in the skill in question Benefit: Take any one skill you have the Improved Skill Focus feat in. Your effective rank is considered 2 points higher for determining if you qualify for a feat (this benefit stacks with Improved Skill Focus). In addition, you may always choose to reroll the skill and take the higher result.
Improved Skill Mastery Prerequisite: Skill Mastery Benefit: Choose a number of skills equal to 3 + your Int Modifier in which you have the Skill Mastery for.You may now take 15 on the skill, which works identically as taking 10, except that your result is 5 points higher.
Greater Skill Mastery Prerequisite: Improved Skill Mastery Benefit: Choose a number of skills equal to 3 + your Int Modifier in which you have the Skill Mastery feat. When taking 20, you require only half the usual time.
Skill Beyond Your Years Prerequisite: Level 6 Benefit: Pick a skill. Your max ranks rise from Level+3 to Level +6. Extra Feats For Ability Advancement Edit
If you want your characters to be able to improve their abilities slightly above their natural aptitudes, then you can use the following.
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.
_________________ Do the asparagus look threatening?
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cfalcon
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Post subject: Re: E6 Feats Posted: Fri Sep 06, 2013 2:15 am |
Master of the West Wind |
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Joined: Fri Jan 09, 2009 1:10 am Posts: 1547 Location: BRB giving magic item to lich 1sec
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Quote: Magical Talent Prerequisites: Ability to cast spells. Benefit: Treat your key casting ability score as though it were four higher for the purpose of bonus spells. This applies to only a single class that you choose when you take this feat. Special: You can take this feat multiple times. It stacks with itself. Seems broken strong....? Limit to absolute value? I think it's fine. It's a way of getting extra spells. If you have an Int divisible by 4 (16,20,24), every time you take this feat you gain one of (and it exchanges between the two): >An extra 2nd and an extra 3rd. >An extra 1st. This repeats endlessly. If you have an int NOT divisible by 4 (18,22,26), every time you take this feat you gain one of (and it exchanges between the two): >An extra 1st and an extra 2nd. >An extra 3rd. This repeats endlessly. I guess the questions are: 1- Is it unfair to get an extra 2nd and an extra 3rd for a single feat? It's a bit overbudget, but it seems fine. 2- Is it overall unfair to gain an extra 1st, an extra 2nd, and an extra 3rd, for two feats? I think the answer to (1) is, whatever. If someone has a natural Int of 20 and gets a bit of an overbudget feat, I wouldn't care. The answer to 2 is, yea, this is fine. The standard feat you can take (without limit) is: Gain one extra spell. So that is just 3rd level. You would take that feat twice and get two third level spells, which is what it competes against. The Pathfinder version is: Gain one extra max level spell, OR gain two spells of the level beneath that. So in Pathfinder you wouldn't fuck with this at all- you'd buy the 3rd with your first feat, and your two 2nds with your second feat. The big thing is, it never changes pacing. Going from effective Int 40 to effective Int 44 gives you only one 1st level spell (it also gives you a 4th, a 5th, an 8th, and a 9th, but the E6 guy doesn't get any of that).
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cfalcon
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Post subject: Re: E6 Feats Posted: Fri Sep 06, 2013 2:22 am |
Master of the West Wind |
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Joined: Fri Jan 09, 2009 1:10 am Posts: 1547 Location: BRB giving magic item to lich 1sec
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Swift Metamagic is a condensed version of the chain of Swift feats from one of the Completes. Do you like the method we used for Rigby better ("choose two spells")? I have them both available in my game.
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cfalcon
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Post subject: Re: E6 Feats Posted: Sat Sep 07, 2013 4:54 pm |
Master of the West Wind |
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Joined: Fri Jan 09, 2009 1:10 am Posts: 1547 Location: BRB giving magic item to lich 1sec
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So, lets condense the capstones. Mostly I think they should be buffed a bit:
Barbarian: Barbaric Resilience: DR 1/-
Bard: Bardic Inspiration: +1 song aura becomes +2 on attack, damage, saves against fear and charm
Cleric: Extra Domain Power: Gain another domain, but just for the power Extra Domain Access: Ok now actually gain another domain
Druid: Mighty Wild Shape: Wild shape (large), but only for one animal
Figher: Martial Veteran: Pick other feats as if +2 level as a fighter
Monk: Excelling Flurry: Greater Flurry, plus you can buy improved disarm or improved trip (whichever you didn't pick before) without needing expertise.
Paladin: Holy Strikes: Your strikes are considered Good.
Ranger: Step of the Wild lands: You gain Woodland Stride and Swift Tracking
Rogue: Roguish Ability: You learn crippling strike, defensive roll, improved evasion, opportunist, slippery mind, or skill mastery.
Sorc: <none>
Wizard: <none>
Ok, so, first off, I disapprove of there being none for the casters. Second, the point of these is to encourage you not to multiclass- to give you something a bit extra, maybe beyond what you could normally get in E6.
The fighter and rogue one achieve this. The fighter one should just flat out BE "Improved Critical", however. Out of the stock feats, it also means he can learn stunning fist (which he still has to deliver with his fist). But for the feat to just grant access to essentially one feat, and not even GIVE you the feat, is shit. The rogue one isn't very strong, but at least it gives you a power no one else has access to (whichever one that is, they are not that super great). The big reason I want the fighter one buffed is because fighter's whole powers are "extra feats" in a game where everyone gets way MORE extra feats, plus their class specific stuff.
The barbarian one is just a boring ability handed down, and one he would get at 7th level. If you also gave him his 8th level power (another rage per day), that would probably be perfect.
Bard is an 8th level power, but it's hard to pretend it is worthwhile. Perhaps if there was a second one after the first that gave him inspire greatness as well? Bards are weak enough as it is, but maybe that's not an issue to be addressed with capstone feats.
Cleric is extra spell access, which can be very strong depending on the deity (or relatively weak), plus a granted power. This really depends on how you do granted powers and such, and how you do clerics. It is spread into two feats. I think it about right, assuming you don't skimp on the cool stuff the gods grant.
Druid is pretty good actually. Large wildshape is a higher level ability with good power. Might be good to allow it to be taken more than once, or to pick more than one thing (there's probably one "correct" large choice, and this makes the player figure that out- if it gave you more than one thing, the others would presumably NOT be "the second and third best things"). But even unchanged, this is a solid capstone feat- you would take this as a druid.
Monk is directly combat applicable. I don't think it would be out of line for it to just have that second feat baked in- the weaker of trip and disarm isn't normally worth a feat (that's disarm). But the flurry boost is just fine- it's the 9th level flurry bonus. I like the idea that a couple capstones would allow the monk to get other abilities- like wholeness of body- but those are definitely worth their own feats.
Paladin is actually strong. It could also count as lawful, perhaps. In any event, it is mostly useful versus demons and devils and such, and as such it is a rather niche feat, but paladin is not nearly in the bad shape that it ends up in by 12th level in a normal D&D game. If you want another capstone, you could give a bonus to the smite and the remove disease (which is pretty much all a paladin gets besides spells as he levels up), or you could actually give a bonus to spells- a paladin never hits 2nd level spells in E6, you could select a subset of 2nd level spells to make available or something.
Ranger has a horrible feat. Just absolutely horrible. Is your game going to be open world? Like, for instance, if we decide to just go fuck around, is that a thing you will encourage and be ok with, or be cross about? Because "swift tracking" only has a place if you do that. Woodland stride is a niche combat ability that, even in games where I dot the landscape with underbrush that inhibits movement, is only rarely useful (and often you can clear it out with a fireball first, then send in the fighter seconds later). I agree that these abilities are flavorful, but they come up so rarely you'd be a fool to spend a feat on them. There has been I think one time in this campaign where swift tracker would have helped you guys out, and then, not by much.
Anyway, these are meant to be conservative feats, and mostly they are. I would recommend some mild buffage- I think as capstones they can afford to be better than normal feats by a bit. The goal is to minimize the gains someone gets by multiclassing, especially with the martial classes, as without them you would definitely want to do some dumb "build".
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Zem
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Post subject: Re: E6 Feats Posted: Mon Sep 09, 2013 11:17 am |
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Joined: Wed Jan 07, 2009 10:41 pm Posts: 1807
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For whatever it's worth, I just copied these from the general website and put them here for exactly what you're doing. I have not gone through them more than a quick glance. That was on the agenda. I figured you'd look and make suggestions for balance, and I appreciate it. The fact that there are none for casters, well, I didn't even get that far to notice. I figured we'd add a bunch.
It is intended to be an open world with plenty of time for fucking around. A third of the map is "Wild, unsettled lands" where there is naught but those evil orcs, goblins, and elves.... and whatever the hell else is out there.
_________________ Do the asparagus look threatening?
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cfalcon
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Post subject: Re: E6 Feats Posted: Mon Sep 09, 2013 3:24 pm |
Master of the West Wind |
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Joined: Fri Jan 09, 2009 1:10 am Posts: 1547 Location: BRB giving magic item to lich 1sec
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Do you want me to dump my suggested feats upon this thread? I know those are the default ones, and those are my opinions on them. They are meant to be conservative, but I think they overachieve in that regard. I think each class should have a few shinies.
Also I think I forgot Greater Weapon Focus as an 8 BAB fighter feat. I think that feat should grant access but also do something unique.
You'll recall that, unlike rogue, which I borrowed a lot of Pathfinder for, my version of fighter actually has a "movable feat" at 10th level, and another later on. That might be pretty decent, but I dunno.
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Zem
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Post subject: Re: E6 Feats Posted: Mon Sep 09, 2013 4:33 pm |
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Joined: Wed Jan 07, 2009 10:41 pm Posts: 1807
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Dump away, my good sir.
I agree there should be some good ones out there. I think new capstone feats should be exciting... partially making up for losing the excitement over not getting spell levels, hit points, etc.
_________________ Do the asparagus look threatening?
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