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Class balance for E6 game
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<blockquote data-quote="StreamOfTheSky" data-source="post: 5678254" data-attributes="member: 35909"><p>Humans are the most powerful and popular race in the game, not allowing others seems really trivial, and I personally find playing humans to be boring and avoid it whenever possible.</p><p></p><p>Any class should be fine in E6, just ban the super broken stuff like Wings of Cover, Dragonwrought Kobold, Abrupt Jaunt, etc... and don't allow cheesy early entry (into prestige classes) stuff. Then you should be pretty set.</p><p></p><p>If you want, even though I've yet to run one, I have my own modified/expanded list of capstone feats from the ones listed in the E6 thread. I found a bunch of them poorly thought out, like the skill ones, and not enough options for the various classes.</p><p></p><p>[sblock]<strong>Ability Training [General] </strong></p><p>You spend time honing one of your Abilities: Strength, Dexterity, Constitution, Intelligence, Wisdom, or Charisma.</p><p>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. </p><p>Special: You can gain this feat multiple times, its effects do not stack. Each time you take this feat it applies to another ability.</p><p></p><p><strong>Ability Advancement [General] </strong></p><p>Your training pays off, and one of your Abilities increases. </p><p>Prerequisite: Ability Training in the same ability.</p><p>Benefit: Choose one Ability. You gain a permanent +2 bonus to that ability. This bonus does not stack with the benefit from Ability Training.</p><p>Special: You can gain this feat multiple times, its effects do not stack. Each time you take this feat it applies to another ability.</p><p></p><p><strong>Advanced Training [General] </strong></p><p>Prerequisite: Level 6, any +2/+2 skill feat (such as Alertness)</p><p>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.</p><p>Special: You may select this feat multiple times. Each time, select a different pair of skills.</p><p></p><p><strong>Barbaric Resilience [General] </strong></p><p>Prerequisite: Barbarian 6</p><p>Benefit: You gain DR 1/-- </p><p></p><p><strong>Bardic Inspiration [General] </strong></p><p>Prerequisite: Bard level 6</p><p>Benefit: The bonus granted by your inspire courage ability increases to +2.</p><p></p><p><strong>Bardic Greatness [General] </strong></p><p>Prerequisite: Bard level 6, Perform 12 ranks</p><p>Benefit: You gain the ability to Inpsire Greatness in a single ally with your bardic music.</p><p>Special: Inspire Greatness requires 12 perform ranks to use, so you must first obtain Skill Beyond Your Years in a perform skill.</p><p></p><p><strong>Caster Training (General)</strong></p><p>You become a more accomplished spellcaster.</p><p>Requirements: Character level 6, at least 2 spellcasting classes</p><p>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).</p><p></p><p><strong>Disciplined Essence [General] </strong></p><p>Prerequisite: Monk 6</p><p>Benefit: You gain Ki Strike (lawful) and Wholeness of Body. You can use Wholeness of Body as an immediate action.</p><p></p><p><strong>Excelling Flurry [General]</strong></p><p>Prereq: Monk 6</p><p>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.</p><p></p><p><strong>Expanded Knowledge [General] </strong></p><p>Prerequisite: Character Level 6th</p><p>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.</p><p></p><p><strong>Expanded Casting [General] </strong></p><p>Prerequisite: Character Level 6th</p><p>Benefit: Choose a spellcasting class in which you have levels. You gain an additional spell slot at any level you can already cast.</p><p></p><p><strong>Expanded Wild Shape [General] </strong></p><p>Prerequisite: Druid level 6</p><p>Choose 1 Large animal and 1 Tiny animal. You can wildshape into these animals.</p><p>Special: You may select this feat multiple times, choosing a new pair of animals to add to your wild shape selections each time.</p><p></p><p><strong>Extra Aura [General] </strong></p><p>Prerequisite: Marshal or Dragon Shaman level 6</p><p>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.</p><p></p><p><strong>Extra Domain Access [General] </strong></p><p>Prerequisities: Wis 18 +, Cleric level 6, Knowledge (religion) 9 ranks, Extra Domain Power, Skill Focus: Knowledge (religion)</p><p>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.</p><p></p><p><strong>Extra Domain Power [General] </strong></p><p>Prerequisites: Wis 18 +, Cleric level 6, Knowledge (religion) 9 ranks, Skill Focus: Knowledge (religon)</p><p>Benefit: You gain the domain power of one additional domain associated with your deity. You may only take this feat once.</p><p></p><p><strong>Holy Strikes [General] </strong></p><p>Prerequisite: Paladin 6</p><p>Benefit: Your melee attacks are considered good for the purpose of overcoming damage reduction. You gain an additional Smite Evil attempt per day.</p><p></p><p><strong>Improved Bond [General] </strong></p><p>Prerequisite: Familiar</p><p>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.</p><p></p><p><strong>Improved Companion [General] </strong></p><p>Prerequisite: Animal Companion</p><p>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.</p><p></p><p><strong>Improved Uncanny Dodge [General] </strong></p><p>Prerequisite: Uncanny Dodge, Character level 6</p><p>Benefit: You gain Improved Uncanny Dodge, and are considered a level 6 Rogue for the purposes of being flanked and flanking others.</p><p></p><p><strong>Martial Veteran [General]</strong></p><p>Prerequisites: Fighter level 6th.</p><p>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.</p><p>Special: A fighter may select Martial Veteran as one of his bonus feats.</p><p></p><p><strong>Restoration [General]</strong></p><p>Prerequisites: 6th level, ability to cast 3rd-level divine spells, Wisdom 18, Healing 9 Ranks</p><p>Benefit: You can use <em>Restoration</em>, as the spell (paying the material component) once/day, with a casting time of 1 hour.</p><p></p><p><strong>Roguish Ability [General] </strong></p><p>Prerequisite: Rogue 6</p><p>Benefit: You learn one rogue special ability.</p><p>Special: This feat may be taken only once.</p><p></p><p><strong>Skill Beyond Your Years [General] </strong></p><p>Prerequisite: Level 6, Skill Focus</p><p>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.</p><p>Special: You may select this feat multiple times. Each time, select a different skill.</p><p></p><p><strong>Sovereign Strikes [General] </strong></p><p>Prerequisite: Paladin 6</p><p>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.</p><p></p><p><strong>Step of the Wild lands [General] </strong></p><p>Prereq: Ranger 6</p><p>Benefit: You gain the Woodland Stride and Swift Tracking class abilities.</p><p></p><p><strong>Stone to Flesh (General)</strong></p><p>Prerequisites: 6th level, ability to cast 3rd-level arcane spells, Intelligence 18, Craft (Alchemy) 9 Ranks</p><p>Benefit: You can use <em>stone to flesh</em>, as the spell, with an expensive and secret magical ingredient with a market value of 1000 gp and a casting time of 1 day.</p><p></p><p><strong>Swift Metamagic [Metamagic] </strong></p><p>Prerequisite: Metamagic feats (see below), Caster Level 6</p><p>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.</p><p>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.</p><p></p><p><strong>Tireless Rage [General]</strong></p><p>Prerequisites: Barbarian 6</p><p>Benefit: You are no longer fatigued at the end of your rage. You may still only rage once in any encounter.</p><p></p><p><strong>Wondrous Rings [General] </strong></p><p>Prerequisites: 6th level, Craft Wondrous Item</p><p>Benefit: You treat rings as wondrous items for the purpose of meeting item creation prerequisites. You must still meet caster level requirements for any ring you create.[/sblock]</p><p></p><p>I didn't get to actual feats for the non-core classes yet, but had some rough ideas laid out:</p><p>[sblock]<u>Beguiler</u></p><p>A feat to get advanced learning, so they can add one more spell to their list.</p><p></p><p><u>Duskblade</u></p><p>A feat to use heavy shields without spell failure, and another to gain Quick Cast 1/day.</p><p></p><p><u>Dragon Shaman</u></p><p>Already have Extra Aura. Perhaps a feat for +1d6 breath weapon damage.</p><p></p><p><u>Favored Soul</u></p><p>Feat for Weapon Specialization w/ deity's favored weapon?</p><p></p><p><u>Hexblade</u></p><p>Feat for Greater Curse and +1 use/day. Possibly a feat for Aura of Unluck 1/day. Not like Hexblade 6 is overpowered.</p><p></p><p><u>Knight</u></p><p>Feat for Fighting Challenge +2. Could do feats for Call to Battle and Armor Master (heavy).</p><p></p><p><u>Marshal</u></p><p>In keeping with Bard and Knight, maybe i should get rid of Extra Aura and just make a feat for Major Aura +2. Could also do a feat for Grant Move Action an extra time per day.</p><p></p><p><u>Ninja</u> (C.Adv. crappy version, not mine)</p><p>A single feat to both give Ghost Strike <strong>and</strong> Ghost Step (ethereal). Note, in E6, I'm not sure if the ninja could easily get a ghost touch weapon... Ninja need another capstone feat, but Speed Climb is way too poor to make its own feat.</p><p></p><p><u>Samurai</u>: ...Why would anyone play this. Not worth my time. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p><u>Scout</u></p><p>Feat for Camouflage. I don't think a feat for blindsense 30 ft is too out of line, either.</p><p></p><p><u>Spellthief</u></p><p>Tough call. Absorb Spell might be worth its own feat. If not...also increase Spell Grace to +2? Arcane sight (as the class feature) could also make a decent feat.</p><p></p><p><u>Spirit Shaman</u>: I'll worry about it if someone makes one.</p><p></p><p><u>Swashbuckler</u></p><p>Umm...some combination of Acrobatic Skill Mastery, Acrobatic Charge, and Improved Flanking condensed into 2 balanced feats.</p><p></p><p><u>Warlock</u></p><p>A feat to gain a second lesser invocation (otherwise impossible). A feat for Fiendish Resilience 1 that also raises the DR to 2/cold iron. Possibly a feat for +1d6 EB, though not sure that's necessary.</p><p></p><p><u>Warmage</u></p><p>A feat for Armored Mage (medium) is actually still useful, since you can only take the generic feat to increase the armor rating you can cast in once, so with this you could blast in full plate eventually. Warmages need something else. Something cool and unique...Maybe +1/day on all Sudden Metamagic feats they possess. And toss in Sudden Enlarge in that fat package for good measure. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" />[/sblock]</p><p></p><p>EDIT: Oops. "Extra Aura" is with the fleshed out feats even though it's for non-core classes because my friend asking about a capstone feat like that was what got me started on the whole endeavor. So first sblock is 99% core.</p></blockquote><p></p>
[QUOTE="StreamOfTheSky, post: 5678254, member: 35909"] Humans are the most powerful and popular race in the game, not allowing others seems really trivial, and I personally find playing humans to be boring and avoid it whenever possible. Any class should be fine in E6, just ban the super broken stuff like Wings of Cover, Dragonwrought Kobold, Abrupt Jaunt, etc... and don't allow cheesy early entry (into prestige classes) stuff. Then you should be pretty set. If you want, even though I've yet to run one, I have my own modified/expanded list of capstone feats from the ones listed in the E6 thread. I found a bunch of them poorly thought out, like the skill ones, and not enough options for the various classes. [sblock][b]Ability Training [General] [/b] 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. [b]Ability Advancement [General] [/b] 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. [b]Advanced Training [General] [/b] 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. [b]Barbaric Resilience [General] [/b] Prerequisite: Barbarian 6 Benefit: You gain DR 1/-- [b]Bardic Inspiration [General] [/b] Prerequisite: Bard level 6 Benefit: The bonus granted by your inspire courage ability increases to +2. [b]Bardic Greatness [General] [/b] 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. [b]Caster Training (General)[/b] 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). [b]Disciplined Essence [General] [/b] Prerequisite: Monk 6 Benefit: You gain Ki Strike (lawful) and Wholeness of Body. You can use Wholeness of Body as an immediate action. [b]Excelling Flurry [General][/b] 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. [b]Expanded Knowledge [General] [/b] 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. [b]Expanded Casting [General] [/b] 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. [b]Expanded Wild Shape [General] [/b] 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. [b]Extra Aura [General] [/b] 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. [b]Extra Domain Access [General] [/b] 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. [b]Extra Domain Power [General] [/b] 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. [b]Holy Strikes [General] [/b] 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. [b]Improved Bond [General] [/b] 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. [b]Improved Companion [General] [/b] 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. [b]Improved Uncanny Dodge [General] [/b] 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. [b]Martial Veteran [General][/b] 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. [b]Restoration [General][/b] Prerequisites: 6th level, ability to cast 3rd-level divine spells, Wisdom 18, Healing 9 Ranks Benefit: You can use [i]Restoration[/i], as the spell (paying the material component) once/day, with a casting time of 1 hour. [b]Roguish Ability [General] [/b] Prerequisite: Rogue 6 Benefit: You learn one rogue special ability. Special: This feat may be taken only once. [b]Skill Beyond Your Years [General] [/b] 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. [b]Sovereign Strikes [General] [/b] 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. [b]Step of the Wild lands [General] [/b] Prereq: Ranger 6 Benefit: You gain the Woodland Stride and Swift Tracking class abilities. [b]Stone to Flesh (General)[/b] Prerequisites: 6th level, ability to cast 3rd-level arcane spells, Intelligence 18, Craft (Alchemy) 9 Ranks Benefit: You can use [i]stone to flesh[/i], as the spell, with an expensive and secret magical ingredient with a market value of 1000 gp and a casting time of 1 day. [b]Swift Metamagic [Metamagic] [/b] 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. [b]Tireless Rage [General][/b] Prerequisites: Barbarian 6 Benefit: You are no longer fatigued at the end of your rage. You may still only rage once in any encounter. [b]Wondrous Rings [General] [/b] Prerequisites: 6th level, Craft Wondrous Item Benefit: You treat rings as wondrous items for the purpose of meeting item creation prerequisites. You must still meet caster level requirements for any ring you create.[/sblock] I didn't get to actual feats for the non-core classes yet, but had some rough ideas laid out: [sblock][u]Beguiler[/u] A feat to get advanced learning, so they can add one more spell to their list. [u]Duskblade[/u] A feat to use heavy shields without spell failure, and another to gain Quick Cast 1/day. [u]Dragon Shaman[/u] Already have Extra Aura. Perhaps a feat for +1d6 breath weapon damage. [u]Favored Soul[/u] Feat for Weapon Specialization w/ deity's favored weapon? [u]Hexblade[/u] Feat for Greater Curse and +1 use/day. Possibly a feat for Aura of Unluck 1/day. Not like Hexblade 6 is overpowered. [u]Knight[/u] Feat for Fighting Challenge +2. Could do feats for Call to Battle and Armor Master (heavy). [u]Marshal[/u] In keeping with Bard and Knight, maybe i should get rid of Extra Aura and just make a feat for Major Aura +2. Could also do a feat for Grant Move Action an extra time per day. [u]Ninja[/u] (C.Adv. crappy version, not mine) A single feat to both give Ghost Strike [b]and[/b] Ghost Step (ethereal). Note, in E6, I'm not sure if the ninja could easily get a ghost touch weapon... Ninja need another capstone feat, but Speed Climb is way too poor to make its own feat. [u]Samurai[/u]: ...Why would anyone play this. Not worth my time. :) [u]Scout[/u] Feat for Camouflage. I don't think a feat for blindsense 30 ft is too out of line, either. [u]Spellthief[/u] Tough call. Absorb Spell might be worth its own feat. If not...also increase Spell Grace to +2? Arcane sight (as the class feature) could also make a decent feat. [u]Spirit Shaman[/u]: I'll worry about it if someone makes one. [u]Swashbuckler[/u] Umm...some combination of Acrobatic Skill Mastery, Acrobatic Charge, and Improved Flanking condensed into 2 balanced feats. [u]Warlock[/u] A feat to gain a second lesser invocation (otherwise impossible). A feat for Fiendish Resilience 1 that also raises the DR to 2/cold iron. Possibly a feat for +1d6 EB, though not sure that's necessary. [u]Warmage[/u] A feat for Armored Mage (medium) is actually still useful, since you can only take the generic feat to increase the armor rating you can cast in once, so with this you could blast in full plate eventually. Warmages need something else. Something cool and unique...Maybe +1/day on all Sudden Metamagic feats they possess. And toss in Sudden Enlarge in that fat package for good measure. :)[/sblock] EDIT: Oops. "Extra Aura" is with the fleshed out feats even though it's for non-core classes because my friend asking about a capstone feat like that was what got me started on the whole endeavor. So first sblock is 99% core. [/QUOTE]
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