E6: The Game Inside D&D

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Since feats, after E6, are like adding levels what if Level Adjustment monsters created a feat debt (that need to be repaid) as part of the Point Buy solution offered earlier?
 

Mokona said:
Since feats, after E6, are like adding levels what if Level Adjustment monsters created a feat debt (that need to be repaid) as part of the Point Buy solution offered earlier?
Well, feats aren't worth as much in E6, so I certainly wouldn't replace the Point Buy adjustment with Feat Debt. Feat Debt in addition to the PB adjustment could be an idea, but it may be a bit clunky to use. Which feats would be used to pay off the debt? Some feats, for instance, can only be taken at level 1. I /think/ the Point Buy adjustment is fine by itself, if you use the revised one here.
 

Evilhalfling:

Ummm. I guess you make good points, I don't know. I think you've put an awful lot more thought into those aspects than I have (or want to). I just wanted an explicit starting point for dealing with NPC conversions, other than everyone giving their version of "I just eyeball it, and then modify it based on [whatever arcane gamer thing turns their crank]" I think I'll stick with my approach and see how it goes. If it's a problem, I'll certainly keep your post in mind.
 

Ryan Stoughton said:
We need more 5-feat quick templates.
Okay - obviously I am avoiding tasks at work...
Dedicated Crafter
Craft item X, Efficent X Crafter, Legendary X Artisan (reduce xp and gold costs by 25%),
ability training and advancement in Int/Wis/Chr

Weapon master:
Weapon focus, improved intiatitve, quickdraw
-and-
Power attack and cleave
-or-
Expertise and Improved Disarm
-or-
Dodge and combat reflexes

Supernaturally Intense:
Special ability focus (+2dc) ability training and advancement(Con or Chr)
Iron will, Improved toughness
 
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I went ahead and developed a Mystic Theurge prestige chain that allowed for a little diversity for your casting classes (just as the Mystic Theurge does).

Mystic Theurge Training [Prestige]
Prerequisites: No other prestige feats, Spellcraft 6 ranks, Knowledge (Religion) 6 ranks, Ability to cast 2nd level Arcane and Divine spells
Benefits: The following skills become class skills for you: Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge (arcana) (Int), Knowledge (religion) (Int), Profession (Wis), Sense Motive (Wis), and Spellcraft (Int).
In addition, choose one arcane and one divine Spellcasting class in which you can cast 2nd level spells. These classes are treated as having +1 caster level for every 2 Prestige feats you have (including this one).

Theurgic Stamina [Prestige]
Prerequisites: Mystic Theurge Training, no more than 3 feats listing Mystic Theurge as a prerequisite
Benefits: You gain the benefit of Expanded Spell Stamina for one arcane and one divine Spellcasting class in which you can cast 2nd level spells.
You may take this feat multiple times. It’s effects stack.

Theurgic Knowledge [Prestige]
Prerequisites: Mystic Theurge Training, no more than 3 feats listing Mystic Theurge as a prerequisite
Benefits: You gain the benefit of Expanded Spell Knowledge for one arcane and one divine Spellcasting class in which you can cast 2nd level spells.
You may take this feat multiple times. It’s effects stack.

Spellcasting Pinnacle [Prestige]
Prerequisites: Any 4 feats listing Mystic Theurge Training as a prerequisite
Benefits: Choose a single 3rd level arcane spell and a single 3rd level divine pell available to your Spellcasting classes capable of casting 2nd level spells. You may cast each spell once per day with a caster level equal to its associated class’s caster level.
 
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Not a terrible idea, though I'd argue that it's quite possible to do a solid MT-type character in E6 already, via Practiced Spellcaster and a caster3/othercaster3 build.

The most controversial element in your selection of new feats is the one that allows a character to cast one 3rd level spell from each class. You'll want to think about that one very carefully.
 

My E6 campaign starts tomorrow!

The PCs: (all first level)
Human Cloistered Cleric of Sar(domains: Mind and Repose)
Human Scout
Human Crusader of Sar
Human Druid(or possibly some other PC entirely, the 4th slot is in a bit of flux)

The party has decided that they're from Lemuria - the cleric and crusader were part of the leadership of a church that the Witch-King purged and replaced with cronies; the scout served in the Lemurian military and lost his opportunity for promotion due to the Witch-King's reorganization of its structure. Basically, "find a way to overthrow the Witch-King and restore Lemuria" seems to be the party's primary goal, and I think it'll be an excellent way to kick off the campaign.

The session opens with the PCs about to be hanged by minions of the Witch-King in the central square of Mu's Bed, capital of Lemuria...
 

Kunimatyu said:
Not a terrible idea, though I'd argue that it's quite possible to do a solid MT-type character in E6 already, via Practiced Spellcaster and a caster3/othercaster3 build.

The most controversial element in your selection of new feats is the one that allows a character to cast one 3rd level spell from each class. You'll want to think about that one very carefully.

I can't say I see a problem with this. The great thing about E6 isn't achieving 3rd level spells- it's being able to expand it. Compared to a plain jane wizard 6, the Mystic Theurge prestige build pales in comparison in exactly the same way that the Mystic Theurge does to any straight caster.

The 1 additional spell per day for each class is mostly a level of appeasement than it is a level of power. It's one spell, and it can't be expanded like the wizard who's casting 3rd level spells can expand his. Essentially, you're a character who's got quite a few 2nd level spells and 2 3rd level spells per day- that you'll never be able to change (barring Retraining, which I think is silly). Even a sorcerer has more versatility at this point, because she would have been able to pick up a few Expanded Spell knowledge feats to beef up her spells known.

I see the 1 3rd level spell per day of each class as a form of finally paying off for taking 2 classes and forfeiting the power of single-classing it up. However, I can understand where others would have problems with this. A reasonable solution would be to simply put no limit on how many times a character can take Theurgic Knowledge or Theurgic Stamina. I would see that as a reasonable trade-off.
 


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