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E6: The Game Inside D&D
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<blockquote data-quote="Ry" data-source="post: 3750526" data-attributes="member: 8314"><p><strong>FAQ, Play Aids, and Links</strong></p><p></p><p><u><strong>FAQ, Play Aids, and Links</strong></u></p><p></p><p>[sblock=FAQ: Using E6]<em>Q: So characters just stop levelling at 6?</em></p><p>A: That’s right. Characters who have reached level 6 have proven themselves, but this extremely rapid growth does not go on forever. Instead, they master specialized techniques, or become more versatile. This stage of a character’s development is represented by gaining new feats.</p><p></p><p><em>Q: Does E6 change the stacking rules? For example, can I take Weapon Focus twice and have it stack? Can I take Skill Focus twice and have it stack?</em></p><p>A: The stacking rules remain the same as in standard D&D.</p><p></p><p><em>Q: What if I want there to be a higher level magical effect, but still use E6?</em></p><p>The rules for rituals in Unearthed Arcana are an excellent fit for E6, to support things like opening portals to another dimension, higher-level divinations, and so on. When a spell is a 3-day event requiring 20 mages, it’s more of a plot point than a spell itself, and that maeks it a great a springboard for challenging the players.</p><p> </p><p><em>Q: As a DM, I like running things on the fly. Can E6 support that kind of play?</em></p><p>A: Absolutely. A DM that knows how to estimate the abilities of enemies in the low-level range can use that knowledge throughout the campaign. Likewise, familiarity breeds mastery – and for feats, spells, and monsters, there is more chance for a DM to become familiar with abilities in an appropriate range to the PCs, even if he is using a diverse selection of monsters. Furthermore, Dungeon Masters can get much more mileage out of their previous work: The stats of a 5th-level sorcerer written for 4th level PCs is still a useful tool months of gametime later against characters who are 6th level +10 feats.</p><p></p><p><em>Q: Can you make high-level items as a low-level caster in E6? </em></p><p>A: No, caster level requirements for magic items are treated as hard requirements. </p><p></p><p><em>Q: If a character took multiple classes, or Prestige Classes, suddenly you've got a guy with saves that are seriously out of whack. Is this a game-breaking issue? </em></p><p>A: If you multiclass that much, you're probably doing it to get the saves. In that situation, your saves <em>are</em> your special ability. Moreover, saves are passive abilities; the player doesn't control when their character uses a save, which gives them limited appeal compared to stuff the player can control. So if a player goes after them like crazy, and succeeds in having really exceptional saves – let them have their fun.</p><p></p><p><em>Q: I prefer stopping at around 8th level, does that work for this system? </em></p><p>A: The system will probably work about as well at 8th level, but note that “Epic 6th” characters do end up being more powerful than regular 6th level characters. Epic 6th may be what you want for a game that sits at the power level for Level 8, and Epic 8th may cater more closely to Level 10 style play.</p><p></p><p><em>Q: Does E6 work with a slower progression to level 6? Does it work when characters are created at 2nd level?</em></p><p>Yes and yes. I've tried both during my playtesting period. I'll be starting my new game at 3rd level.</p><p></p><p><em>Q: I’m not a big fan of experience points. Do you need a strict XP system to make E6 work?</em></p><p>A: An ad-hoc "gain a feat" approach would work absolutely 100% with this system. I used to do that with other systems (power up when the story makes it appropriate) and given the fact that the upper end of the power curve flattens off, that method should go very smoothly with E6.</p><p></p><p><em>Q: Can you use Prestige Classes with E6?</em></p><p>A: I’d recommend taking the same approach you take in your regular D&D game. If you allow Prestige Classes there, feel free to allow them here. Of course, characters capped at 6th level can usually take at most 1 level of a Prestige Class.</p><p></p><p><em>Q: With only 6 levels, how do races with a level adjustment work?</em></p><p>If you use races with a level adjustment, the 6th level cap is a big issue. Use the point buy rules in the DMG as follows:</p><p>LA Point buy</p><p>+0 32</p><p>+1 25</p><p>+2 18</p><p>+3 10</p><p>+4 00</p><p></p><p>Thus, +LA races should start with zero LA, but use the point buy listed here. Keep in mind the difference between LA and racial hit dice (the two combine to give starting ECL).[/sblock][sblock=FAQ: Why is E6 designed this way?]<em>Q: Where did E6 come from?</em></p><p>A: E6 was inspired by the article <em>Gandalf was a Fifth-Level Magic User</em> by Bill Seligman. The article was published in The Dragon (which became Dragon magazine) in issue #5, March 1977. When I first had the concept of E6, where we used the first six levels for the whole game, my very first step was pitching it to my players. Some thought it was a great idea, and the rest were willing to give it a try, so I gave it a shot. E6 worked really well for our tastes, and we've done lots of playing inside E6 since then. Back then E6 was a lot more convoluted than it is now: there were intricate quasi-gestalt rules and several other little things that weren’t so much about the cap as they were about my group’s thoughts on D&D class balance. Over time, we found that the only rules we were really using (on both sides of the screen) were the feat rules, and that was producing a great play experience. So when I returned to E6 just recently, that’s how I wrote it up: As it was actually played.</p><p></p><p><em>Q: Why 6th level for the cap? Why not 12th, or 20th? </em></p><p>A: My experience in D&D is that at around 6th level the characters are really nicely balanced, both in terms of balance against other classes, and against the CR system. Also, there was an element of setting assumptions; each class is strong enough that they're well defined in their role, but not so strong that lower-level characters don't matter to them any more. </p><p></p><p><em>Q: How did you arrive at the cost of 5000 xp per feat post 6th level?</em></p><p>A: Originally, I considered that if I wasn’t giving level 7, maybe 2 feats for the same price would be a good comprimise (3000xp / feat). That way they would have this great feeling of advancement without popping the top off the power level." But in play, the players found it was so fast that they did not have time to enjoy their new abilities. There just wasn't time in-game for their characters to grow, so I upped the cost to 5000 xp, and it works like a charm.</p><p></p><p><em>Q: Why not use [system of character points / experience purchases / incremental gestalt rules] instead of E6?</em></p><p>A: Feats, if they don't work out in a particular case, are less controversial to tweak than, say, the XP table. If you find out that the XP table, or stats, or whatever else you've changed doesn't work for some players, it's a big deal to change it because it then affects everyone - and sometimes has effects that cascade through the system. </p><p></p><p>I have found that if a feat is too good, it's not that big a deal to say "Hey Ned, I think the feat I made for you is too good, but I don't want to take it away from you. I think it should have a prerequisite, like Skill Focus (Knowledge - nature) instead of being straight-up available. I'd like to leave you with it but say that your next feat needs to be that knowledge thing, rather than take it away now. We could do that, or if you want you could swap it out for something else. What do you think?"</p><p></p><p>It's important to me to keep the rule changes minimal, because players really don't want to read a lot outside of the game and they get frustrated if there's too many house rules.</p><p></p><p>2 years ago (before E6 was called E6) I worked up these complex gestalt XP-buy rules, but eventually my players and I realized that with all the options available all that was really getting used were feat purchasing, because they were so easy to approach.</p><p></p><p><em>Q: Why not just stop advancement at 6th, and have characters just not advance after that, or slow experience down so much that you can game for years and never get higher than 6th level?</em></p><p>A: In my experience, players prefer to have characters that can grow – and have that growth reflected in the mechanics of the game.</p><p></p><p><em>Q: I like high-magic, high-powered campaigns. Is E6 for me?</em></p><p>A: Probably not. Just as D&D can’t be all things to all groups, E6 caters to a specific set of tastes.[/sblock][sblock=E6-related links]<strong>The OGC E6 Wiki</strong></p><p><a href="http://esix.pbwiki.com/" target="_blank">http://esix.pbwiki.com/</a></p><p></p><p><strong>D&D Calibrating Your Expectations</strong></p><p><a href="http://www.thealexandrian.net/creations/misc/d&d-calibrating.html" target="_blank">http://www.thealexandrian.net/creations/misc/d&d-calibrating.html</a></p><p></p><p><strong>mfrench's (mostly) free stuff E6 campaign</strong></p><p><a href="http://www.enworld.org/showthread.php?t=201425" target="_blank">http://www.enworld.org/showthread.php?t=201425</a></p><p></p><p><strong>Netbook of Feats</strong></p><p><a href="http://datadeco.com/nbofeats/" target="_blank">http://datadeco.com/nbofeats/</a> [/sblock][sblock=Quick Templates for E6]These templates up the CR of existing creatures quickly and easily by adding blocks of 5 feats. These essentially add +1 CR to the monsters.</p><p></p><p><strong>Biter</strong></p><p>Ability Training (Strength), Ability Advancement (Strength), Weapon Focus (Bite), Power Attack, Improved Natural Attack (bite)</p><p></p><p><strong>Brute</strong></p><p>Ability Training (strength), Ability Advancement (strength), Power Attack, Improved Bullrush, Improved Sunder</p><p></p><p><strong>Thick-skinned</strong></p><p>Improved Natural Armor x3, Toughness x2</p><p></p><p><strong>Quick</strong></p><p>Abiltity Training (dexterity), Ability Advancement (dexterity), Combat Reflexes, Dash, Improved Initiative</p><p></p><p><strong>Tough</strong></p><p>Ability Training (constitution), Ability Advancement (constitution), Improved Toughness, Endurance, Diehard[/sblock][sblock=Khuxan’s discovery]Khuxan discovered that D&D Miniatures are well suited to E6. The vast majority are CR <10. In fact, it's quite fun to look through the above-sixes and work out where each one belongs in a E6 campaign: </p><p>the CR 11 Stone Golem that guards the entrance to an ancient kingdom... </p><p>the CR 8 Warforged Titan whose creation ended a border dispute between two nations... </p><p>the CR 9 Aspect of Orcus isn't an Aspect, it's the Orcus... </p><p>the CR 8 Efreeti you hope stays in its lamp - because if it broke free, it could raze cities... </p><p>the CR 7 Yuan-ti Abomination which heads the empire-spanning Slithering Cult... </p><p>the CR 7 Bulette that destroys every caravan to venture through the Wastes... </p><p>the CR 13 Huge Red Dragon that is the first dragon, the dragon from which all others sprung...</p><p>the CR 8 Treant which is the heart of the deepest forest in the land...[/sblock][Sblock=Evilhalfling’s list of Wondrous Items]Here is a list of all minor wondrous items that require only spells 3rd lvl or lower to create, </p><p></p><p> Elixir of love 150 gp</p><p> Unguent of timelessness 150 gp</p><p> Dust of tracelessness 250 gp </p><p> Elixir of hiding 250 gp </p><p> Elixir of sneaking 250 gp </p><p> Elixir of swimming 250 gp </p><p> Silversheen 250 gp </p><p> Elixir of truth 500 gp </p><p> Bag of tricks, gray 900 gp </p><p> Hand of the mage 900 gp </p><p> Bracers of armor +1 1,000 gp </p><p> Cloak of resistance +1 1,000 gp </p><p> Pearl of power, 1st-level spell 1,000 gp </p><p> Phylactery of faithfulness 1,000 gp </p><p> Salve of slipperiness 1,000 gp </p><p> Elixir of fire breath 1,100 gp </p><p> Pipes of the sewers 1,150 gp </p><p> Dust of illusion 1,200 gp </p><p> Brooch of shielding 1,500 gp </p><p> Necklace of fireballs type I 1,650 gp </p><p> Dust of appearance 1,800 gp </p><p> Hat of disguise 1,800 gp </p><p> Pipes of sounding 1,800 gp</p><p> Amulet of natural armor +1 2,000 gp </p><p> Horn of fog 2,000 gp </p><p> Robe of bones 2,400 gp </p><p> Sovereign glue 2,400 gp </p><p> Boots of elvenkind 2,500 gp </p><p> Boots of the winterlands 2,500 gp </p><p>Candle of truth 2,500 gp </p><p>Cloak of elvenkind 2,500 gp </p><p>Scarab, golembane 2,500 gp </p><p>Necklace of fireballs type II 2,700 gp </p><p>Stone of alarm 2,700 gp </p><p>Bag of tricks, rust 3,000 gp </p><p>Chime of opening 3,000 gp </p><p>Horseshoes of speed 3,000 gp </p><p> Rope of climbing 3,000 gp</p><p>Dust of disappearance 3,500 gp </p><p>Lens of detection 3,500 gp 57 </p><p>Bracers of armor +2 4,000 gp </p><p>Cloak of resistance +2 4,000 gp </p><p>Gloves of arrow snaring 4,000 gp \</p><p>Restorative ointment 4,000 gp 68 </p><p>Pearl of power, 2nd-level spell 4,000 gp </p><p> Circlet of persuasion 4,500 gp 7</p><p> Slippers of spider climbing 4,800 gp </p><p>Bracers of archery, lesser 5,000 gp </p><p>Helm of comprehend languages and read magic 5,200 gp </p><p>Vest of escape 5,200 gp </p><p>Eversmoking bottle 5,400 gp </p><p>Sustaining spoon 5,400 gp </p><p>Boots of striding and springing 5,500 gp </p><p>Wind fan 5,500 gp </p><p> Amulet of mighty fists +1 6,000 gp </p><p> Horseshoes of a zephyr 6,000 gp </p><p> Pipes of haunting 6,000 gp </p><p> Gloves of swimming and climbing 6,250 gp </p><p> Circlet of blasting, minor 6,480 gp </p><p> Horn of goodness/evil 6,500 gp </p><p> Bottle of air 7,250 gp </p><p> Periapt of health</p><p></p><p>Medium Items </p><p>Bracers or armor +3 </p><p>Amulet of NAC +2 </p><p>Boots of haste </p><p>Cloak of Arcadia</p><p>Minor cloak of displacement[/sblock]</p></blockquote><p></p>
[QUOTE="Ry, post: 3750526, member: 8314"] [b]FAQ, Play Aids, and Links[/b] [u][b]FAQ, Play Aids, and Links[/b][/u] [sblock=FAQ: Using E6][i]Q: So characters just stop levelling at 6?[/i] A: That’s right. Characters who have reached level 6 have proven themselves, but this extremely rapid growth does not go on forever. Instead, they master specialized techniques, or become more versatile. This stage of a character’s development is represented by gaining new feats. [i]Q: Does E6 change the stacking rules? For example, can I take Weapon Focus twice and have it stack? Can I take Skill Focus twice and have it stack?[/i] A: The stacking rules remain the same as in standard D&D. [i]Q: What if I want there to be a higher level magical effect, but still use E6?[/i] The rules for rituals in Unearthed Arcana are an excellent fit for E6, to support things like opening portals to another dimension, higher-level divinations, and so on. When a spell is a 3-day event requiring 20 mages, it’s more of a plot point than a spell itself, and that maeks it a great a springboard for challenging the players. [i]Q: As a DM, I like running things on the fly. Can E6 support that kind of play?[/i] A: Absolutely. A DM that knows how to estimate the abilities of enemies in the low-level range can use that knowledge throughout the campaign. Likewise, familiarity breeds mastery – and for feats, spells, and monsters, there is more chance for a DM to become familiar with abilities in an appropriate range to the PCs, even if he is using a diverse selection of monsters. Furthermore, Dungeon Masters can get much more mileage out of their previous work: The stats of a 5th-level sorcerer written for 4th level PCs is still a useful tool months of gametime later against characters who are 6th level +10 feats. [i]Q: Can you make high-level items as a low-level caster in E6? [/i] A: No, caster level requirements for magic items are treated as hard requirements. [i]Q: If a character took multiple classes, or Prestige Classes, suddenly you've got a guy with saves that are seriously out of whack. Is this a game-breaking issue? [/i] A: If you multiclass that much, you're probably doing it to get the saves. In that situation, your saves [i]are[/i] your special ability. Moreover, saves are passive abilities; the player doesn't control when their character uses a save, which gives them limited appeal compared to stuff the player can control. So if a player goes after them like crazy, and succeeds in having really exceptional saves – let them have their fun. [i]Q: I prefer stopping at around 8th level, does that work for this system? [/i] A: The system will probably work about as well at 8th level, but note that “Epic 6th” characters do end up being more powerful than regular 6th level characters. Epic 6th may be what you want for a game that sits at the power level for Level 8, and Epic 8th may cater more closely to Level 10 style play. [i]Q: Does E6 work with a slower progression to level 6? Does it work when characters are created at 2nd level?[/i] Yes and yes. I've tried both during my playtesting period. I'll be starting my new game at 3rd level. [i]Q: I’m not a big fan of experience points. Do you need a strict XP system to make E6 work?[/i] A: An ad-hoc "gain a feat" approach would work absolutely 100% with this system. I used to do that with other systems (power up when the story makes it appropriate) and given the fact that the upper end of the power curve flattens off, that method should go very smoothly with E6. [i]Q: Can you use Prestige Classes with E6?[/i] A: I’d recommend taking the same approach you take in your regular D&D game. If you allow Prestige Classes there, feel free to allow them here. Of course, characters capped at 6th level can usually take at most 1 level of a Prestige Class. [i]Q: With only 6 levels, how do races with a level adjustment work?[/i] If you use races with a level adjustment, the 6th level cap is a big issue. Use the point buy rules in the DMG as follows: LA Point buy +0 32 +1 25 +2 18 +3 10 +4 00 Thus, +LA races should start with zero LA, but use the point buy listed here. Keep in mind the difference between LA and racial hit dice (the two combine to give starting ECL).[/sblock][sblock=FAQ: Why is E6 designed this way?][i]Q: Where did E6 come from?[/i] A: E6 was inspired by the article [i]Gandalf was a Fifth-Level Magic User[/i] by Bill Seligman. The article was published in The Dragon (which became Dragon magazine) in issue #5, March 1977. When I first had the concept of E6, where we used the first six levels for the whole game, my very first step was pitching it to my players. Some thought it was a great idea, and the rest were willing to give it a try, so I gave it a shot. E6 worked really well for our tastes, and we've done lots of playing inside E6 since then. Back then E6 was a lot more convoluted than it is now: there were intricate quasi-gestalt rules and several other little things that weren’t so much about the cap as they were about my group’s thoughts on D&D class balance. Over time, we found that the only rules we were really using (on both sides of the screen) were the feat rules, and that was producing a great play experience. So when I returned to E6 just recently, that’s how I wrote it up: As it was actually played. [i]Q: Why 6th level for the cap? Why not 12th, or 20th? [/i] A: My experience in D&D is that at around 6th level the characters are really nicely balanced, both in terms of balance against other classes, and against the CR system. Also, there was an element of setting assumptions; each class is strong enough that they're well defined in their role, but not so strong that lower-level characters don't matter to them any more. [i]Q: How did you arrive at the cost of 5000 xp per feat post 6th level?[/i] A: Originally, I considered that if I wasn’t giving level 7, maybe 2 feats for the same price would be a good comprimise (3000xp / feat). That way they would have this great feeling of advancement without popping the top off the power level." But in play, the players found it was so fast that they did not have time to enjoy their new abilities. There just wasn't time in-game for their characters to grow, so I upped the cost to 5000 xp, and it works like a charm. [i]Q: Why not use [system of character points / experience purchases / incremental gestalt rules] instead of E6?[/i] A: Feats, if they don't work out in a particular case, are less controversial to tweak than, say, the XP table. If you find out that the XP table, or stats, or whatever else you've changed doesn't work for some players, it's a big deal to change it because it then affects everyone - and sometimes has effects that cascade through the system. I have found that if a feat is too good, it's not that big a deal to say "Hey Ned, I think the feat I made for you is too good, but I don't want to take it away from you. I think it should have a prerequisite, like Skill Focus (Knowledge - nature) instead of being straight-up available. I'd like to leave you with it but say that your next feat needs to be that knowledge thing, rather than take it away now. We could do that, or if you want you could swap it out for something else. What do you think?" It's important to me to keep the rule changes minimal, because players really don't want to read a lot outside of the game and they get frustrated if there's too many house rules. 2 years ago (before E6 was called E6) I worked up these complex gestalt XP-buy rules, but eventually my players and I realized that with all the options available all that was really getting used were feat purchasing, because they were so easy to approach. [i]Q: Why not just stop advancement at 6th, and have characters just not advance after that, or slow experience down so much that you can game for years and never get higher than 6th level?[/i] A: In my experience, players prefer to have characters that can grow – and have that growth reflected in the mechanics of the game. [i]Q: I like high-magic, high-powered campaigns. Is E6 for me?[/i] A: Probably not. Just as D&D can’t be all things to all groups, E6 caters to a specific set of tastes.[/sblock][sblock=E6-related links][b]The OGC E6 Wiki[/b] [url]http://esix.pbwiki.com/[/url] [b]D&D Calibrating Your Expectations[/b] [url]http://www.thealexandrian.net/creations/misc/d&d-calibrating.html[/url] [b]mfrench's (mostly) free stuff E6 campaign[/b] [url]http://www.enworld.org/showthread.php?t=201425[/url] [b]Netbook of Feats[/b] [url]http://datadeco.com/nbofeats/[/url] [/sblock][sblock=Quick Templates for E6]These templates up the CR of existing creatures quickly and easily by adding blocks of 5 feats. These essentially add +1 CR to the monsters. [b]Biter[/b] Ability Training (Strength), Ability Advancement (Strength), Weapon Focus (Bite), Power Attack, Improved Natural Attack (bite) [b]Brute[/b] Ability Training (strength), Ability Advancement (strength), Power Attack, Improved Bullrush, Improved Sunder [b]Thick-skinned[/b] Improved Natural Armor x3, Toughness x2 [b]Quick[/b] Abiltity Training (dexterity), Ability Advancement (dexterity), Combat Reflexes, Dash, Improved Initiative [b]Tough[/b] Ability Training (constitution), Ability Advancement (constitution), Improved Toughness, Endurance, Diehard[/sblock][sblock=Khuxan’s discovery]Khuxan discovered that D&D Miniatures are well suited to E6. The vast majority are CR <10. In fact, it's quite fun to look through the above-sixes and work out where each one belongs in a E6 campaign: the CR 11 Stone Golem that guards the entrance to an ancient kingdom... the CR 8 Warforged Titan whose creation ended a border dispute between two nations... the CR 9 Aspect of Orcus isn't an Aspect, it's the Orcus... the CR 8 Efreeti you hope stays in its lamp - because if it broke free, it could raze cities... the CR 7 Yuan-ti Abomination which heads the empire-spanning Slithering Cult... the CR 7 Bulette that destroys every caravan to venture through the Wastes... the CR 13 Huge Red Dragon that is the first dragon, the dragon from which all others sprung... the CR 8 Treant which is the heart of the deepest forest in the land...[/sblock][Sblock=Evilhalfling’s list of Wondrous Items]Here is a list of all minor wondrous items that require only spells 3rd lvl or lower to create, Elixir of love 150 gp Unguent of timelessness 150 gp Dust of tracelessness 250 gp Elixir of hiding 250 gp Elixir of sneaking 250 gp Elixir of swimming 250 gp Silversheen 250 gp Elixir of truth 500 gp Bag of tricks, gray 900 gp Hand of the mage 900 gp Bracers of armor +1 1,000 gp Cloak of resistance +1 1,000 gp Pearl of power, 1st-level spell 1,000 gp Phylactery of faithfulness 1,000 gp Salve of slipperiness 1,000 gp Elixir of fire breath 1,100 gp Pipes of the sewers 1,150 gp Dust of illusion 1,200 gp Brooch of shielding 1,500 gp Necklace of fireballs type I 1,650 gp Dust of appearance 1,800 gp Hat of disguise 1,800 gp Pipes of sounding 1,800 gp Amulet of natural armor +1 2,000 gp Horn of fog 2,000 gp Robe of bones 2,400 gp Sovereign glue 2,400 gp Boots of elvenkind 2,500 gp Boots of the winterlands 2,500 gp Candle of truth 2,500 gp Cloak of elvenkind 2,500 gp Scarab, golembane 2,500 gp Necklace of fireballs type II 2,700 gp Stone of alarm 2,700 gp Bag of tricks, rust 3,000 gp Chime of opening 3,000 gp Horseshoes of speed 3,000 gp Rope of climbing 3,000 gp Dust of disappearance 3,500 gp Lens of detection 3,500 gp 57 Bracers of armor +2 4,000 gp Cloak of resistance +2 4,000 gp Gloves of arrow snaring 4,000 gp \ Restorative ointment 4,000 gp 68 Pearl of power, 2nd-level spell 4,000 gp Circlet of persuasion 4,500 gp 7 Slippers of spider climbing 4,800 gp Bracers of archery, lesser 5,000 gp Helm of comprehend languages and read magic 5,200 gp Vest of escape 5,200 gp Eversmoking bottle 5,400 gp Sustaining spoon 5,400 gp Boots of striding and springing 5,500 gp Wind fan 5,500 gp Amulet of mighty fists +1 6,000 gp Horseshoes of a zephyr 6,000 gp Pipes of haunting 6,000 gp Gloves of swimming and climbing 6,250 gp Circlet of blasting, minor 6,480 gp Horn of goodness/evil 6,500 gp Bottle of air 7,250 gp Periapt of health Medium Items Bracers or armor +3 Amulet of NAC +2 Boots of haste Cloak of Arcadia Minor cloak of displacement[/sblock] [/QUOTE]
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