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E6: The Game Inside D&D
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<blockquote data-quote="Treacherous_B" data-source="post: 3806408" data-attributes="member: 47524"><p>My friend and fellow EN-World poster Asmor turned me on to the idea of E6, and I'm currently working on a campaign setting for it.</p><p></p><p>I hadn't read anything about the concept on the boards before tonight (it's all awesome, btw) but had started working on what I called "pinnacle abilities" - abilities that could be bought post-6th that represented a dedication to one class and were supposed to be significantly more powerful than normal feats. The thought process here was that a low-level-capped game makes multi-classing appear more attractive as an option, so I wanted to reward players that stuck with one class the whole way.</p><p></p><p>Anyway, I re-formatted them and have simply called them pinnacle feats. They require 10,000xp to purchase post-6th instead of the 5,000xp for normal feats. I wanted to toss them up here to see what people thought about them.</p><p></p><p>---</p><p></p><p><strong>Favored of Fortune</strong></p><p>Description: Lady luck smiles upon you considerably more than most. This allows you to live through encounters that would likely kill normal folk.</p><p>Pre-requisites: Rogue level 6</p><p>Effect: 3 times a day you can re-roll any roll you have just made. This new roll is made after you discover whether or not the first roll was successful. You must take the result of the second roll, even if it is worse that the first.</p><p></p><p></p><p><strong>From the Brink</strong></p><p>Description: So imbued are you with your god's power that not even death is beyond your ability to heal.</p><p>Pre-requisite: Cleric level 6</p><p>Effect: You can prepare and cast <em>Raise Dead</em> as a 2nd level spell. Characters with purchased bonus feats (including pinnacle feats) that go below level 6 by being raised lose access to those feats until they once again reach level 6.</p><p></p><p></p><p><strong>Grand Master</strong></p><p>Description: Your martial arts prowess makes you as deadly as you are quick - a potent combination in any battle.</p><p>Pre-requisites: Monk level 6</p><p>Effect: Your monk class abilities increase to the following: Flurry of Blows +4/+4/+0, unarmed damage 1d10, AC bonus +2.</p><p></p><p></p><p><strong>Indomitable</strong></p><p>Description: Years of grizzled combat and countless wounds have left you a nearly-unstoppable force on the battlefield.</p><p>Pre-requisites: Barbarian level 6</p><p>Effect: You gain damage reduction 2/-. In addition, you are no longer fatigued when coming out of a rage.</p><p></p><p></p><p><strong>Inspire Excellence</strong></p><p>Description: The tales you tell of former glories are so potent that they can stimulate almost mythic heroism.</p><p>Pre-requisites: Bard level 6</p><p>Effect: You may use your bardic music ability to inspire excellence in your allies. This grants them a +2 dodge bonus to AC, +2 morale bonus to saves, +2 competence bonus to attack and damage rolls, and +2 HP per HD. You may inspire a number of allies equal to one plus your charisma modifier. Using this ability is a standard action that requires concentration to maintain.</p><p></p><p></p><p><strong>Lifecaster</strong></p><p>Effect: For most spellcasters, magic is life. For you, however, life can be magic...and what potent magic it is.</p><p>Pre-requisite: Sorcerer level 6</p><p>Effect: You can take temporary constitution damage to increase the effective caster level of your spells. When you cast a spell, every one point of constitution damage you take increases the caster level that spell by one. You can't increase the effective caster level of a spell by more than 4 in this way. In addition, you may take constitution damage instead of increasing the spell slot used for spells you cast using Metamagic feats. For instance, you may cast a Maximized <em>Magic Missile</em> by taking 4 constitution damage instead of having to use a 4th level spell slot.</p><p></p><p></p><p><strong>Master of Arms</strong></p><p>Description: Through either rigorous training, natural skill, or both, you manage to be exceptional with nearly any weapon you wield.</p><p>Pre-requisites: Fighter level 6</p><p>Effect: You get a +2 bonus to attack and damage rolls while wielding any weapon with which you are proficient.</p><p></p><p></p><p><strong>Righteous Rejuvenation</strong></p><p>Description: In your continuing battle against evil, each strike grants you the extra strength needed to finish the fight.</p><p>Pre-requisites: Paladin level 6</p><p>Effect: Whenever you successfully hit an evil opponent with a melee weapon you heal 3 points of damage. Whenever you successfully hit an evil opponent with a Smite Evil attempt, you instead heal an amount of damage equal to the damage dealt. In addition, your melee weapons are treated as good-aligned for the purpose of overcoming damage reduction.</p><p></p><p></p><p><strong>Savage Nature</strong></p><p>Description: Your considerable time in the wilderness has afforded you natural protections against the harshness of the world.</p><p>Pre-requisites: Druid level 6</p><p>Effect: You gain +4 natural armor (which stacks with other natural armor bonuses) and can spontaneously grow natural weapons as a move action (see the Morphic Weapons Warshaper class feature, Complete Warrior pg. 90)</p><p></p><p></p><p><strong>Stalking Hunter</strong></p><p>Description: So well-versed are you in the ways of slaying your enemies that you have mastered the art striking them where it is most vital.</p><p>Pre-requisites: Ranger level 6</p><p>Effect: You gain sneak attack +2d6 against your favored enemies. In addition, you may score critical hits on any favored enemies you have that are normally immune to critical hits.</p><p></p><p></p><p><strong>Tools of the Old World</strong></p><p>Effect: By harnessing your knowledge of the arcane, you can imbue items with magical energies most consider long lost - at a cost.</p><p>Pre-requisites: Wizard level 6</p><p>Effect: Your effective caster level for creating magic items is increased by 2 for every Item Creation feat you possess (maximum +6). In addition, you may substitute a Knowledge (Arcana) check for any Sorcerer/Wizard spell of 5th level or lower that you don't know when crafting a magic item. The DC for this check is 10 plus three times the replicated spells level. Creating an item in this fashion is taxing, however, and deals to the Wizard the replicated spells level in temporary constitution damage.</p></blockquote><p></p>
[QUOTE="Treacherous_B, post: 3806408, member: 47524"] My friend and fellow EN-World poster Asmor turned me on to the idea of E6, and I'm currently working on a campaign setting for it. I hadn't read anything about the concept on the boards before tonight (it's all awesome, btw) but had started working on what I called "pinnacle abilities" - abilities that could be bought post-6th that represented a dedication to one class and were supposed to be significantly more powerful than normal feats. The thought process here was that a low-level-capped game makes multi-classing appear more attractive as an option, so I wanted to reward players that stuck with one class the whole way. Anyway, I re-formatted them and have simply called them pinnacle feats. They require 10,000xp to purchase post-6th instead of the 5,000xp for normal feats. I wanted to toss them up here to see what people thought about them. --- [B]Favored of Fortune[/B] Description: Lady luck smiles upon you considerably more than most. This allows you to live through encounters that would likely kill normal folk. Pre-requisites: Rogue level 6 Effect: 3 times a day you can re-roll any roll you have just made. This new roll is made after you discover whether or not the first roll was successful. You must take the result of the second roll, even if it is worse that the first. [B]From the Brink[/B] Description: So imbued are you with your god's power that not even death is beyond your ability to heal. Pre-requisite: Cleric level 6 Effect: You can prepare and cast [I]Raise Dead[/I] as a 2nd level spell. Characters with purchased bonus feats (including pinnacle feats) that go below level 6 by being raised lose access to those feats until they once again reach level 6. [b]Grand Master[/b] Description: Your martial arts prowess makes you as deadly as you are quick - a potent combination in any battle. Pre-requisites: Monk level 6 Effect: Your monk class abilities increase to the following: Flurry of Blows +4/+4/+0, unarmed damage 1d10, AC bonus +2. [b]Indomitable[/b] Description: Years of grizzled combat and countless wounds have left you a nearly-unstoppable force on the battlefield. Pre-requisites: Barbarian level 6 Effect: You gain damage reduction 2/-. In addition, you are no longer fatigued when coming out of a rage. [b]Inspire Excellence[/b] Description: The tales you tell of former glories are so potent that they can stimulate almost mythic heroism. Pre-requisites: Bard level 6 Effect: You may use your bardic music ability to inspire excellence in your allies. This grants them a +2 dodge bonus to AC, +2 morale bonus to saves, +2 competence bonus to attack and damage rolls, and +2 HP per HD. You may inspire a number of allies equal to one plus your charisma modifier. Using this ability is a standard action that requires concentration to maintain. [b]Lifecaster[/b] Effect: For most spellcasters, magic is life. For you, however, life can be magic...and what potent magic it is. Pre-requisite: Sorcerer level 6 Effect: You can take temporary constitution damage to increase the effective caster level of your spells. When you cast a spell, every one point of constitution damage you take increases the caster level that spell by one. You can't increase the effective caster level of a spell by more than 4 in this way. In addition, you may take constitution damage instead of increasing the spell slot used for spells you cast using Metamagic feats. For instance, you may cast a Maximized [I]Magic Missile[/I] by taking 4 constitution damage instead of having to use a 4th level spell slot. [b]Master of Arms[/b] Description: Through either rigorous training, natural skill, or both, you manage to be exceptional with nearly any weapon you wield. Pre-requisites: Fighter level 6 Effect: You get a +2 bonus to attack and damage rolls while wielding any weapon with which you are proficient. [b]Righteous Rejuvenation[/b] Description: In your continuing battle against evil, each strike grants you the extra strength needed to finish the fight. Pre-requisites: Paladin level 6 Effect: Whenever you successfully hit an evil opponent with a melee weapon you heal 3 points of damage. Whenever you successfully hit an evil opponent with a Smite Evil attempt, you instead heal an amount of damage equal to the damage dealt. In addition, your melee weapons are treated as good-aligned for the purpose of overcoming damage reduction. [b]Savage Nature[/b] Description: Your considerable time in the wilderness has afforded you natural protections against the harshness of the world. Pre-requisites: Druid level 6 Effect: You gain +4 natural armor (which stacks with other natural armor bonuses) and can spontaneously grow natural weapons as a move action (see the Morphic Weapons Warshaper class feature, Complete Warrior pg. 90) [b]Stalking Hunter[/b] Description: So well-versed are you in the ways of slaying your enemies that you have mastered the art striking them where it is most vital. Pre-requisites: Ranger level 6 Effect: You gain sneak attack +2d6 against your favored enemies. In addition, you may score critical hits on any favored enemies you have that are normally immune to critical hits. [b]Tools of the Old World[/b] Effect: By harnessing your knowledge of the arcane, you can imbue items with magical energies most consider long lost - at a cost. Pre-requisites: Wizard level 6 Effect: Your effective caster level for creating magic items is increased by 2 for every Item Creation feat you possess (maximum +6). In addition, you may substitute a Knowledge (Arcana) check for any Sorcerer/Wizard spell of 5th level or lower that you don't know when crafting a magic item. The DC for this check is 10 plus three times the replicated spells level. Creating an item in this fashion is taxing, however, and deals to the Wizard the replicated spells level in temporary constitution damage. [/QUOTE]
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