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E6: The Game Inside D&D
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<blockquote data-quote="Frostmarrow" data-source="post: 4694823" data-attributes="member: 1122"><p>I think it's possible to run PrCs from the start in E6. Prerequisites are transformed into bonus feats and then you gain levels in the PrC of your choice up until 6th level.</p><p></p><p>I don't think a PrC outshines a basic class. Besides all viable, as in DM-approved, PrCs are available to any player.</p><p></p><p>Look at the <strong>Duelist</strong>:</p><p></p><p>d10</p><p></p><p>Bonus feats:</p><p>Dodge, Mobility, Weapon Finesse</p><p></p><p>Progression:</p><p>1st +1 +0 +2 +0 Canny defense </p><p>2nd +2 +0 +3 +0 Improved reaction +2 </p><p>3rd +3 +1 +3 +1 Enhanced mobility </p><p>4th +4 +1 +4 +1 Grace </p><p>5th +5 +1 +4 +1 Precise strike +1d6 </p><p>6th +6 +2 +5 +2 Acrobatic charge</p><p></p><p>Class Skills</p><p>The duelist’s class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Escape Artist (Dex), Jump (Str), Listen (Wis), Perform (Cha), Sense Motive (Wis), Spot (Wis), and Tumble (Dex). </p><p></p><p>Skill Points at Each Level</p><p>4 + Int modifier. </p><p></p><p>Weapon and Armor Proficiency</p><p>The duelist is proficient with all simple and martial weapons, but no type of armor or shield. </p><p></p><p>Canny Defense (Ex)</p><p>When not wearing armor or using a shield, a duelist adds 1 point of Intelligence bonus (if any) per duelist class level to her Dexterity bonus to modify Armor Class while wielding a melee weapon. If a duelist is caught flat-footed or otherwise denied her Dexterity bonus, she also loses this bonus. </p><p></p><p>Improved Reaction (Ex)</p><p>At 2nd level, a duelist gains a +2 bonus on initiative checks. </p><p></p><p>Enhanced Mobility (Ex)</p><p>When wearing no armor and not using a shield, a duelist gains an additional +4 bonus to AC against attacks of opportunity caused when she moves out of a threatened square. </p><p></p><p>Grace (Ex)</p><p>At 4th level, a duelist gains an additional +2 competence bonus on all Reflex saving throws. This ability functions for a duelist only when she is wearing no armor and not using a shield. </p><p></p><p>Precise Strike (Ex)</p><p>At 5th level, a duelist gains the ability to strike precisely with a light or one-handed piercing weapon, gaining an extra 1d6 damage added to her normal damage roll. </p><p></p><p>When making a precise strike, a duelist cannot attack with a weapon in her other hand or use a shield. A duelist’s precise strike only works against living creatures with discernible anatomies. Any creature that is immune to critical hits is not vulnerable to a precise strike, and any item or ability that protects a creature from critical hits also protects a creature from a precise strike. At 10th level, the extra damage on a precise strike increases to +2d6. </p><p></p><p>Acrobatic Charge (Ex)</p><p>At 6th level, a duelist gains the ability to charge in situations where others cannot. She may charge over difficult terrain that normally slows movement. Depending on the circumstance, she may still need to make appropriate checks to successfully move over the terrain.</p></blockquote><p></p>
[QUOTE="Frostmarrow, post: 4694823, member: 1122"] I think it's possible to run PrCs from the start in E6. Prerequisites are transformed into bonus feats and then you gain levels in the PrC of your choice up until 6th level. I don't think a PrC outshines a basic class. Besides all viable, as in DM-approved, PrCs are available to any player. Look at the [B]Duelist[/B]: d10 Bonus feats: Dodge, Mobility, Weapon Finesse Progression: 1st +1 +0 +2 +0 Canny defense 2nd +2 +0 +3 +0 Improved reaction +2 3rd +3 +1 +3 +1 Enhanced mobility 4th +4 +1 +4 +1 Grace 5th +5 +1 +4 +1 Precise strike +1d6 6th +6 +2 +5 +2 Acrobatic charge Class Skills The duelist’s class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Escape Artist (Dex), Jump (Str), Listen (Wis), Perform (Cha), Sense Motive (Wis), Spot (Wis), and Tumble (Dex). Skill Points at Each Level 4 + Int modifier. Weapon and Armor Proficiency The duelist is proficient with all simple and martial weapons, but no type of armor or shield. Canny Defense (Ex) When not wearing armor or using a shield, a duelist adds 1 point of Intelligence bonus (if any) per duelist class level to her Dexterity bonus to modify Armor Class while wielding a melee weapon. If a duelist is caught flat-footed or otherwise denied her Dexterity bonus, she also loses this bonus. Improved Reaction (Ex) At 2nd level, a duelist gains a +2 bonus on initiative checks. Enhanced Mobility (Ex) When wearing no armor and not using a shield, a duelist gains an additional +4 bonus to AC against attacks of opportunity caused when she moves out of a threatened square. Grace (Ex) At 4th level, a duelist gains an additional +2 competence bonus on all Reflex saving throws. This ability functions for a duelist only when she is wearing no armor and not using a shield. Precise Strike (Ex) At 5th level, a duelist gains the ability to strike precisely with a light or one-handed piercing weapon, gaining an extra 1d6 damage added to her normal damage roll. When making a precise strike, a duelist cannot attack with a weapon in her other hand or use a shield. A duelist’s precise strike only works against living creatures with discernible anatomies. Any creature that is immune to critical hits is not vulnerable to a precise strike, and any item or ability that protects a creature from critical hits also protects a creature from a precise strike. At 10th level, the extra damage on a precise strike increases to +2d6. Acrobatic Charge (Ex) At 6th level, a duelist gains the ability to charge in situations where others cannot. She may charge over difficult terrain that normally slows movement. Depending on the circumstance, she may still need to make appropriate checks to successfully move over the terrain. [/QUOTE]
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