CleverNickName
Limit Break Dancing (He/They)
I just typed up my house rules for my E6 game, and felt like sharing some of the high points. This assumes that we won't be using the At-Will Spellcasting rules that I am currently developing.
1. Racial Hit Points (from Pathfinder)
Humans and Half-elves start with +6 hit points.
Elves, Gnomes, and Halflings start with +4 hit points.
Half-orcs and Dwarves start with +8 hit points.
2. No Level Drain
Any attack, spell, or effect that would normally cause a negative level to be bestowed on a creature instead deals temporary Constitution damage (one point of Con damage for every negative level that would have been inflicted). This Con loss is never permanent; lost Constitution returns at the rate of 1 point per day.
3. Salt vs. Oozes
One pound of dry salt deals damage to Ooze creatures as if it were alchemist fire (splash weapon, 1d6 points of acid damage on impact plus 1d6 on following round, Reflex DC 15 to shake the salt off). Salt costs 5 gp/pound.
4. Fixed Feats
Dodge: flat +1 dodge bonus to AC, no need to choose an opponent.
Great Cleave: reworded to "This feat works like Cleave, except it can be used a number of times per round equal to 1 + your Dexterity bonus, if any." (Fixes the "bag of rats" bug.)
Power Attack: capped at -5/+5; bonus damage does not multiply on a crit. (Fixes the "scythe of doom" bug.)
Skill Focus: +3 bonus to skill of choice; skill becomes class skill.
Toughness: +2 hit points per HD (+10 max).
5. New Feats
Simple Magic [General]
You are particularly adept at performing simple magic.
Prerequisite: caster level 1, Int 10+ (wizards), Wis 10+ (clerics and druids), or Cha 10+ (sorcerers).
Benefit: you may cast any zero-level spell that you know at will, without preparation, as a standard action.
Skill Finesse [General]
Your natural grace and agility compensate for a lack of strength.
Prerequisite: Dex 15+
Benefit: you apply your Dexterity modifier instead of your Strength modifier for Climb, Jump, and Swim checks.
6. Fixed Spells
Cure Minor Wounds
Conjuration (Healing)
Level: Clr 0, Drd 0
Components: V,S
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: Will half (harmless)
Spell Resistance: Yes (harmless)
By laying your hand on a disabled or dying creature (a creature with 0 to -9 hit points), you channel positive energy that immediately stabilizes the creature and restores it to 1 hit point. This spell has no effect on creatures with 1 or more hit points.
Limited Wish, Miracle, and Wish: removed from all class spell lists. Magic items and monsters may still have this spell, however.
EDIT: forgot one.
7. Dragons
All dragons are naturally greyish-brown in color, and have the chameleon-like ability to change their coloration and markings to blend with their surroundings. Thus, it is impossible to determine what breath weapon a dragon might use just by looking at the color of their skin.
Dragons do not cast spells. Instead, they rage like barbarians do (barbarian level for raging = sorcerer level for casting spells).
1. Racial Hit Points (from Pathfinder)
Humans and Half-elves start with +6 hit points.
Elves, Gnomes, and Halflings start with +4 hit points.
Half-orcs and Dwarves start with +8 hit points.
2. No Level Drain
Any attack, spell, or effect that would normally cause a negative level to be bestowed on a creature instead deals temporary Constitution damage (one point of Con damage for every negative level that would have been inflicted). This Con loss is never permanent; lost Constitution returns at the rate of 1 point per day.
3. Salt vs. Oozes
One pound of dry salt deals damage to Ooze creatures as if it were alchemist fire (splash weapon, 1d6 points of acid damage on impact plus 1d6 on following round, Reflex DC 15 to shake the salt off). Salt costs 5 gp/pound.
4. Fixed Feats
Dodge: flat +1 dodge bonus to AC, no need to choose an opponent.
Great Cleave: reworded to "This feat works like Cleave, except it can be used a number of times per round equal to 1 + your Dexterity bonus, if any." (Fixes the "bag of rats" bug.)
Power Attack: capped at -5/+5; bonus damage does not multiply on a crit. (Fixes the "scythe of doom" bug.)
Skill Focus: +3 bonus to skill of choice; skill becomes class skill.
Toughness: +2 hit points per HD (+10 max).
5. New Feats
Simple Magic [General]
You are particularly adept at performing simple magic.
Prerequisite: caster level 1, Int 10+ (wizards), Wis 10+ (clerics and druids), or Cha 10+ (sorcerers).
Benefit: you may cast any zero-level spell that you know at will, without preparation, as a standard action.
Skill Finesse [General]
Your natural grace and agility compensate for a lack of strength.
Prerequisite: Dex 15+
Benefit: you apply your Dexterity modifier instead of your Strength modifier for Climb, Jump, and Swim checks.
6. Fixed Spells
Cure Minor Wounds
Conjuration (Healing)
Level: Clr 0, Drd 0
Components: V,S
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: Will half (harmless)
Spell Resistance: Yes (harmless)
By laying your hand on a disabled or dying creature (a creature with 0 to -9 hit points), you channel positive energy that immediately stabilizes the creature and restores it to 1 hit point. This spell has no effect on creatures with 1 or more hit points.
Limited Wish, Miracle, and Wish: removed from all class spell lists. Magic items and monsters may still have this spell, however.
EDIT: forgot one.
7. Dragons
All dragons are naturally greyish-brown in color, and have the chameleon-like ability to change their coloration and markings to blend with their surroundings. Thus, it is impossible to determine what breath weapon a dragon might use just by looking at the color of their skin.
Dragons do not cast spells. Instead, they rage like barbarians do (barbarian level for raging = sorcerer level for casting spells).
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