Lists of compatible feats for E6


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ed209uardo said:
  • Hear the Unseen: Your sense of hearing is so acute that you can partially pinpoint an opponent's location by sound, allowing you to strike even if the opponent is concealed or displaced.
  • Improved Diversion: You can create a diversion to hide quickly and with less effort.
I seem to recall these two being noted for their lack of utility.

Have they been errata'd into usefulness?

Cheers, -- N
 

Nifft said:
I'd like to recommend against Black. The default background means that such text is unreadable. Just leave it as "default bold" and you should be fine.

Thanks, -- N
I'll change that when I get a chance. I had a family emergency last weekend, and have been trying to get caught up from the lack of internet during the past week.
 


the Jester said:
Good god, man, this is a hell of a project.

... It actually not as hard as it looks. Right now, the most time consuming part is tracking down and going through all these books. If anyone has a book that I did not include, but that is listed on the Wizard's Feat List, then by all means, let me know...
 

ed209uardo said:
Never meant to imply that they were useful, just compatible.
Gotcha. Thanks for recoloring, too. Here's my small contribution for the Tome of Magic:

These are somewhat problematic, since they allow supernatural powers for any PC. But the powers offered aren't all that big of a deal. If you allow feats like Night Haunt, you may wish to allow these. Still, it is like getting a pack of class features for the price of three feats, though none of these class features is terribly powerful on its own -- nor do they multiply your combat potential. I'm undecided.
  • Bind Vestige Tome of Magic, p.72 -- You know how to make pacts with otherworldly spirits called vestiges.
  • Bind Vestige, Improved Tome of Magic, p.73 -- You can bind a wider range of vestiges.
  • Practiced Binder Tome of Magic, p.74 -- When you bind a vestige, you gain an additional power associated with it.

These are fine for a wide variety of characters.
  • Defense against the Supernatural Tome of Magic, p.73 -- Your in-depth knowledge of supernatural forces grants you greater ability to resist their effects.
  • Supernatural Crusader Tome of Magic, p.75 -- You are adept at fighting supernatural creatures.
  • Supernatural Opportunist Tome of Magic, p.75 -- You are adept at exploiting a creature's momentary distraction while it activates its supernatural abilities.
  • Sudden Ability Focus Tome of Magic, p.74 -- One of your special attacks becomes more potent than usual.

These are basically Sudden Metamagic but for Supernatural abilities. The only problematic one is bad because it usually requires 8 HD to qualify.
  • Empower Supernatural Ability Tome of Magic, p.73 You can use a supernatural ability with greater effect than normal.
  • Enlarge Supenatural Ability Tome of Magic, p.73 You can increase the range of a supernatural attack.
  • Extend Supernatural Ability Tome of Magic, p.73 You can cause a supernatural ability with a duration to last longer than normal.
  • Widen Supernatural Ability Tome of Magic, p.75 You can increase the area of your supernatural abilities.

These are specific to Binders, and will be acceptable if you allow that class in your campaign.

  • Expel Vestige Tome of Magic, p.73 -- You can expel a vestige to which you are bound before the duration of its pact with you has expired.
  • Favored Vestige Tome of Magic, p.74 -- Choose one vestige to which you have access. You establish a close, mystical affinity with that spirit.
  • Favored Vestige Focus Tome of Magic, p.74 -- The supernatural abilities of your favored vestige are more potent than normal.
  • Ignore Special Requirements Tome of Magic, p.74 -- The strange constraints that vestiges place on their summoning are meaningless to you.
  • Improved Binding Tome of Magic, p.74 -- You are so adept at binding vestiges that you can contact powerful ones more easily than other soul binders can.
  • Rapid Pact Making Tome of Magic, p.74 -- Your skill with pact magic lets you bind a vestige extremely quickly, even in the heat of combat.
  • Rapid Recovery Tome of Magic, p.74 -- You can use the abilities of your favored vestige more frequently.
  • Skilled Pact Making Tome of Magic, p.74 -- Your strong will serves you well when making pacts with vestiges.

Cheers, -- N
 
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Nifft said:
Gotcha. Thanks for recoloring, too. Here's my small contribution for the Tome of Magic:

** SNIP **

Cheers, -- N

... Kewl. Thank you. If it helps, I'm attaching a spreadsheet for generating the vb code, similar to what I'm using for the other books. I've accounted for the way you've broken out the feats so far, in case you want to add in the others as not yet reviewed. (I'm only going by the Feat List, since I don't own Tome of Magic) To properly add in the colors, all you have to do is look for the column that says E6 and enter:

y = Should definitely be considered E6 compatible
m = Simple modifications should make it E6 compatible
n = Probably not worth modifying for E6 compatibility
{leave blank} = Not yet reviewed for compatibility

... the worksheet that generates the vb code will automatically update, and can the be cut & pasted into the message. (don't forget to bracket the 'list') Let me know if you have any questions...
 

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Bind Vestige/Improved Bind Vestige/Practiced Binder seemed like very compelling feats for epic E6 characters, especially noncasters, when I looked at them. They provide so much flexibility and binder powers are generally oriented towards mixing it up, or else subbing for another class in a pinch. A fighter, barbarian, rogue, monk, etc. gets a lot for the xp by choosing these.

On the other hand, I hadn't looked at the SLA feats in Complete Arcane, because I'd banned them for flavor reasons, but if you piled up, say, Communicator, Insightful, Night Haunt, and Spell Hand, all of a sudden Grog the Barbarian has a little sideline as a utility caster, or Frazzt the wizard just opened up a lot of spell slots.

It's a little outside the scope of the thread, but I had considered adding a capstone feat for 6th-level binders that lets them bind two vestiges at once, since the class seems a little weak otherwise.

The one big feat book that's missing here is the Player's Handbook II.
 

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