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My E6 Campaign
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<blockquote data-quote="Tagnik" data-source="post: 3659577" data-attributes="member: 7982"><p><strong>Edit ( Updated with a new list at the bottom of the page )</strong></p><p></p><p>I've been lurking all around Ry's E6 idea and have started a campaign with my friends.</p><p></p><p>As a brand new DM, I think it's a great idea and it really does help simplify things prep wise yet the game is just as interesting as a high powered game.</p><p></p><p>On that note, I did come up with a bunch of house rules in class modification. Some of them are my ideas and plenty are from others here on the boards. I take no credit for them, but I'm glad this community is here to spring them to life.</p><p></p><p></p><p>So, here it goes. Tell me what you think, balance-wise. Also, I have a strict No Multiclassing rule.</p><p></p><p></p><p>Paladins and Rangers retrieve their Spells Known as a Spirit Shaman (CD). Their Spells Known is as a Hexblade (CW). Paladins gain Aura of Resolve as well. (paladin of freedom)</p><p></p><p>Paladins Remove Disease becomes Cleanse. Cleanse works as Remove Disease, Remove Curse, and Break Enchantment combined. They may use it to turn as a Cleric with Sun Domain power.</p><p></p><p>Rangers gain both feat benefits of their combat style. They lose favored enemy and gain terrain mastery as horizon walker. (DMG)</p><p></p><p>Fighters Bonus feats become Wild Card feats. Each day they may choose new fighter bonus feats as long as they spend some time training. They gain Autohypnosis as a class skill.</p><p></p><p>Barbarians gain Flurry of Blows as a Monk, but can use it in Medium Armor. At 5th level they gain Great Leap as a Ninja (CW) but can use it in Medium Armor. At 6th level they receive Damage Reduction 1/-.</p><p></p><p>Samurai can choose any exotic weapon instead of a Katana. They may choose a bonus feat instead of Two Swords as one from the Ronin feats. They gain Staredown at 4th level instead. They may choose an Exotic Weapon Master Stunt instead of Iaijutsu Master at 5th level, and gain Bonzai Charge as a Ronin (CW) at 6th level.</p><p></p><p>Swashbucklers gain Canny Defense as a Duelist at first level, except it works as a Monk’s AC Bonus using Int instead of Wis. They gain slow fall at 3rd and 6th level. They gain Acrobatics as a Ninja (CW) at 4th level. They have a Monk’s Unarmored speed.</p><p></p><p>Rogues, Scouts, and Spellthieves lose Trapfinding (it is now usable by all) and gain versatility at 1st and 4th level. They may choose any of the Skill oriented Feats. (IE Skill Focus and/or Alertness, etc.) At 6th level they may choose from a Rogue’s “Special Ability”, a Spellthief may choose Absorb Spell.</p><p></p><p>Bards gain Jack of All Trades feat at 4th Level. They retrieve their spells known from their spell-books. They cast spells as a Wizard. (sort of like a spirit shaman) They gain Song of Arcane Power (sublime chord, CA) at 1st Level. At 6th level they gain Inspire Greatness.</p><p></p><p>Sorcerers and Wizards combine to gain the proficiencies and skills of both, the Feats of the Wizard and the spell progression of the Sorcerer. The spells known are the spells retrieved from the spell book per day. They may specialize and choose variants (Unearthed Arcana i think). To cast a spell they need 10+Int, and the DC is 10 + Cha modifier. At 5th level they may choose a special ability from the Hierophant PRC (DMG)</p><p></p><p>Clerics and Druids become Spontaneous casters and choose their spells known as their spells retrieved per day from their Spell Lists. (D20srd and Spirit Shaman CD). To cast the spell they must have a charisma bonus of 10+ the spell level, and the DC is 10 + Wisdom modifier. At 5th level they may choose a special ability from the Hierophant PRC. Clerics and Druids use the Favored Soul’s spell progression.</p><p></p><p>Dragon Shamans gain Mettle and Duskblades gain Arcane Resistance as a Hexblade. Dragon Shamans gain Fortification 25% and Natural Armor +1 at 6th level. A Duskblade receives the Warmage Edge ability but uses his Charisma modifier at 6th level. At 3rd Level a Duskblade chooses Arcane Channeling or Imbue Arrow (AA, DMG, any spell) ability.</p><p></p><p>Knights gain Animal Companion as a Ranger and gain a Warhorse. Gain Diplomacy as a class skill and can choose any mount or shield feat in their bonus feat list. At 6th level, Knights gain Defensive Stance 1/day as a Dwarven Defender with Mobile Defense.</p><p></p><p></p><p></p><p>as you can see the class choices are limited to only the ones listed, and no PRC's or Multiclassing (reserved for my NPC's). Hexblade and Warmage are mentioned but are not PC classes in my campaign.</p><p></p><p></p><p>any input would be appreciated.</p><p></p><p>Thanks!</p><p></p><p>Tag</p></blockquote><p></p>
[QUOTE="Tagnik, post: 3659577, member: 7982"] [B]Edit ( Updated with a new list at the bottom of the page )[/B] I've been lurking all around Ry's E6 idea and have started a campaign with my friends. As a brand new DM, I think it's a great idea and it really does help simplify things prep wise yet the game is just as interesting as a high powered game. On that note, I did come up with a bunch of house rules in class modification. Some of them are my ideas and plenty are from others here on the boards. I take no credit for them, but I'm glad this community is here to spring them to life. So, here it goes. Tell me what you think, balance-wise. Also, I have a strict No Multiclassing rule. Paladins and Rangers retrieve their Spells Known as a Spirit Shaman (CD). Their Spells Known is as a Hexblade (CW). Paladins gain Aura of Resolve as well. (paladin of freedom) Paladins Remove Disease becomes Cleanse. Cleanse works as Remove Disease, Remove Curse, and Break Enchantment combined. They may use it to turn as a Cleric with Sun Domain power. Rangers gain both feat benefits of their combat style. They lose favored enemy and gain terrain mastery as horizon walker. (DMG) Fighters Bonus feats become Wild Card feats. Each day they may choose new fighter bonus feats as long as they spend some time training. They gain Autohypnosis as a class skill. Barbarians gain Flurry of Blows as a Monk, but can use it in Medium Armor. At 5th level they gain Great Leap as a Ninja (CW) but can use it in Medium Armor. At 6th level they receive Damage Reduction 1/-. Samurai can choose any exotic weapon instead of a Katana. They may choose a bonus feat instead of Two Swords as one from the Ronin feats. They gain Staredown at 4th level instead. They may choose an Exotic Weapon Master Stunt instead of Iaijutsu Master at 5th level, and gain Bonzai Charge as a Ronin (CW) at 6th level. Swashbucklers gain Canny Defense as a Duelist at first level, except it works as a Monk’s AC Bonus using Int instead of Wis. They gain slow fall at 3rd and 6th level. They gain Acrobatics as a Ninja (CW) at 4th level. They have a Monk’s Unarmored speed. Rogues, Scouts, and Spellthieves lose Trapfinding (it is now usable by all) and gain versatility at 1st and 4th level. They may choose any of the Skill oriented Feats. (IE Skill Focus and/or Alertness, etc.) At 6th level they may choose from a Rogue’s “Special Ability”, a Spellthief may choose Absorb Spell. Bards gain Jack of All Trades feat at 4th Level. They retrieve their spells known from their spell-books. They cast spells as a Wizard. (sort of like a spirit shaman) They gain Song of Arcane Power (sublime chord, CA) at 1st Level. At 6th level they gain Inspire Greatness. Sorcerers and Wizards combine to gain the proficiencies and skills of both, the Feats of the Wizard and the spell progression of the Sorcerer. The spells known are the spells retrieved from the spell book per day. They may specialize and choose variants (Unearthed Arcana i think). To cast a spell they need 10+Int, and the DC is 10 + Cha modifier. At 5th level they may choose a special ability from the Hierophant PRC (DMG) Clerics and Druids become Spontaneous casters and choose their spells known as their spells retrieved per day from their Spell Lists. (D20srd and Spirit Shaman CD). To cast the spell they must have a charisma bonus of 10+ the spell level, and the DC is 10 + Wisdom modifier. At 5th level they may choose a special ability from the Hierophant PRC. Clerics and Druids use the Favored Soul’s spell progression. Dragon Shamans gain Mettle and Duskblades gain Arcane Resistance as a Hexblade. Dragon Shamans gain Fortification 25% and Natural Armor +1 at 6th level. A Duskblade receives the Warmage Edge ability but uses his Charisma modifier at 6th level. At 3rd Level a Duskblade chooses Arcane Channeling or Imbue Arrow (AA, DMG, any spell) ability. Knights gain Animal Companion as a Ranger and gain a Warhorse. Gain Diplomacy as a class skill and can choose any mount or shield feat in their bonus feat list. At 6th level, Knights gain Defensive Stance 1/day as a Dwarven Defender with Mobile Defense. as you can see the class choices are limited to only the ones listed, and no PRC's or Multiclassing (reserved for my NPC's). Hexblade and Warmage are mentioned but are not PC classes in my campaign. any input would be appreciated. Thanks! Tag [/QUOTE]
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