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<blockquote data-quote="Tagnik" data-source="post: 3666681" data-attributes="member: 7982"><p>updated.</p><p></p><p>This is a copy of what I gave my players</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). </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 Ability. Paladins gain Aura of Resolve at 6th level and Auras extend to 30 ft.</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). At 6th level they gain Swift Tracker and Woodland Stride. A ranger may cast as a Hexblade and use the hexblade spell list. If they do, they lose Animal Companion and gain Summon Familiar at 4th level.</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. And can trade Intimidate for any social skill. At 6th level fighters qualify for feats that require fighter level 8 and BAB +8</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 2/- and Indomitable Will.</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) and Mass Staredown at 6th.</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 Acrobatic Charge 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”. At 6th level Spellthief also gains Absorb Spell, a Scout gains Camouflage and Skirmish +2d6 + 2AC, a Rogue gains Improved Uncanny Dodge.</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 as a wizard. 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. To cast a spell they need 10+Int, and the DC is 10 + Cha modifier. At 6th level they may choose a special ability from the Hierophant PRC.</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). To cast the spell they must have a charisma bonus of 10+ the spell level, and the DC is 10 + Wisdom modifier. At 6th level they may choose a special ability from the Hierophant PRC. Clerics and Druids use the Unearthed Arcana (D20srd alternate) 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) ability.</p><p></p><p>Knights gain Animal Companion as a Ranger and choose Warhorse. Gain Diplomacy and Autohypnosis as class. The Bonus Feat becomes a Wild Card feat only chosen from the Knight’s list. At 3rd level, Knights gain Defensive Stance 1/day as a Dwarven Defender with Mobile Defense. At 6th Level a Knight gains Call to Battle and Armor Mastery (Heavy). At 1st level Fighting Challenge is +2; at 6th level Shield Block is +2.</p><p></p><p>All casters must use a Focus for their Casting. Arcane must be a Wand or a Staff and must be specified of how it is made. Duskblades may use their weapons as a Focus.</p><p></p><p>My feats:</p><p></p><p>Supreme Cleave: Prereq: Great Cleave, BAB +8: See Frenzied Berserker</p><p></p><p>Spell Mastery: Prereq: Caster Level 1st: Choose a number of spells Equal to your Int bonus that you already know. You may cast these spells without a Focus.</p><p></p><p>Marching Music: Prereq: Bardic Music: A bard can start bardic music abilities during a double move as a free action and may concentrate on it during a double move as a free action.</p><p></p><p>Weapon Master Stunt: Prereq, Samurai 5th: As the Exotic Weapon Master stunt class feature.</p><p></p><p>Poison Use: Prereq: Sneak attack/Skirmish 1d6, Int 13+: Never risk poisoning self when applying it to a weapon.</p><p></p><p>Combine Songs: Prereq: Perform 9 ranks, Int 13+, Cha 13+, Bardic Music: As the War Chanter ability.</p><p></p><p>E6 Feats from boards:</p><p></p><p>Ability Training (General)</p><p>You spend time honing one of your Abilities: Strength, Dexterity, Constitution, Intelligence, Wisdom, or Charisma.</p><p>Benefit: Choose one Ability; treat that Ability as having a +2 bonus to that Ability Score whenever you are making an Ability Check. This bonus does not count when making a skill check or for any other use of that ability. </p><p>Special: You can gain this feat multiple times, its effects do not stack. Each time you take this feat it applies to another ability.</p><p></p><p>Ability Advancement (General)</p><p>Your training pays off, and one of your Abilities increases. </p><p>Prerequisite: Ability Training in the same ability.</p><p>Benefit: Choose one Ability. You gain a permanent +2 bonus to that ability. This bonus does nto stack with the benefit from Ability Training.</p><p>Special: You can gain this feat multiple times, its effects do not stack. Each time you take this feat it applies to another ability.</p><p></p><p></p><p>Expanded Knowledge (General) </p><p>Prerequisite: Character Level 6th</p><p>Benefit: Choose a spellcasting class in which you have levels. You gain an additional spell known at any level you can cast from that class's spell list.</p><p></p><p>Expanded Casting (General) </p><p>Prerequisite: Character Level 6th</p><p>Benefit: Choose a spellcasting class in which you have levels. You gain an additional spell slot at any level you can already cast.</p></blockquote><p></p>
[QUOTE="Tagnik, post: 3666681, member: 7982"] updated. This is a copy of what I gave my players Paladins and Rangers retrieve their Spells Known as a Spirit Shaman (CD). Their Spells Known is as a Hexblade (CW). 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 Ability. Paladins gain Aura of Resolve at 6th level and Auras extend to 30 ft. Rangers gain both feat benefits of their combat style. They lose favored enemy and gain terrain mastery as horizon walker (DMG). At 6th level they gain Swift Tracker and Woodland Stride. A ranger may cast as a Hexblade and use the hexblade spell list. If they do, they lose Animal Companion and gain Summon Familiar at 4th level. 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. And can trade Intimidate for any social skill. At 6th level fighters qualify for feats that require fighter level 8 and BAB +8 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 2/- and Indomitable Will. 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) and Mass Staredown at 6th. 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 Acrobatic Charge 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”. At 6th level Spellthief also gains Absorb Spell, a Scout gains Camouflage and Skirmish +2d6 + 2AC, a Rogue gains Improved Uncanny Dodge. Bards gain Jack of All Trades feat at 4th Level. They retrieve their spells known from their spell-books. They cast as a wizard. 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. To cast a spell they need 10+Int, and the DC is 10 + Cha modifier. At 6th level they may choose a special ability from the Hierophant PRC. Clerics and Druids become Spontaneous casters and choose their spells known as their spells retrieved per day from their Spell Lists. (D20srd). To cast the spell they must have a charisma bonus of 10+ the spell level, and the DC is 10 + Wisdom modifier. At 6th level they may choose a special ability from the Hierophant PRC. Clerics and Druids use the Unearthed Arcana (D20srd alternate) 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) ability. Knights gain Animal Companion as a Ranger and choose Warhorse. Gain Diplomacy and Autohypnosis as class. The Bonus Feat becomes a Wild Card feat only chosen from the Knight’s list. At 3rd level, Knights gain Defensive Stance 1/day as a Dwarven Defender with Mobile Defense. At 6th Level a Knight gains Call to Battle and Armor Mastery (Heavy). At 1st level Fighting Challenge is +2; at 6th level Shield Block is +2. All casters must use a Focus for their Casting. Arcane must be a Wand or a Staff and must be specified of how it is made. Duskblades may use their weapons as a Focus. My feats: Supreme Cleave: Prereq: Great Cleave, BAB +8: See Frenzied Berserker Spell Mastery: Prereq: Caster Level 1st: Choose a number of spells Equal to your Int bonus that you already know. You may cast these spells without a Focus. Marching Music: Prereq: Bardic Music: A bard can start bardic music abilities during a double move as a free action and may concentrate on it during a double move as a free action. Weapon Master Stunt: Prereq, Samurai 5th: As the Exotic Weapon Master stunt class feature. Poison Use: Prereq: Sneak attack/Skirmish 1d6, Int 13+: Never risk poisoning self when applying it to a weapon. Combine Songs: Prereq: Perform 9 ranks, Int 13+, Cha 13+, Bardic Music: As the War Chanter ability. E6 Feats from boards: Ability Training (General) You spend time honing one of your Abilities: Strength, Dexterity, Constitution, Intelligence, Wisdom, or Charisma. Benefit: Choose one Ability; treat that Ability as having a +2 bonus to that Ability Score whenever you are making an Ability Check. This bonus does not count when making a skill check or for any other use of that ability. Special: You can gain this feat multiple times, its effects do not stack. Each time you take this feat it applies to another ability. Ability Advancement (General) Your training pays off, and one of your Abilities increases. Prerequisite: Ability Training in the same ability. Benefit: Choose one Ability. You gain a permanent +2 bonus to that ability. This bonus does nto stack with the benefit from Ability Training. Special: You can gain this feat multiple times, its effects do not stack. Each time you take this feat it applies to another ability. Expanded Knowledge (General) Prerequisite: Character Level 6th Benefit: Choose a spellcasting class in which you have levels. You gain an additional spell known at any level you can cast from that class's spell list. Expanded Casting (General) Prerequisite: Character Level 6th Benefit: Choose a spellcasting class in which you have levels. You gain an additional spell slot at any level you can already cast. [/QUOTE]
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