New feats (considered for E6)

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Those are pretty good, Shazman. That's along the lines of what I've been thinking... Some feats that are normally not available by 6th level should be available on a class restricted basis just like what you're doing with these Fighter feats.
 

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rycanada said:
OK, look at this - this combines Extra Sorcery and Extra Wizardry into 1 feat, which benefits Sorcerers more than Wizards slightly (by design). This one you can gain some 3rd level slots but you can't advance radically quickly because of the a bottom-heavy requirement.

Extra Casting
Prerequisites: Character level 6, caster level 4+
Benefit: Choose a spell level that you have access to. You gain 1 spell slot and 1 new spell known. If you are a prepared caster treat this as an automatic spell learned. You must choose a slot such that you have more 0th level spell slots than 1st, more 1st than 2nd, and more 2nd than 3rd.
Special: You may take this feat multiple times.


Edit: Should have read the rest of the thread before commenting... :o
 
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I'm really not sure if it's okay to create E6 accessible versions of higher level feats. Seems to me that once you embark on that road, you need to offer low level versions of high-level spells too, which is problematic.

For my part, I've realized that a casualty of this system is metamagic feats. I use Eberron-Style Action Points and will continue to do so, and I've thought of tying the use of metamagic into the action point system. The following example is how it will work

Extend Spell
Benefit: You may spend one action point to double the duration of a spell you cast with duration longer than instantaneous.

Thoughts?
 

One approach that might be interesting is to allow characters to spend feats to select feats with higher-than-normal BAB requirements. These are feats, like Ability Training, which basically work like glorified prerequisites. It could be troublesome, but it's a tempting idea. Consider the following chain:

Martial Veteran
Prerequisites: Character level 6th, any seven feats on the fighter's list of bonus feats.
Benefit: When determining whether or not you meet a feat's prerequisites, your base attack bonus is treated as two points higher than it actually is, and you are treated as having two more levels in the fighter class than you actually do. (For example, a 6th-level fighter with this feat can select feats that require eight fighter levels, or a base attack bonus of +8.)

Martial Champion
Prerequisites: Character level 6th, Martial Veteran, any nine feats on the fighter's list of bonus feats.
Benefit: When determining whether or not you meet a feat's prerequisites, your base attack bonus is treated as four points higher than it actually is, and you are treated as having four more levels in the fighter class than you actually do. (For example, a 6th-level fighter with this feat can select feats that require ten fighter levels, or a base attack bonus of +10.)
This feat supercedes (doesn't stack with) the Martial Veteran feat.

Martial Legend
Prerequisites: Character level 6th, Martial Veteran, Martial Champion, any twelve feats on the fighter's list of bonus feats.
Benefit: When determining whether or not you meet a feat's prerequisites, your base attack bonus is treated as six points higher than it actually is, and you are treated as having six more levels in the fighter class than you actually do. (For example, a 6th-level fighter with this feat can select feats that require twelve fighter levels, or a base attack bonus of +12.)
This feat supercedes (doesn't stack with) the Martial Champion and Martial Veteran feats.
 

comrade raoul said:
One approach that might be interesting is to allow characters to spend feats to select feats with higher-than-normal BAB requirements. These are feats, like Ability Training, which basically work like glorified prerequisites. It could be troublesome, but it's a tempting idea. Consider the following chain:

Martial Veteran

Martial Champion

Martial Legend
I think these feats would be viable options, too.

When I get to run E6, I want it to be primarily a martial campaign with spellcasting primarily in the hands of NPC's (villains with sorcerous ways).

As to magic... I think a good option would be to use some variation of spellpoints and then just have feats that grant extra spell points instead of slots. Spellpoint metamagic should be easiear to keep track of than having virtual 4th level spell slots for metamagic purposes.
 

I would only consider Martial Veteran for my E6 game; that's as "stretched" as I'd go.
 


Some feats for the E6 wizard, with upward leanings. I personally strongly dislike the Sudden Metamagic feat chain, and prefer to see some use for the metamagic feats anyway. Secondly, I like the flavour these provide to specialists, and think feats for sorcerors should focus more on heritage and flavour (fire, ice, acid, water), than Wizardly Schools. There are quitre a few heritage feats for sorcerers floating around, so I shan't repeat them here.


WIZARDRY FEATS
==============

Greater Spell Focus
Prerequisites: 6th level Wizard Specialist, Spell Focus in Specialist School, Knowledge (arcana) 9 ranks, Spellcraft 9 ranks.
Benefit: For the purposes of range, duration, area of effect, the number of targets, and amount of damage, your caster level is regarded as one level higher when you cast spells from your specialist school. This does not affect the number of spells you may know, nor does this change the DC for the spells. (allows Evokers to do 4d4+4 with magic missile, or 7d6 with fireball)

Extra Slot
Prerequisites: Spell caster
Benefit: You gain an extra spell slot, of a level one lower than your highest available spell level.
Special: You may take this feat multiple times.

Improved Extra Slot
Prerequisites: 6th Caster level Spellcaster, Extra Slot, able to cast 3rd level spells.
Benefit: You gain an extra 3rd level spell slot.
Special: You may take this feat multiple times. You may not have taken this feat more times than you have taken the "Extra Slot" feat.

Epic Extra Slot
Prerequisites: 6th Caster level Spellcaster, Improved Extra Slot, able to cast 3rd level spells
Benefit: You gain an extra spell slot, of a level higher than what you may previously cast. This slot may only be used for metamagicked spells.
Special: You may take this feat multiple times. You may not have taken this feat more times than you have taken the "Improved Extra Slot" feat.

Abjuration
=======
Obtusive Abjuration
Prerequisites: 6th level Wizard Specialist (Abjuror), Spell Focus (Abjuration), Knowledge (arcana) 9 ranks.
Benefit: You may cast Shield once per day.

Deflective Abjuration
Prerequisites: 6th level Wizard Specialist (Abjuror), Obtusive Abjuration, Spell Focus (Abjuration), Knowledge (arcana) 9 ranks.
Benefit: You may cast Protection from Arrows once per day.

Disruptive Abjuration
Prerequisites: 6th level Wizard Specialist (Abjuror), Deflective Abjuration, Spell Focus (Abjuration), Knowledge (arcana) 9 ranks.
Benefit: You may cast Dispel Magic once per day.

Defensive Abjuration
Prerequisites: 6th level Wizard Specialist (Abjuror), Disruptive Abjuration, Greater Spell Focus (Abjuration), Knowledge (arcana) 9 ranks, Craft (stonemasonry) 9 ranks.
Benefit: You may cast Stoneskin once per day.

Abjuration Mastery
Prerequisites: 6th level Wizard Specialist (Abjuror), Greater Spell Focus (Abjuration), Defensive Abjuration, Knowledge (arcana) 9 ranks, Heal 9 ranks.
Benefit: You may cast Break Enchantment once per day.

Conjuration
========

Equinine Conjuration
Prerequisites: 6th level Wizard Specialist (Conjuror), Spell Focus (conjuration), Knowledge (arcana) 9 ranks.
Benefit: You may cast Mount once per day.

Acidic Conjuration
Prerequisites: 6th level Wizard Specialist (Conjuror), Equinine Conjuration, Spell Focus (conjuration), Knowledge (arcana) 9 ranks.
Benefit: You may cast Melf's Acid Arrow once per day.

Impressive Conjuration
Prerequisites: 6th level Wizard Specialist (Conjuror), Acidic Conjuration, Spell Focus (conjuration), Knowledge (arcana) 9 ranks.
Benefit: You may cast Summon Monster III once per day.

Evasive Conjuration
Prerequisites: 6th level Wizard Specialist (Conjuror), Greater Spell Focus (conjuration), Impressive Conjuration, Knowledge (arcana) 9 ranks.
Benefit: You may Dimension Door once per day.

Conjuration Mastery
Prerequisites: 6th level Wizard Specialist (Conjuror), Greater Spell Focus (conjuration), Sublime Conjuration, Knowledge (arcana) 9 ranks, Knowledge (geography) 9 ranks.
Benefit: You may Teleport once per day.

Divination
=======
Indicative Divination
Prerequisites: 6th level Wizard Specialist (Diviner), Spell Focus (Divination), Knowledge (arcana) 9 ranks.
Benefit: You may cast True Strike once per day.

Determinative Divination
Prerequisites: 6th level Wizard Specialist (Diviner), Indicative Divination, Spell Focus (Divination), Knowledge (arcana) 9 ranks.
Benefit: You may cast Detect Thoughts once per day.

Penetrative Divination
Prerequisites: 6th level Wizard Specialist (Diviner), Determinative Divination, Spell Focus (Divination), Knowledge (arcana) 9 ranks.
Benefit: You may cast Clairvoyance/Clairaudience once per day.

Invasive Divination
Prerequisites: 6th level Wizard Specialist (Diviner), Penetrative Divination, Greater Spell Focus (Divination), Knowledge (arcana) 9 ranks, Spot 4 ranks.
Benefit: You may cast Scrying once per day.

Divination Mastery
Prerequisites: 6th level Wizard Specialist (Diviner), Invasive Divination, Greater Spell Focus (Divination), Knowledge (arcana) 9 ranks, Search 4 ranks.
Benefit: You may cast Prying Eyes once per day.

Enchantment
==========

Charismatic Enchantment
Prerequisites: 6th level Wizard Specialist (Enchanter), Spell Focus (Enchantment), Knowledge (arcana) 9 ranks.
Benefit: You may cast Charm Person once per day.

Entertaining Enchantment
Prerequisites: 6th level Wizard Specialist (Enchanter), Charismatic Enchantment, Spell Focus (Enchantment), Knowledge (arcana) 9 ranks.
Benefit: You may cast Tasha's Hideous Laughter once per day.

Captivating Enchantment
Prerequisites: 6th level Wizard Specialist (Enchanter), Entertaining Enchantment, Spell Focus (Enchantment), Knowledge (arcana) 9 ranks.
Benefit: You may cast Hold Person once per day.

Persuasive Enchantment
Prerequisites: 6th level Wizard Specialist (Enchanter), Captivating Enchantment, Greater Spell Focus (Enchantment), Knowledge (arcana) 9 ranks, Diplomacy 4 ranks.
Benefit: You may cast Charm Monster once per day.

Enchantment Mastery
Prerequisites: 6th level Wizard Specialist (Enchanter), Greater Spell Focus (Enchantment), Persuasive Enchantment, Knowledge (arcana) 9 ranks, Bluff 4 ranks, Intimidate 4 ranks.
Benefit: You may cast Dominate Person once per day.

Evocation
=======

Staple Evocation
Prerequisites: 6th level Wizard Specialist (Evoker), Spell Focus (Evocation), Knowledge (arcana) 9 ranks.
Benefit: You may cast Magic Missile once per day.

Breezy Evocation
Prerequisites: 6th level Wizard Specialist (Evoker), Spell Focus (Evocation), Staple Evocation, Knowledge (arcana) 9 ranks.
Benefit: You may cast Gust of Wind once per day.

Fiery Evocation
Prerequisites: 6th level Wizard Specialist (Evoker), Spell Focus (Evocation), Breezy Evocation, Knowledge (arcana) 9 ranks.
Benefit: You may cast Fireball once per day.

Destructive Evocation
Prerequisites: 6th level Wizard Specialist (Evoker), Fiery Evocation, Greater Spell Focus (Evocation), Knowledge (arcana) 9 ranks, Knowledge (nature) 9 ranks.
Benefit: You may cast Ice Storm once per day.

Evocation Mastery
Prerequisites: 6th level Wizard Specialist (Evoker), Greater Spell Focus (Evocation), Knowledge (arcana) 9 ranks, Destructive Evocation, Knowledge (the planes) 9 ranks.
Benefit: You may cast Wall of Force once per day.

Illusion
=====

Disguising Illusion
Prerequisites: 6th level Wizard Specialist (Illusionist), Spell Focus (Illusion), Knowledge (arcana) 9 ranks, Hide 4 ranks.
Benefit: You may cast Disguise Self once per day.

Duplicate Illusion
Prerequisites: 6th level Wizard Specialist (Illusionist), Disguising Illusion, Spell Focus (Illusion), Knowledge (arcana) 9 ranks, Hide 4 ranks.
Benefit: You may cast Mirror Image once per day.

Confusing Illusion
Prerequisites: 6th level Wizard Specialist (Illusionist), Duplicate Illusion, Spell Focus (Illusion), Knowledge (arcana) 9 ranks, Hide 4 ranks.
Benefit: You may cast Displacement once per day.

Deceptive Illusion
Prerequisites: 6th level Wizard Specialist (Illusionist), Confusing Illusion, Greater Spell Focus (Illusion), Knowledge (arcana) 9 ranks, Hide 4 ranks.
Benefit: You may cast Greater Invisibility once per day.

Illusion Mastery
Prerequisites: 6th level Wizard Specialist (Illusionist), Deceptive Illusion, Greater Spell Focus (Illusion), Knowledge (arcana) 9 ranks, Knowledge (History) 9 ranks.
Benefit: You may cast Persistent Image once per day.

Necromancy
=========

Repulsive Necromancy
Prerequisites: 6th level Wizard Specialist (Necromancer), Spell Focus (Necromancy), Knowledge (arcana) 9 ranks.
Benefit: You may cast Cause Fear once per day.

Demanding Necromancy
Prerequisites: 6th level Wizard Specialist (Necromancer), Repulsive Necromancy, Spell Focus (Necromancy), Knowledge (arcana) 9 ranks.
Benefit: You may cast Command Undead once per day.

Aenemic Necromancy
Prerequisites: 6th level Wizard Specialist (Necromancer), Demanding Necromancy, Spell Focus (Necromancy), Knowledge (arcana) 9 ranks.
Benefit: You may cast Vampiric Touch once per day.

Loathsome Necromancy
Prerequisites: 6th level Wizard Specialist (Necromancer), Aenemic Necromancy, Greater Spell Focus (Necromancy), Knowledge (arcana) 9 ranks, Heal 4 ranks.
Benefit: You may cast Animate Dead once per day.

Necromancy Mastery
Prerequisites: 6th level Wizard Specialist (Necromancer), Greater Spell Focus (Necromancy), Loathsome Necromancy, Knowledge (arcana) 9 ranks, Heal 4 ranks.
Benefit: You may cast Magic Jar once per day.

Transmutation
===========

Fleeting Transmutation
Prerequisites: 6th level Wizard Specialist (Transmuter), Spell Focus (Transmutation), Knowledge (arcana) 9 ranks.
Benefit: You may cast Expeditious Retreat once per day.

Internal Transmutation
Prerequisites: 6th level Wizard Specialist (Transmuter), Spell Focus (Transmutation), Knowledge (arcana) 9 ranks.
Benefit: You may cast Alter Self once per day.

Aerial Transmutation
Prerequisites: 6th level Wizard Specialist (Transmuter), Internal Transmutation, Spell Focus (Transmutation), Knowledge (arcana) 9 ranks.
Benefit: You may cast Fly once per day.

Creative Transmutation
Prerequisites: 6th level Wizard Specialist (Transmuter), Greater Spell Focus (Transmutation), Knowledge (arcana) 9 ranks, Craft 4 ranks.
Benefit: You may cast Stone Shape once per day.

Transmutation Mastery
Prerequisites: 6th level Wizard Specialist (Transmuter), Greater Spell Focus (Transmutation), Knowledge (arcana) 9 ranks, Knowledge (nature) 9 ranks.
Benefit: You may cast Baleful Polymorph once per day.

=================
And for the Generalist:
=================

Prerequisites: 6th level Wizard non-Specialist, Spell Focus in three Schools of magic, Knowledge (arcana) 9 ranks, Spellcraft 9 ranks.
Benefit: You may cast Permanency once per day.
 

Evilhalfling said:
It would seem easier and more practical to just remove the stoning effect from an e6 game than to have a feat to remove.
you loose what 3 monsters?

Or more in keeping with the spirit of fantasy literature, have the (very rare) stoning removable by a quest for some rare substance.
I agree with this.

In fact, I see little use of creating any new feats at all. It seems that most feats suggested here only try to mimic higher-level abilities, and that is what E6 tries to prevent after all. In that case, you have the fighter problem; eventually, other meelee classes will outperform the fighter. But, in the grand scheme, is this really a problem?
 

White Whale said:
In fact, I see little use of creating any new feats at all. It seems that most feats suggested here only try to mimic higher-level abilities, and that is what E6 tries to prevent after all. In that case, you have the fighter problem; eventually, other meelee classes will outperform the fighter. But, in the grand scheme, is this really a problem?

Only for the player of a Fighter character.
 

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