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New feats (considered for E6)

  • Thread starter Thread starter Ry
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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.
 

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Aage said:
Interesting, any idea on something similar for petrification?
I'd have a condition category called "mostly dead". This includes anyone petrified, anyone cursed, anyone turned into a frog, etc. These conditions should be removable by either a mundane method or a ritual of some kind.

For example, if a PC were turned into a frog, then obviously the kiss of a princess could turn him back. But if no princess is available, the (expensive) ritual could be enacted, which would (in his case) summon the spirit of a long-dead benevolent princess who would spiritually kiss him.

For a stoned PC, perhaps it's necessary to have a master artist carve his duplicate, which then animates and becomes flesh (a la Pygmalion).

Why not take the opportunity to make magic magical again? Since you won't be dealing with these effects often, you can have some fun with them.

Cheers, -- N
 

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.
 

rycanada said:
Submitted for your consideration:

Restoration
Prerequisites: 6th level, ability to cast 3rd-level divine spells, Wisdom 18.
Benefit: You can use Restoration, as the spell (paying the material component), with a casting time of 1 day.

Stone to Flesh
Prerequisites: 6th level, ability to cast 3rd-level divine spells, Wisdom 18.
Benefit: You can use stone to flesh, as the spell (paying the material component), with a casting time of 1 day.

I like the feats, but why the Wisdom 18 requirement? Every feat with a stat requirement uses odd numbers? And 18 seems a little high, 15 seems more than adequate to insure only dedicated divine casters take it.
 

Those Wis and Int 18 chars don't get their 4th level bonus spell in E6, so I'd like to make anything higher-level-spell-related be just for them. Also I like the idea that these are quite rare techniques even among wizards and clerics.
 

Some of these feats look pretty good. I like the one for restoration, and think Incantations should be the basis for advanced summonings, undead creation, construct creation, ect., but ...

isn't this format about simplicity? It seems that once a DM starts moving toward more than two iterative attacks, alowing virtual Bab and high level spells that the exercise in simplicity is mostly waster.

3 levels of spellcasting is fine. Between Fly, Fireball, Bestow Curse, Animate Dead, Consecrate, Suggestion, Alter Self, Magic Missile, and all that stuff in the spell compendium, I can find a pretty good argument against needing additional spells.

Also, the thought of decreasing the power level of certain spells is a good one. If Teleport took a full minute to cast and only ranged 1 mile/caster level, I could see it as a 3rd level spell. This strikes me as a much more elegant way of dealing with high level iconic effects.
 

rycanada said:
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.

Not to be pedantic, but a wizard-6 couldn't take this feat, as they have an equal number of 1st and 2nd level spells. ;)

Personally, I think I'd stick with Extra Slot & Extra Spell (both from Complete Arcane) and just add the feat that you did for your E6 campaign that lets you weave/unravel spell slots. An extra 2nd level slot seems about right for a feat. An extra spell known and an extra spell slot seem like a bit much, especially for the "higher" levels.

And it'd really suck to have to waste a feat to get one 0-level slot, even as a prerequisite for a powerful feat (the extra third level slot).
 

I like it, knight_isa. In fact, that's just the kick in the ass I needed to remind myself not to try to fix things with E6. The only problem (for a complete E6 document) is that Extra Slot and Extra Spell aren't OGL.

Although they're bloody obvious feats.
 

Extra Casting
Prerequisites: Character level 6, caster level 5+
Benefit: Choose a spell level lower than the highest level you can cast. You gain 1 spell slot and 1 new spell known at that level. If you are a prepared caster treat this as an automatic spell learned.
Special: You may take this feat multiple times.
 


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