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New feats (considered for E6)

  • Thread starter Thread starter Ry
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There's a lot of good feats for casters in Arcana Evolved. (As well as good feats for everybody else, and feats that mimic class abilities, as well as variant classes and races-- but that's not the meeting we're having right now.) Blood as Power lets you get another spell in return for damaging yourself (6pts per level, and its worth pointing out that all casters in AE are spont casters).

The sheer versatility of AE casters, plus the fact its not Vancian, seems like it'd be a good match for E6.
 

Here are some suggested feats to give the E6 fighter some love.

Critical Focus (General, Fighter)
Prerequisite: BAB + 6, Fighter Level 6, Weapon Focus and Weapon Specialization in selected weapon
Benefit: Choose any weapon you have the Weapon Focus and Weapon Specializaion feats for. The threat range of the weapon increases by one (19-20 for 20 or 18-20 for 19-20, etc.). You can take this feat multiple times. Each time it applies to a different weapon.

Critical Strike (General, Fighter)
Prerequisite: BAB +6, Str 17+, Fighter Level 6, Weapon Focus, Weapon Specialization, and Critical Focus in selected weapon
Benefit: Choose any weapon you the Critical Focus feat for. When you confirm a critical hit with this weapon you deal an additional 1d6 points of damage per multiplier above 1. You can take this feat muliple times. Each time it applies to a different weapon.
 
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Ooh, I like Critical Focus, it's like Improved Critical but more appropriate to 6th level.
 


Critical Strike should add +1d6 per multiplier above 1, like the "x" Burst weapons. +1d6 for x2, +2d6 for x3, and so on. Critical Focus should be able to be taken multiple times for the same weapon, but can't advance it to more than 2x its normal crit range. So, taking your rapier from an 18-20 to a 15-20 costs 3 feats, but it can still be done.

The Expanded Spellcasting feat should grant 1/2 your CL in new spells known and/or spells per day. This makes it more versatile, but not really any more powerful, and decreases the overall amount of new feats you have to mess around with. And if your Sorceror only raelly needs that new 1st level spell known, they could then take two first level spell slots per day to cast it more often.

Edit: Oh, uh... not trying to sound rude or pushy or anything, this is all great stuff, and I'm gonna try my damndest to get my players to use it. Those are just my thoughts, is all.
 

I had considered giving it an extra d6 per modifier, but I was trying to be conservative to prevent too much power creep in E6. Any way, I've thought of a few more. I guess I'm feeling inspired today.

Legendary Weapon Focus (General, Fighter)
Prerequisites: BAB + 6, Fighter Level 6, Weapon Focus and Specialization with selected weapon, Critical Focus and Critical Strike with selected weapon, Craft (weaponsmithing) 9 ranks. Must have crafted a masterwork weapon and defeated a creature of a challenge rating of 6 or higher with the weapon with no aid from others.
Benefit: Choose a weapon you have the Weapon Focus and Weapon Specialization feats for. You gain a +1 bonus to attacks with that weapon. This bonus stacks with the bonus from Weapon Focus. You can take this feat multiple times. Each time it applies to a different weapon.

Lightning Strike (General, Fighter)
Prerequisites: BAB + 6, Dex 15 +, Int 13 +, Concentration 3 ranks, Combat Expertise, Improved Initiative, Lightning Reflexes, Quick Draw, Weapon Focus
Benefit: In the first round of combat, you may draw a sheathed weapon you have the weapon focus feat for and attack as a swift action. Your opponent is considered flat-footed against this attack and you deal an extra 1d6 points of damage.
 
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To a certain degree they're "Lean Upward Approach" but that's still a viable E6 approach.

I would want improved weapon focus to have more prerequisites. Like: You have crafted a masterwork quality weapon of this kind OR you have defeated an opponent of at least CR 7 (or 6th+5) using only this weapon as equipment and receiving no assistance from allies.

There's a feat like lightning strike somewhere, what are its prereqs?
 

I don't recall seeing a feat like lightning strike anywhere. There is a maneuver from the Tome of Battle that is similar called sapphire nightmare blade. I guess I am prone to the "lean upward' approach. If the only advancement E6 characters get after 6th level are feats, then there should be really awesome feats to work towards. Every feat should feel special. It shouldn't boil down to "Another 5000 exp. Guess I'll take toughness again." I've edited some of my previous suggested feats. I made some of the "lean upward" ones have stiffer prerequisites.

Here are a few more. They may be considered "lean upward" feats.

Precise Strike (General)
Prerequisites: Dex 17+, BAB + 4, Sneak Attack +3d6, Spot 9 ranks, Weapon Finesse
Benefit: Your sneak attack damage increases by +1d6 when wielding a light weapon. You may only take this feat once.

Deadly Strike (Ambush)
Prerequisites: Dex 17 +, BAB +4, Sneak Attack +3d6, Spot 9 ranks, Sleight of Hand 9 ranks, Heal 4 ranks, Weapon Finesse, Weapon Focus, Precise Strike
Benefit: With a successful sneak attack, once per encounter you can forgo 3d6 sneak attack dice on a single attack to deal 2 points of constitution damage to your opponent. You must use a light weapon that you have Wepon Focus for to use this feat.

Arcane Insight (General)
Prerequisites: 18+ in primary arcane spellcasting ability score, Arcane Caster level 6, ability to cast 3rd level arcane spells, Concentration 9 ranks, Knowledge (Arcana) 9 ranks, Spellcraft 9 ranks
Benefit: Once per day you can make a DC 25 spellcraft check to attempt to cast one 4th level sorcer/wizard spell. This takes a full-round action or 2 full rounds if the casting time if the casting time of the spell is normally one full round. Failure means you are stunned for one round. This action counts as casting a spell for the purpose of provoking attacks of opportunity. You may not cast defensively while performing this action.

Divine Inspiration (General)
Prerequisites: 18+ in primary divine spellcasting ability score, Divine Caster level 6, ability to cast 3rd level divine spells, Concentration 9 ranks, Knowledge (Religion) or Knowledge (Nature) 9 ranks, Spellcraft 9 ranks
Benefit: Once per day you can make a DC 25 spellcraft check to attempt to cast one 4th level divine spell normally available to your class. This takes a full-round action or 2 full round actions if the casting time of the spell is normally one full round. Failure means you are stunned for one round. This action counts as casting a spell for the purpose of provoking attacks of opportunity. You may not cast defensively while performing this action.
 
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Here are some more.
Defiant (General)
Prerequisites: Base Will Save +2, Iron Will
Benefit: You gain a +1 bonus on all will saves. You may only take this feat once.

Hardy (General)
Prerequisites: Base Fort Save +2, Great Fortitude.
Benefit: You gain a +1 bonus on all Fort saves. You may only take this feat once.

Superior Reflexes (General)
Prerequisites: Base Ref Save +2, Lightning Reflexes
Benefit: You gain a +1 bonus on all Ref saves. You may only take this feat once.

Improved Dodge (General)
Prerequisites: Dex 17 +, BAB +4, Base Ref Save +2, Dodge, Mobility, Lightning Reflexes, Spring Attack
Benefit: The dodge bonus to AC versus the opponent you have declared your dodge against increases to +3. You retain your dodge bonus from the dodge feat (+1) against all other opponents.

Battle Hardened (General)
Prerequisites: Con 13 +, Base Fort Save +6, Diehard, Endurance, Improved Toughness, Toughness
Benefit: You may continue to act normally until your hit point total is -10 minus your current constitution bonus. When you reach this hit point total, you immediately die at the end of your turn. You also automatically succeed on all Fort saves versus death from massive damage.
 
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