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Pathfinder 1E P6 Pathfinder (E6 Rules) - 'Epic' Feats

theedj

First Post
I was thinking about testing-out E6 but with Pathfinder, and found that the E6 capstone feats are close but needed some tweaking for PF as they are designed for 3.5; some of the abilities don't match-up. They also don't cover all of the classes.

Epic 6/Character Creation - Myth-Wiki

http://www.enworld.org/forum/general-rpg-discussion/206323-e6-game-inside-d-d.html

I have been working on creating/modifying the feats to better suit PF, and I'm looking for some feedback, criticism etc. I'm taking the 'lean upward' approach when designing these feats. I have also not created feats for most of the classes available in APG, UC, UM as I am not as familiar with their abilities and what would make a good capstone for them. Please refrain from criticizing E6/P6 versus a full 20 level game, it's not for everyone but I think it would give the feel I am shooting for.

Without further preface...

Unless otherwise noted, these feats may only be taken once.

Ability Training
You spend time honing one of your Abilities: Strength, Dexterity, Constitution, Intelligence, Wisdom, or Charisma.
Prerequisites: Character level 6
Benefit: Choose on 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
Your training pays off, and one of your Abilities increases.
Prerequisites: Ability Training
Benefit: Choose one Ability for which you have already taken Ability Training. You gain a permanent +2 bonus to that ability. This bonus overwrites the effects of the Ability Training feat.
Special: You can gain this feat multiple times; its effects do not stack. Each time you take this feat it applies to another ability.

Acid Blast
You learn to conjure a powerful acidic blast.
Prerequisites: Ability to cast 3rd level arcane spells, Ability to cast a Conjuration spell with the acid descriptor.
Benefit: By expending a 3rd level spell slot, you may fire an orb of acid as a ranged touch attack. The orb has a range of 25 feet plus 5 feet per two caster levels, and deals 1d6 acid damage per caster level, maximum 10d6. The orb ignores Spell Resistance, and is treated as a 3rd level Conjuration [Acid] spell in all respects.
Special: If you prepare arcane spells, you may prepare Acid Blast as if it was a 3rd level spell.

Arcane Armor Experience (Combat)
Your ability to cast spells while wearing armor improves.
Prerequisites: Arcane Armor Training, Light Armor Proficiency, Caster level 5th
Benefit: As a swift action, reduce the arcane spell failure chance due to the armor you are wearing by 15% for any spells you cast this round. Additionally, your caster level is considered to be 7th for purposes of qualifying for the Arcane Armor Mastery feat.

Barbaric Resilience
Your skin hardens, allowing you to shrug-off minor damage.
Prerequisites: Barbarian 6
Benefit: You gain Damage Reduction 1/- as a 7th level Barbarian.

Boon
You receive another benefit from your curse.
Prerequisites: Oracle 6
Benefit: You treat your Oracle level as 10 for purposes of determining the effects of your curse.

Caster Training
You become a more accomplished spellcaster.
Prerequisites: Character level 6, 1 or more levels in a spellcasting class
Benefit: Your caster level increases by 4, to a maximum of 6. This feat does not give new spells known or more spells per day; it only increases your caster level.

Combat Style Depth
Your ranger training grants you specialized combat abilities.
Prerequisites: Ranger 6
Benefit: You may take as general feats any feats that your Ranger could take as a 6th level combat style feat, regardless of the prerequisites. Additionally, Two-Weapon Rend is considered a 6th level combat style feat for rangers that selected the Two Weapon Combat style.

Cone of Cold
You are able to harness the element of cold.
Prerequisites: Ability to cast 3rd level Evocation spells
Benefit: Cone of Cold is considered to be a 3rd level arcane spell for you in all respects, and can deal up to 10d6 damage.
Special: If you cast spells spontaneously, Cone of Cold is added to your list of spells known.

Dedicated Training
You begin a grueling training regimen to enhance your abilities.
Prerequisites: Monk 6
Benefit: You may take as general feats any feats that your Monk could take as a 6th level bonus feat, regardless of the prerequisites.

Dirge of Doom
You have learned how to inspire dread in your enemies.
Prerequisites: Bard 6
Benefit: You gain the Dirge of Doom performance as an 8th level Bard.

Elemental Wild Shape
You learn the form of an elemental.
Prerequisites: Druid 6
Benefit: You can use wild shape to change into a Medium elemental; this functions as elemental body II.

Energy Resistance
You are able to tolerate energy that would harm others.
Prerequisites: Character level 6th
Benefit: Choose one type of energy (acid, cold, electricity, fire, or sonic). You gain resistance 2 to that type of energy, or your existing resistance to that type of energy increases by one category: 2, 5, 10, 20, 30, +10 each additional step. This feat does not stack with energy resistance granted by magical items or nonpermanent magical effects.
Special: You can take this feat multiple times.

Epic Spell
You are able to cast much more potent spells than other casters of your level.
Prerequisites: Ability to cast 3rd level spells, Caster level 6
Benefit: Choose one 4th level spell from your class, bloodline, domain, mystery, etc spell list. You are able to cast this spell once per day.
Special: This feat may be taken more than once, each time it either applies to a new spell or lets you cast an already known spell one more time per day.

Evasion
While not as nimble as some, you’re more nimble than most.
Prerequisites: Character level 6th, Dex 17, Lightning Reflexes
Benefit: You gain Evasion. If you already have Evasion from another source, you instead gain Improved Evasion.
[Normally I wouldn't advocate making this a feat, but without it the Rogue and Monk would never get Improved Evasion, and the Ranger would never get Evasion. I figure the Dex 17 requirement will exclude most of the heavily armored types.]

Excelling Flurry
You are able to strike more proficiently when using flurry of blows.
Prerequisites: Monk 6
Benefit: Your Flurry of Blows is calculated as though you are Monk 7.

Expanded Caster Stamina
You gain the ability to cast more spells per day.
Prerequisites: Character level 6
Benefit: You gain 1 or more new spell slots, with spells levels totaling to half of your caster level. Treat 0th level spells as ½. Thus, a sixth level Wizard could gain one 3rd level slot, one 1st and one 2nd level slot, three 1st level slots, or 6 0th level slots. This feat cannot provide spell slots higher than you can already cast. If using Elements of Magic then you gain a number of spell points equal to your caster level.
Special: You may take this feat multiple times; each time you take it, it provides more spell slots.

Extra Favored Terrain
Through exploration of the world you feel at home in a second type of terrain.
Prerequisites: Ranger 6
Benefit: You gain a second favored terrain.
Special: You must choose a terrain you have spent a significant amount of time in.

Flurry Master
Your flurry of blows reaches a pinnacle of technique.
Prerequisites: Monk 6, Excelling Flurry
Benefit: Your Flurry of Blows is calculated as though you are Monk 8.

Uncanny Prescience
Backstabbing others has taught you how to avoid the same fate.
Prerequisites: Rogue 6
Benefit: You gain Uncanny Dodge. If you already have Uncanny Dodge from another source, you instead gain Improved Uncanny Dodge.

Greater Domain Power
Your deity grants you a powerful boon.
Prerequisite: Cleric or Oracle 6, Domain power granted at 8th level
Benefit: You receive the 8th level domain power for one of your domains.

Greater Mercy
You stand tall as a beacon for your allies.
Prerequisites: Paladin 6, Heal 6 ranks, Skill Focus: Heal
Benefit: You qualify for mercies as though you are Paladin 9.

Greater Schooling
Your research and diligence grants you a powerful new ability.
Prerequisite: Wizard 6, School power granted at 8th level
Benefit: You receive your 8th level school power.

Greater Shielded Approach (Combat)
Advancing on enemy lines is much safer with a stout shield in hand.
Prerequisites: BAB +8, Greater Shield Focus, Shielded Approach
Benefit: You no longer need to specify a target for the Shielded Approach feat. It applies to all opponents that are closer at the end of the movement than they were at the beginning.

Holy Strikes
You infuse your attacks with the power of your deity.
Prerequisites: Paladin 6
Benefit: Your attacks with non-spell weapons are considered good for the purpose of overcoming damage reduction.

Jack of All Trades
Courtesy of an inquisitive mind, you are able to dabble in a bit of everything.
Prerequisites: Bard 6
Benefit: You can use any skill, even if the skill normally requires you to be trained. Additionally, if you have at least one rank in every skill then your Bard level is considered 4 levels higher for purposes of determining the bonus granted by Bardic Knowledge.

Martial Veteran (Combat)
You are able to qualify for feats that would otherwise require more experience.
Prerequisites: Fighter 6
Benefit: You may select feats with a requirement of up to Fighter 8, and/or with a Base Attack Bonus requirement of up to +8. Additionally, you may select Penetrating Strike as a feat.

Monk Self-Sufficiency
You find a reserve of strength within yourself.
Prerequisites: Monk 6
Benefit: You gain Wholeness of Body as a Monk 7.

Moving Performance
You are able to start a performance on short notice.
Prerequisites: Bard 6
Benefit: You can start a bardic performance as a move action instead of a standard action.

Offensive Training I & II
With practice you enhance your combat prowess.
Prerequisites: Character level 6, BAB less than +5
Benefit: Your BAB is considered 1 point higher, to a maximum of +5, for purposes of meeting feat prerequisites.
Special: In order to qualify for Offensive Training II you must first have Offensive Advancement I.

Offensive Advancement I & II
Your martial skills improve.
Prerequisites: Offensive Training I or Offensive Training II, respectively
Benefit: You gain a permanent +1 increase to your BAB, to a maximum total of BAB +5. The bonus from Offensive Advancement overwrites the effects of the prerequisite Offensive Training feat.

Oversized Two-Weapon Fighting
A familiarity with the weapon allows you to use it equally well in both hands.
Prerequisites: BAB +6, Str 17, Two-Weapon Fighting, Weapon Focus
Benefit: You can use any one-handed weapon with which you have Weapon Focus in your off-hand as though it were a light weapon.

Restoration
You gain the ability to cast Restoration.
Prerequisites: Wisdom 18, Ability to cast 3rd level divine spells, Caster level 6, Heal 6 ranks
Benefit: You can use Restoration, as the spell (paying the material component), with a casting time of 1 hour. This is a spell-like ability that is usable once per day.

Racial Hatred
An encounter with a despised foe has left you both a little wiser and filled with deeper distaste.
Prerequisites: Ranger 6, Must have been injured by the favored enemy
Benefit: The bonus against the favored enemy increases by +1.

Shielded Approach (Combat)
You have learned how to cover your approach with a shield.
Prerequisites: Shield Focus, BAB +4
Benefit: When using a large or tower shield, select one target. While using a move action to move towards the selected target, and still using the shield, any attacks made by your target are resolved as though you have improved cover against the target. This feat has no effect on attacks from opponents other than the one target specified. This cover cannot be used to make Stealth checks.
Special: “Movement towards” is considered to be any movement that ends closer to the target than it began, even if part of the move is away or parallel.

Skill Beyond Your Years
Your proficiency in a skill becomes more apparent.
Prerequisites: Character level 6
Benefit: Pick a skill; the maximum number of ranks you can invest in the skill increases by 3.
Special: You may take this feat multiple times; each time it applies to a new skill.

Skill Under Pressure
Your talent is such that you can perform even under the most pressing situations.
Prerequisites: Rogue 6
Benefit: Select one skill. When making a skill check with this skill, you may take 10 even if stress and distractions normally would prevent you from doing so.
Special: You may take this feat multiple times, selecting a different skill each time.

Step of the Wild Lands
You become a master of the woods, able to track more quickly and move unhindered through forests.
Prerequisites: Ranger 6
Benefit: You gain the Woodland Stride and Swift Tracking class abilities.

Stone to Flesh
You learn to turn stone back into flesh.
Prerequisites: Intelligence 18, Character level 6, Ability to cast 3rd level arcane spells, Craft (alchemy) 6 ranks
Benefit: You can use stone to flesh, as the spell, with an expensive and secret magical ingredient with a market value of 1000 gp and a casting time of 1 day. This is a spell-like ability usable once per week.

Swift Metamagic
You are able to cast spells modified with Metamagic without increasing the spell level.
Prerequisites: Caster level 6, 1 metamagic feat
Benefit: When you take this feat, select a metamagic feat. As a swift action once per day, you may apply this metamagic feat to a spell you cast with no adjustment to the level of the spell cast. Spontaneous casters do not increase the casting time of the spell when using Swift Metamagic.
Special: This feat may be taken multiple times. Each time it is taken, it may be applied to the same metamagic to gain an additional use per day, or it may apply to a different metamagic. In order to apply to a metamagic that boosts a spell level by more than 1, you must already have a number of Swift Metamagic feats equal to the level increase of your chosen metamagic, minus one. For example, in order to apply Swift Metamagic to Empower Spell, which increases spell level by 2, you must already have one Swift Metamagic.

Wondrous Rings
You are able to craft magical rings.
Prerequisites: Character level 6, Craft Wondrous Item
Benefit: You treat rings as wondrous items for the purpose of meeting item creation prerequisites. You must still meet caster level requirements for any ring you create.
 

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