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E6 Modifications

Page history last edited by Gillian 3 months ago

Character progression from level 1 to level 6 is as per standard 3.5 edition. Upon attaining 6th level, for each 5000 experience a character gains, they earn a new feat. 

 

Remember to always CHECK the character creation pages on the wiki for your race and class. I have modified them, and you MUST use the modified version there, not the PH standard.

 

Also: starting funds and all monies found are based on the SILVER standard of my campaign world. See my equipment lists for costs (essentially simply convert gp for prices to sp, so 2 gp item would cost 2 sp instead).

 

Abilities: 

PCs will be generated on the 28 point buy chart. 

 

Races: all my standard races (humans, half-elves and half-orcs); including my modified elves, dwarves, hobytlan, marchat, grippli and szathair. When leveling PCs up, ignore any information about levels above 6th. Otherwise, use the website for character advancement, NOT the Player’s Handbook.

 

Classes:

All classes listed on my website are permitted. Some classes are the same as PH classes; others are not. Please do NOT use PH classes without first checking the website. Some PH II classes are also permitted. I have decided to permit paladins, with lawful good and lawful neutral alignments permitted. See me to discuss “behaviors” of paladins. Essentially - pick one of the "saints" of my campaign world to follow, and use their codes of behavior/ethics. Monks are still not a permitted class.

 

Multiclassing: an E6 character is free to multiclass but must meet all the standard requirements, and their total class level may never exceed 6. 

 

Prestige Classes: it is hard to take more than a couple of levels of any prestige class in E6. However, they are NOT forbidden. As above, see the wiki to determine which prestige classes are permitted. 

 

Skills:

No changes have been made in the skills from the standard PH rules, except for Read/Write and Speak Languages. 

 

SPEAK LANGUAGE (NONE; TRAINED ONLY)

Speak language works differently from most skills.

 

Skill 

Points  Effect 

 

0   Can't understand it. Shout slowly in a language you know and point.

1    Short, simple phrases. "High school french." Always roll to understand. 

2    Accented speech. Roll for complex topics or to hide accent. 

3    Unaccented speech. Native speaker level. Roll for obscure topics. 

4    Academic/poetic speech. Someone who studies the language. Only roll for extremely obscure topics.

5       Skilled linguist/highly educated native speaker. Only roll when attempting to comprehend related languages.

 

Your free starting languages are at 3 for the primary language and 2 for any others (see starting languages listed for each race). You may increase these with skill points. The PC may always choose what his primary language is. Ex: an elf raised in Greenvale will know Elven and ‘Valer. He may choose either as his primary language, depending on his character background.

 

Feats:

I am not providing an absolute list of allowed feats, but it can be generally assumed that if a 6th level character can earn a feat, it is available. This includes PH, PHII and the “Complete” classbooks. There is a list of feats now on the Wiki; this is not an absolutely final list, but is fairly complete. If a feat you want is not there, talk to me.

 

EXTRA FEATS

 

Companion Improvement [General]   

Prerequisite: Ranger class, 6th level  

Benefit: Ranger adds +1 to level (after dividing by 2) to calculate Animal Companion abilities. May be taken up to 3 times.  

 

 

Expanded Spell Knowledge [General] 

Benefit: You learn 1 or more new spells known, with spell levels totaling to half of your caster level (round down, and treat a new 0th-level slot as 1⁄2). Thus, a sixth level Sorcerer could gain one 3rd level spell known, one 1st and one 2nd level spell, three 1st level spells, or 6 0th-level spells. This feat cannot provide spells known of a level higher than you can already cast.

Special: You may take this feat multiple times; each time you take it it provides more slots.

 

Expanded Caster Stamina [General] 

Prerequisite: Character Level 6th 

Benefit: You gain 1 or more new spell slots, with spell levels totaling to half of your caster level. Treat 0th level spells as 1⁄2. 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 (a sorcerer can also use this feat). This feat cannot provide spell slots higher than you can already cast.

Special: You may take this feat multiple times; each time you take it, it provides more slots.

 

Open Minded:

You are naturally able to reroute your memory, mind, and skill expertise.

Benefit: You immediately gain an extra 5 skill points. You spend these skill points as normal. If you spend them on a cross-class skills they count as 1/2 ranks. You cannot exceed the normal maximum ranks for your level in any skill.

Special: You can gain this feat multiple times. Each time, you immediately gain another 5 skill points.

 

Restoration Ritual

Prerequisites: 6th level, ability to cast 3rd-level divine spells, Wisdom 18, Healing 9 Ranks 

Benefit: You can use Restoration, as the spell (paying the material component), with a casting time of 1 hour.

 

Stone to Flesh Ritual

Prerequisites: 6th level, ability to cast 3rd- level arcane spells, Intelligence 18, Craft (Alchemy) 9 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.

 

Wondrous Rings 

Prerequisites: 6th level, 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.

 

Ability Training

You spend time honing one of your Abilities: Strength, Dexterity, Constitution, Intelligence, Wisdom, or Charisma.

Benefit: Choose one Ability; you qualify for the Ability Advancement feat for 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.

Prerequisite: Ability Training feat for the chosen Ability.

Benefit: Choose one Ability. You gain a permanent +2 bonus to 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.

 

Wall of Fire (General)

Prerequisites: Caster level 6th, ability to cast an Evocation [fire] spell.

Benefit: Once per day, you may cast wall of fire at your caster level.

 

Ice Storm (General)

Prerequisites: Caster level 6, ability to cast an Evocation [Cold] spell.

Benefit: Once per day, you may cast ice storm at your caster level.

 

Alignment Master (General)

Prerequisites: Cleric level 6, ability to cast spells from either the Good, Evil, Law, or Chaos domains.

Benefit: Choose one of your alignment domains. Once per day, you gain the ability to cast your 4th level domain spell using your divine caster level.

Special: This feat may be taken multiple times. Each time it applies to a different domain.

 

 

Capstone Feats:

 

Martial Veteran [General] 

Prerequisites: Fighter level 6th.

Benefit: You may select feats with a requirement of up to fighter level 8, and with a Base Attack Bonus requirement of up to +8.

Special: A fighter may select Martial Veteran as one of his bonus feats.

 

Roguish Ability [General]

Prerequisite: Rogue level 6th.

Benefit: You learn one rogue special ability. You may take this feat multiple times to learn different abilities.

 

Barbaric Resilience [General]

Prerequisite: Barbarian level 6th.

Benefit: You gain DR 1/-. You may take this feat multiple times – it does stack.

 

Skill Beyond Your Years [General]

Prerequisite: Character level 6th.

Benefit: Pick a skill. Your maximum rank in that skill rises by 2.

Special: You may take this feat more than once. Each time, it applies to a different skill.

 

Mighty Wild Shape [General]

Prerequisite: Druid level 6th.

Benefit: Choose a Large animal. You can wildshape into that animal.

 

Bardic Inspiration [General]

Prerequisite: Bard level 6th.

Benefit: The bonus granted by your inspire courage class feature increases to +2. This feat stacks on itself.

 

Extra Domain Power [General] 

Prerequisites: Wis 18, Knowledge (religion) 9 ranks, Skill Focus: Knowledge (religion), Extra Domain Access, Cleric level 6th.

Benefit: You gain the domain power of one additional domain associated with your deity. This domain must be the same one as that chosen for the Extra Domain Access feat.

 

Extra Domain Access [General]

Prerequisities: Wis 18, Knowledge (religion) 9 ranks, Skill Focus: Knowledge (religion) , Cleric level 6th.

Benefit: You gain access to the domain spell list of one additional domain assciated with your deity. 

 

Caster Training [General]

You become a more accomplished spellcaster.

Requirements: Caster level 1st, character level 6th.

Benefit: Choose a spellcasting class in which you have levels. Your caster level increases by 4, to a maximum of 6, for all purposes in that class. This increase does not raise your effective level in the spellcasting class, just your caster level for spell effects.

Special: This feat may be taken more than once. Each time, it applies to a different spellcasting class.

 

Step of the Wild Lands [General]

Prereq: Ranger level 6th.

Benefit: You gain the Woodland Stride and Swift Tracking abilities, as the ranger class features.

 

Wondrous Rings [General]

Prerequisites: Craft Wondrous Item, character level 6th, caster level 6th.

Benefit: For the purpose of meeting item creation prerequisites, you are treated as having Forge Ring, as if rings were wondrous items. You must still meet caster level requirements for any ring you create.

 

More Powerful Magics:

When a greater effect is needed than is available to an E6 spellcaster, or when a non-caster desires to cast a spell, Incantations can be used. Incantations are very specific ritual-type magical castings that require specific conditions and prerequisites to cast. Often, they are difficult and may be dangerous to cast. Failure to cast an incantation properly can cause great harm to the caster(s). Even a successful casting of an incantation can often put the caster and anyone nearby at risk. Incantations can be found or created; they are often buried in obscure research or lost tomes or ancient libraries. 

 

Incantations take a minimum of one hour to cast, and the caster must make a skill check every ten minutes of casting time. Failing two or more consecutive checks indicates that the ritual has failed, and the negative consequences will be enforced. 

 

Example incantations can be found in the Unearthed Arcana book, but others may be found over the course of a campaign. With the help of the DM, a player may create an incantation to carry out a particular function.

 

 

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