Epic 6/Character Creation

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Epic 6

Rules for E6

Character progression from level 1 to level 6 is as per D&D. Upon attaining 6th level, for each 5000 experience a character gains, they earn a new feat. A diverse selection of feats should be made available in any E6 campaign, however, feats with unattainable prerequisites under this system remain unattainable.

Creating a Character

Creating a character for E6 follows all the same rules as D&D 3.5e. When choosing a race follow the table presented below for determining the number of ability points you use at character creation:

LA Point buy
+0 32
+1 25
+2 18
+3 10
+4 00

Remember that LA and Racial HD are separate. A good example is the Gnoll race, which is LA +1 and has 2 Racial Hit Dice. If you wanted to make a 3rd level Gnoll for E6, you would take 25 point buy, this reduces your LA to 0. Then you would take the 2 Racial Hit Dice and 1 Class Level in a class of your choice.

Additional Feats for E6

As these feats are all homebrew, double-check with your DM to make sure he is using these for his E6 game.

Title Type Pre-requirements Summary
Ability Advancement General Ability Training Your training pays off, and one of your Abilities increases.
Ability Training General You spend time honing one of your Abilities: Strength, Dexterity, Constitution, Intelligence, Wisdom, or Charisma.
Acid Blast General Ability to cast 3rd level spells, ability to cast a Conjuration spell with the acid descriptor. You learn to conjure a powerful acidic blast.
Alignment Master General Cleric level 6, ability to cast spells from an alignment specific domain. Your focus and devotion to an alignment gives you access to a new spell.
Barbaric Resilience General Barbarian 6 Your skin hardens, allowing you to shrug off minor damage.
Bardic Inspiration Bardic Music Bard level 6 Your inspirations are more powerful.
Caster Training General Character level 6, caster level 1 or greater. You become a more accomplished spellcaster.
Cone of Cold General Ability to cast 3rd-level Evocation spells. You are able to harness the element of cold.
Epic Spell General Ability to cast 3rd level spells. Caster level 6. You are able to cast much more potent spells than other casters of your level.
Excelling Flurry General Monk 6 You are able to strike more proficiently when using flurry of blows.
Expanded Caster Stamina General Character Level 6 You gain the ability to cast more spells per day
Expanded Invocation Reservoir General Ability to cast Lesser Invocations Your studying pays off and you learn a new Invocation.
Expanded Spell Knowledge General Caster Level 1 You gain knowledge of new spells.
Extra Domain Access General Wis 18, Cleric level 6, Knowledge (religion) 9 ranks, Extra Domain Power, Skill Focus: Knowledge (religion) Your deity rewards your fervor with access to additional domain spells.
Extra Domain Power General Wis 18, Cleric level 6, Knowledge (religion) 9 ranks, Skill Focus: Knowledge (Religion) You become more closely associated with your deity, and learn a new domain power.
Holy Strikes General Paladin 6 You infuse your attacks with the power of your deity.
Ice Storm General Caster level 6, ability to cast an Evocation spell with the cold descriptor. You gain the ability to call massive storms of frozen ice upon the battlefield.
Imbue Item Item Creation Warlock or Dragonfire Adept Level 6 You may use your supernatural powers to create magic items.
Martial Veteran General, Fighter Fighter level 6th. You are able to qualify for feats that would otherwise require more experience.
Mighty Wild Shape Wild Druid level 6 You learn the form of a large animal.
Restoration General 6th level, ability to cast 3rd-level divine spells, Wisdom 18, Healing 9 Ranks You gain the ability to cast restoration.
Roguish Ability General Rogue 6 Your prowess as a rogue manifests in a new ability.
Skill Beyond Your Years General Character Level 6 Your proficiency in a skill becomes more apparent.
Step of the Wild Lands General Ranger 6 You become a master of the woods, able to track more quickly, and move uninhibited through forests.
Stone to Flesh General 6th level, ability to cast 3rd-level arcane spells, Intelligence 18, Craft (Alchemy) 9 Ranks You learn to turn stone back into flesh.
Swift Metamagic Metamagic 1 Metamagic Feat, Caster Level 6 You are able to cast spells modified with Metamagic without increasing the spell level.
Wall of Fire General Caster level 6th, ability to cast an Evocation spell with the fire descriptor. You gain the ability to create a wall of fire.
Wondrous Rings General 6th level, Craft Wondrous Item You are able to craft magical rings.


Prestige Feats

Arcane Archer

Arcane Archer Training [Prestige] You have begun training as an arcane archer Prerequisite: No other prestige feats, Race: Elf or half-elf, Character Level 6, Feats: Point Blank Shot, Precise Shot, Weapon Focus (longbow or shortbow), ability to cast first level arcane spells Benefit: The following skills become class skills for you: Craft (Int), Hide (Dex). Listen (Wis), Move Silently (Dex), Ride (Dex), Spot (Wis), Survival (Wis), and Use Rope (Dex). In Addition, you gain the arcane archer’s Enhance arrow +1 ability. Special: You may not gain this feat if you already possess any other prestige feats.

Arcane Arrow [Prestige] You have learned the secret of penetrating mundane barriers with your enchanted arrows Prerequisite: Arcane Archer Training, 1 other prestige feat, Spellcraft 8 ranks, Spot 4 ranks, Knowledge (planes) 4 ranks Benefit: you gain the Arcane Archer’s ‘phase arrow’ special ability.

Empowered Arrows [Prestige] Your arrows become more enchanted Prerequisite: Arcane Archer Training, 1 other prestige feat, Spellcraft 8 ranks, Know (arcane) 8 ranks Benefit: you gain the Arcane Archer’s ‘Enchance Arrow +2’ ability.

Flight Mastery [Prestige] You have learned to control your enchanted arrows path in mid-flight. Prerequisite: Arcane Archer Training, Spot 8 ranks, Spellcraft 4 ranks Benefit: you gain the arcane archer’s ‘seeker arrow’ special ability

Hail of Arrows [prestige] You have learned how to fire at multiple targets in one action Prerequisite: Arcane Archer Training, 2 other prestige feats Spot 8 ranks Benefit: you gain the Arcane Archer’s ‘hail of arrows’ ability

War-Arrow Training [prestige] You have learned how to place an area spell upon an arrow. Prerequisite: Arcane Archer Training, Spellcraft 4 ranks, Know (arcane) 4 ranks Benefit: you gain the arcane archer’s ‘imbue arrow’ special ability.

Arcane Trickster

Arcane Trickster Training [Prestige] You have begun training as an Arcane Trickster Prerequisites: Character Level 6, disable device 4 ranks, open lock, 4 ranks, sleight of hand 4 ranks, knowledge (arcane) 4 ranks, sneak attack +2d6, ability to cast mage hand, ability to cast any second level arcane spell, no lawful alignment. Benefit: You gain the following skills as class skills: Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Jump (Str), Knowledge (all skills taken individually) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language (None), Spellcraft (Int), Spot (Wis), Swim (Str), Tumble (Dex), and Use Rope (Dex). You also gain the arcane trickster ability ‘ranged legerdemain 1/day.’

Distraction Training [Prestige] You are trained in distracting your foes and lowering their guard Prerequisite: arcane trickster training, bluff 4 ranks Benefit: you gain the arcane trickster ability ‘impromptu sneak attack 1/day’

Improved Legerdemain [Prestige] Prerequisites: arcane trickster training, concentrate 4 ranks, spell craft 4 ranks Benefit: you gain the arcane trickster ability ‘ranged legerdemain 2/day’

Improved Distraction [Prestige] Prerequisite: arcane trickster training, distraction training, sense motive 4 ranks Benefit: you gain the arcane trickster ability ‘impromptu sneak attack 2/day’

Precision Training [Prestige] Prerequisite: arcane training, 1 other prestige feat, hide 4 ranks, move silent 4 ranks Benefit: you gain sneak attack +1d6, this functions just as the rogue ability and stacks with sneak attack dice form other sources

Archmage

Archmage Training [Prestige] You have begun training as an archmage. Prerequisite: No other prestige feats, Skill Focus (Spellcraft), Skill Focus (Knowledge (arcana), Spell Focus in at least two schools of magic, any two metamagic or item creation feats, Spellcraft 11 ranks, Knowledge (arcana) 11 ranks, ability to cast 3rd-level arcane spells, character level 6th. Benefit: The following skills become class skills for you: Concentration, Craft (alchemy), Knowledge (all skills taken individually), Profession, Search, and Spellcraft. In addition, you gain a +1 to your caster level for every 2 prestige feats you posses. Special: You may not gain this feat if you already possess any other prestige feats.

Arcane Fire [Prestige] You can channel arcane spell energy into bolts of raw magical power. Prerequisite: Archmage Training, Spell Focus (evocation), character level 6th. Benefit: By expending a spell slot of any level you may channel a bolt of pure destructive energy. This bolt is a ranged touch attack with long range (400 feet + 40 feet/caster level) that deals 1d6 points of damage per caster level plus 1d6 points of damage per level of the spell used to create the effect. For instance, a wizard with a caster level of 6 who channels a 3rd-level spell into arcane fire deals 9d6 points of damage to the target if it hits. Special: Learning this feat reduces your caster level by 2.

Arcane Reach [Prestige] You can cast touch spells at range. Prerequisite: Archmage Training, character level 6th. Benefit: You may use spells with a range of touch on targets up to 30 feet away. You must make a ranged touch attack. Special: Learning this feat reduces your caster level by 1.

Improved Arcane Reach [Prestige] You can cast touch spells at greater range. Prerequisite: Archmage Training, Arcane Reach, character level 6th. Benefit: You may use spells with a range of touch on targets up to 60 feet away. You must make a ranged touch attack. Special: Learning this feat reduces your caster level by 1.

Mastery of Counterspelling [Prestige] Spells you counter are reflected upon their caster. Prerequisite: Archmage Training, Spell Focus (abjuration), character level 6th. Benefit: When you counterspell a spell, it is turned back upon the caster as if it were fully affected by a spell turning spell. If the spell cannot be affected by spell turning, then it is merely counterspelled. Special: Learning this feat reduces your caster level by 1.

Mastery of Elements [Prestige] You may alter the elemental components of spells you cast. Prerequisite: Archmage Training, Spell Focus (transmutation), character level 6th. Benefit: You may alter an arcane spell when cast so that it utilizes a different element from the one it normally uses. This feat can only alter a spell with the acid, cold, fire, electricity, or sonic descriptor. The spell’s casting time is unaffected. The caster decides whether to alter the spell’s energy type and chooses the new energy type when he begins casting. Special: Learning this feat reduces your caster level by 2.

Mastery of Shaping [Prestige] You may alter the dimensions of spells you cast. Prerequisite: Archmage Training, Spell Focus (transmutation), character level 6th. Benefit: With this feat you can alter area and effect spells that use one of the following shapes: burst, cone, cylinder, emanation, or spread. The alteration consists of creating spaces within the spell’s area of effect that are not subject to the spell. The minimum dimension for these spaces is a 5-foot cube. Furthermore, any shapeable spells have a minimum dimension of 5 feet instead of 10 feet. Special: Learning this feat reduces your caster level by 1.

Spell-Like Ability [Prestige] Choose a spell you can cast. You gain that spell as a spell-like ability. Prerequisite: Archmage Training, character level 6th. Benefit: When gaining this feat, pick any spell you know. You permanently lose one spell slot of that spell’s level but can cast it as a spell like ability twice per day. You do not use any components when casting the spell, although a spell that costs XP to cast still does so and a spell with a costly material component instead costs you 10 times that amount in XP. Special: This feat can be taken multiple times. Its effects do not stack, each time it applies to a different spell. Learning this feat does not reduce your caster level.

Improved Spell-Like Ability [Prestige] Choose a spell-like ability you posses. You gain additional uses of that ability. Prerequisite: Archmage Training, Spell-Like Ability, character level 6th. Benefit: You can use your chose spell-like ability two additional times per day. Special: This feat can be taken multiple times. Its effects stack. Learning this feat reduces your caster level by 1.

Assassin

Assassin Training [Prestige] You have begun training as an assassin. Prerequisite: No other prestige feats, evil alignment, must kill someone for no other reason than to join the assassins, character level 6th. Benefit: The following skills become class skills for you: Balance, Bluff, Climb, Craft, Decipher Script, Diplomacy, Disable Device, Disguise, Escape Artist, Forgery, Gather Information, Hide, Intimidate, Jump, Listen, Move Silently, Open Lock, Search, Sense Motive, Sleight of Hand, Spot, Swim, Tumble, Use Magic Device, and Use Rope. In addition, you gain the sneak attack ability which deals an additional +1d6 points of damage against an opponent that is denied its Dexterity bonus to AC. This is exactly like the rogue ability of the same name. This bonus on damage stacks with sneak attacks from another source. Special: You may not gain this feat if you already possess any other prestige feats.

Poison Use [Prestige] You have learned how to safely apply poisons to your trade. Prerequisite: Assassin Training, Craft (Alchemy) 4 ranks, character level 6th. Benefit: When applying poison to a weapon, you no longer risk accidentally poisoning yourself.

Assassin’s Guile [Prestige] Your training as an assassin has been augmented by arcane study. Prerequisite: Intelligence 12+, Assassin Training, Spellcraft 4 ranks, character level 6th. Benefit: Choose two spells from the following list: Disguise Self, Detect Poison, Feather Fall, Ghost Sound, Jump, Obscuring Mist, Sleep, and True Strike. You may cast one of these spells per day with a caster level equal to the number of prestige feats you possess.

Assassin’s Trade [Prestige] You have learned how to quickly bring death to the unaware. Prerequisite: Assassin Training, two or more prestige feats, Disguise 4 ranks, Hide 8 ranks, Move Silently 8 ranks character level 6th. Benefit: You gain the Death Attack special ability.

Blackguard

Blackguard Training [Prestige] You have begun training as a blackguard. Prerequisite: No other prestige feats, evil alignment, must have made peaceful contact with an evil outsider, character level 6th. Benefit: The following skills become class skills for you: Concentration, Craft, Diplomacy, Handle Animal, Heal, Hide, Intimidate, Knowledge (religion), Profession, and Ride. In addition, you gain an Aura of Evil. The power of the aura (see the detect evil spell) is equal to the number of prestige feats you posses. Special: You may not gain this feat if you already possess any other prestige feats.

Sunder the Righteous [Prestige] Your devotion to darkness has granted you power to harm the followers of the light. Prerequisite: Blackguard Training, Power Attack, Cleave, Improved Sunder, character level 6th. Benefit: Once per day, you may make a single melee attack against a good aligned target. You add your Charisma modifier (if positive) to the attack roll and deal 1 extra point of damage per prestige feat you posses, plus any bonuses from high Strength or magical effects that normally apply. If you accidentally use this ability feat against a target that is not good, the feat has no effect but is still used up for that day.

Inquisition [Prestige] You have gained the ability to sense the righteous wherever they may lurk. Prerequisite: Blackguard Training, Hide 4 ranks, character level 6th. Benefit: You may use detect good as a spell like ability at will. In addition, any melee weapon you wield is considered evil aligned for the purpose of overcoming damage reduction

Fallen From Grace [Prestige] The lords of corruption favor those who were once pure. Prerequisite: Blackguard Training, one or more paladin levels, character level 6th. Benefit: You immediately gain a number of prestige feats equal to your paladin level/2. For example, a 3rd-level paladin/3rd-level cleric would gain 1 extra prestige feat upon gaining this feat while a 5th-level paladin/1st-level rogue would gain 2. Special: This feat adds to the number of prestige feats you posses as normal in addition to any added by virtue of this feat. Feats gained by this feat do not count towards the limit of prestige feats you may learn.

Lord of Despair [Prestige] Your body has become a conduit for negative energy. Prerequisite: Blackguard Training, two or more prestige feats, Knowledge (religion) 2 ranks, character level 6th. Benefit: You may command or rebuke undead a number of times per day equal to 3 + your Charisma modifier. You command undead as would a cleric who’s level equals the number of prestige feats you posses -2. In addition, the dark energy you wield envelopes you in a malign aura that causes enemies within 10 feet to take a -2 penalty on all saving throws.

Fiendish Servant [Prestige] Your dark masters have granted you an ally from the lower planes. Prerequisite: Blackguard Training, three or more prestige feats, Knowledge (religion) 2 ranks, character level 6th. Benefit: You acquire a fiendish servant that serves you as a guardian, helper, or mount. You may choose from the following: fiendish bat, cat, dire rat, horse, pony, raven, or toad. The servant further gains HD and special abilities based on the number of prestige feats you posses. Five or less prestige feats grant your fiendish servant +2 HD, +1 Natural Armor, +1 Strength, an Intelligence score of 6, and the following special abilities: empathic link, improved evasion, share saving throws, and share spells. Six or more prestige feats grant your fiendish servant +4 HD, +3 Natural Armor, +2 Strength, an Intelligence score of 7, and the ability to speak with you. Special: You may only have one fiendish servant at a time. Should your fiendish servant die, you may call for another one after a year and a day.

Blessing of Darkness [Prestige] The dark masters you serve have invested a spark of the divine in you. Prerequisite: Wisdom 12+, Blackguard Training, three or more prestige feats, Knowledge (religion) 2 ranks, character level 6th. Benefit: You may cast one spell per day from the following list: cause fear, corrupt weapon, cure light wounds, doom, inflict light wounds, magic weapon, and summon monster I (evil creatures only). In addition, you gain a bonus to your saving throws equal to your Charisma modifier (if positive).

Duelist

Duelist Training [Prestige] You have begin the path of the duelist Prerequisite: Character Level 6, no other prestige feats, dodge, mobility, weapon finesse Benefit: The following skills become class skills for you Balance (Dex), Bluff (Cha), Escape Artist (Dex), Jump (Str), Listen (Wis), Perform (Cha), Sense Motive (Wis), Spot (Wis), and Tumble (Dex). In addition, you gain the Duelist ability Improved reaction +2

Defensive Training [Prestige] You have studied the art of anticipating your opponents attacks Prerequisite: Duelist training, perform (dance) 4 ranks Benefit: When not wearing armor or using a shield, a duelist adds 1 point of Intelligence bonus (if any) per prestige feat possessed to her Dexterity bonus to modify Armor Class while wielding a melee weapon. If a duelist is caught flat-footed or otherwise denied her Dexterity bonus, she also loses this bonus.

Graceful Movements [Prestige] Your movements are graceful and lithe Prerequisite: duelist training, perform (dance) 6 ranks, Benefit: you gain the duelist ability ‘grace’

Improved Defensive Training [Prestige] You have a knack for avoiding attacks when on the defensive Prerequisite: duelist training, tumbling 6 ranks, 1 other prestige feat, perform (dance) 6 ranks, sense motive 6 ranks Benefit: if you choose to fight defensively or use total defense in melee combat (also applies to using the combat expertise feat), you gains an additional +1 dodge bonus to AC for each prestige feat you have.

Offensive Training [Prestige] You have learned how to penetrate your opponents defenses Prerequisite: Duelist Training, spot 4 ranks Benefit: you gain the duelist ability ‘precise strike +1d6’

Tumbling Attacks [Prestige] You have learned how to launch deadly charge attacks while tumbling Prerequisite: duelist training, tumbling 4 ranks, jump 4 ranks 1 other prestige feat Benefit: you gain the duelist ability ‘acrobatic charge’

Unpredictable Movements [Prestige] Your movements are quick and hard to anticipate Prerequisite: duelist training, tumbling 4 ranks, perform (dance) 4 ranks, sense motive 4 tanks Benefit: you gain the duelist ability ‘enhanced mobility’


Many Feat contributions taken from: E6: The Game Inside D&D - En World and E6: The Game Inside D&D - on RPG.net