Abemad
2011-06-04, 10:36 AM
Okay, so I've wanted to run the TGDQ modules (temple of elemental evil and queen of the spiders) for a while now. But, at the same time I've wanted to try E6, mostly because i feel that high level play gets a bit silly... :smalltongue:
So, to compromise, I thought i'd use E10, with the following modifications.
Spells
Only spells of level 3 or lower exists. Level 4 and 5 spells slots are exclusively for metamagic or meeting feat requirements.
New Feats
Divine spell power [General]
Prerequisite: Ability to cast 4th level divine spells
Benefit: You may choose a 4th level spell normally available to your class. That spell is now usable as a spell like ability 1/week.
Special: When choosing this feat, you permanently lose 4th level spell slot. You must have the DM’s permission to choose the spell.
Bonus spell slots may also be “lost” for the purpose of this feat, but if you later lose them, you also lose the ability to use the spell like ability, until you regain them.
Greater divine spell power [General]
Prerequisite: Ability to cast 5th level divine spells
Benefit: You may choose a 5th level spell normally available to your class. That spell is now usable as a spell like ability 1/month.
Special: When choosing this feat, you permanently lose a 5th level spell slot. You must have the DM’s permission to choose the spell.
Bonus spell slots may also be “lost” for the purpose of this feat, but if you later lose them, you also lose the ability to use the spell like ability, until you regain them.
Arcane spell power [General]
Prerequisite: Ability to cast 4th level arcane spells
Benefit: You may choose a 4th level spell normally available to your class. That spell is now usable as a spell like ability 1/week.
Special: When choosing this feat, you permanently lose 4th level spell slot. You must have the DM’s permission to choose the spell.
Bonus spell slots may also be “lost” for the purpose of this feat, but if you later lose them, you also lose the ability to use the spell like ability, until you regain them.
Greater arcane spell power [General]
Prerequisite: Ability to cast 5th level arcane spells
Benefit: You may choose a 5th level spell normally available to your class. That spell is now usable as a spell like ability 1/month.
Special: When choosing this feat, you permanently lose a 5th level spell slot. You must have the DM’s permission to choose the spell.
Bonus spell slots may also be “lost” for the purpose of this feat, but if you later lose them, you also lose the ability to use the spell like ability, until you regain them.
Greater rage [Capstone]
Prerequisite: Barbarian 10
Benefit: Your bonuses to strength and constitution during a rage increases to +6, and your bonus to will saves increases to +3. Your penalty to AC remains at -2.
Greater flurry [Capstone]
Prerequisite: Monk 10
Benefit: You gain a second extra attack at your highest attack bonus.
Master rogue [Capstone]
Prerequisite: Rogue 10
Benefit: You may choose an additional rogue special ability (see the rogue class for more information).
Special: You may choose this feat multiple times, each time you gain a new special ability.
Martial Prowess [Fighter, Capstone]
Prerequisite: Fighter 10
Benefit: Your base attack bonus increases by 1.
Forge ring [Item creation]
Prerequisite: Caster level 8th, craft wondrous item.
Benefit: You may create magical rings, provided you meet all the requirements.
Craft rod [Item creation]
Prerequisite: Caster level 8th, craft wand.
Benefit: You may create magical rods, provided you meet all the requirements.
Craft staff [Item creation]
Prerequisite: Caster level 10th, craft rod, craft wand.
Benefit: You may create magical staves, provided you meet all the requirements.
Ability training [General]
Benefit: Choose one ability, you qualify for the ability advancement feat for that ability.
Special: This feat may be chosen multiple times, its effect do not stack. Each time you take this feat, it applies to a different ability.
Ability advancement [General]
Prerequisite: Ability training in the chosen ability
Benefit: Chose one ability. You gain a permanent +2 bonus to that ability.
Special: This feat may be chosen multiple times, its effect do not stack. Each time you take this feat, it applies to a different ability.
Class changes
Spontaneous spellcasters may choose metamagic affected version of spells known, for example, a sorcerer may select empowered fireball as a 5th level spell known, with the normal casting time of 1 standard action, even if he doesn’t know the fireball spell or have the empower spell feat.
Sorcerers gain draconic heritage as a bonus feat at 1st level, and an additional draconic feat at 5th and 10th level. (Draconic legacy gives 3 spells known, a level 1, 3 and 5. The spells are decided by the DM, but the player is welcome to make suggestions.)
A ranger’s effective druid level for determining his animal companion’s abilities is equal to his ranger level -4.
A druid does not gain an animal companion.
The question is, what do I do with racial hit dice? At some point i'll need giants with class levels... Maybe I could simply replace hit dice with class levels, up to a maximum of 10 class levels, and let them keep the rest as a bonus?
Anywho, would the players have a chance of beating the modules? Are the feats and class changes balanced?
So, to compromise, I thought i'd use E10, with the following modifications.
Spells
Only spells of level 3 or lower exists. Level 4 and 5 spells slots are exclusively for metamagic or meeting feat requirements.
New Feats
Divine spell power [General]
Prerequisite: Ability to cast 4th level divine spells
Benefit: You may choose a 4th level spell normally available to your class. That spell is now usable as a spell like ability 1/week.
Special: When choosing this feat, you permanently lose 4th level spell slot. You must have the DM’s permission to choose the spell.
Bonus spell slots may also be “lost” for the purpose of this feat, but if you later lose them, you also lose the ability to use the spell like ability, until you regain them.
Greater divine spell power [General]
Prerequisite: Ability to cast 5th level divine spells
Benefit: You may choose a 5th level spell normally available to your class. That spell is now usable as a spell like ability 1/month.
Special: When choosing this feat, you permanently lose a 5th level spell slot. You must have the DM’s permission to choose the spell.
Bonus spell slots may also be “lost” for the purpose of this feat, but if you later lose them, you also lose the ability to use the spell like ability, until you regain them.
Arcane spell power [General]
Prerequisite: Ability to cast 4th level arcane spells
Benefit: You may choose a 4th level spell normally available to your class. That spell is now usable as a spell like ability 1/week.
Special: When choosing this feat, you permanently lose 4th level spell slot. You must have the DM’s permission to choose the spell.
Bonus spell slots may also be “lost” for the purpose of this feat, but if you later lose them, you also lose the ability to use the spell like ability, until you regain them.
Greater arcane spell power [General]
Prerequisite: Ability to cast 5th level arcane spells
Benefit: You may choose a 5th level spell normally available to your class. That spell is now usable as a spell like ability 1/month.
Special: When choosing this feat, you permanently lose a 5th level spell slot. You must have the DM’s permission to choose the spell.
Bonus spell slots may also be “lost” for the purpose of this feat, but if you later lose them, you also lose the ability to use the spell like ability, until you regain them.
Greater rage [Capstone]
Prerequisite: Barbarian 10
Benefit: Your bonuses to strength and constitution during a rage increases to +6, and your bonus to will saves increases to +3. Your penalty to AC remains at -2.
Greater flurry [Capstone]
Prerequisite: Monk 10
Benefit: You gain a second extra attack at your highest attack bonus.
Master rogue [Capstone]
Prerequisite: Rogue 10
Benefit: You may choose an additional rogue special ability (see the rogue class for more information).
Special: You may choose this feat multiple times, each time you gain a new special ability.
Martial Prowess [Fighter, Capstone]
Prerequisite: Fighter 10
Benefit: Your base attack bonus increases by 1.
Forge ring [Item creation]
Prerequisite: Caster level 8th, craft wondrous item.
Benefit: You may create magical rings, provided you meet all the requirements.
Craft rod [Item creation]
Prerequisite: Caster level 8th, craft wand.
Benefit: You may create magical rods, provided you meet all the requirements.
Craft staff [Item creation]
Prerequisite: Caster level 10th, craft rod, craft wand.
Benefit: You may create magical staves, provided you meet all the requirements.
Ability training [General]
Benefit: Choose one ability, you qualify for the ability advancement feat for that ability.
Special: This feat may be chosen multiple times, its effect do not stack. Each time you take this feat, it applies to a different ability.
Ability advancement [General]
Prerequisite: Ability training in the chosen ability
Benefit: Chose one ability. You gain a permanent +2 bonus to that ability.
Special: This feat may be chosen multiple times, its effect do not stack. Each time you take this feat, it applies to a different ability.
Class changes
Spontaneous spellcasters may choose metamagic affected version of spells known, for example, a sorcerer may select empowered fireball as a 5th level spell known, with the normal casting time of 1 standard action, even if he doesn’t know the fireball spell or have the empower spell feat.
Sorcerers gain draconic heritage as a bonus feat at 1st level, and an additional draconic feat at 5th and 10th level. (Draconic legacy gives 3 spells known, a level 1, 3 and 5. The spells are decided by the DM, but the player is welcome to make suggestions.)
A ranger’s effective druid level for determining his animal companion’s abilities is equal to his ranger level -4.
A druid does not gain an animal companion.
The question is, what do I do with racial hit dice? At some point i'll need giants with class levels... Maybe I could simply replace hit dice with class levels, up to a maximum of 10 class levels, and let them keep the rest as a bonus?
Anywho, would the players have a chance of beating the modules? Are the feats and class changes balanced?