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Soranar
2012-05-06, 06:27 PM
As the title says, plz contribute your favorite E6 builds in this thread, I'll start

Angry Fleshraker


Race: human
Alignment: any chaotic

Progression

Ranger 5 / Barbarian 1

Alternate class features:

arcane hunter (this build is basically meant to kill casters so every little thing helps)
wildshape ranger
urban companion (hawks make great scouts with an insane spot bonus)
Champion of the wild bonus feat: blind fight, more useful than you'd think since your spellcasting is quite limited and you can really use the extra feat at level 4
lion totem barbarian
whirling frenzy
Trap killer (use survival for trapfinding, saves a lot of skillpoints instead of investing in search and disable device)


Feats

Mage slayer feat chain (mage slayer, blind-fight, pierce magical concealment) eats up a bonus feat and 2 feats

Just about every abyssal inheritor feat (makes your natural attack gain +5 to hit and damage, poison, DR and a host of other bonuses) eats up 10 feats.

class utility feats:

extra wildshape, extra rage

14 feats total, still 4 feats open for traditional options (power attack, leap attack, shock trooper, improved bullrush)

Very powerful build in that setting, maximum BAB, lots of attacks, lots of skillpoints and nice skill list

Zonugal
2012-05-06, 08:42 PM
How about these two?

The Soul Reaver
Male Synad Duskblade 5/Soul Eater 1
Size/Type: Medium Aberration (psionic)
Hit Dice: 6d8+12 (45 hp)
Initiative: +1
Speed: 30 ft. (6 squares)
Armor Class: 11 (10 +0 armor +1 Dex), touch 11, flat-footed 10
Base Attack/Grapple: +6/+8
Full Attack: +9/+4 melee (1d3+2/x2; bludgeoning; unarmed strike)
Space/Reach: 5 ft./5 ft.
Special Attacks: Energy Drain
Special Qualities: Darkvision 60ft., Naturally Psionic (3 power points), Threefold Mind, Oracle (1/day), Collective, Multitask (1/day), Arcane Attunement (5/day), Armored Mage (Light & Medium), Arcane Channeling & Quick Cast 1/day.
Saves: Fort +10, Ref +4, Will +3
Abilities: Str 14, Dex 12, Con 14, Int 14, Wis 6, Cha 15
Skills & Skill Tricks: Concentration +11 (9 ranks +2 con), Intimidate +15 (9 ranks +2 int +2 apprentice bonus +2 deformity bonus), Knowledge (Arcana) +7 (5 ranks +2 int), Knowledge (History) +3 (1 rank +2 int), Knowledge (Local) +7 (5 ranks +2 int), Search +3 (1 rank +2 int), Sense Motive +3 (5 ranks -2 wis), Spellcraft +13 (9 ranks +2 int +2 synergy bonus); Collector of Stories
Feats: Alertness, Apprentice (Soldier), Combat Casting, Deformity (Madness), Fiery Burst, Imperious Command, Improved Energy Drain, Improved Unarmed Strike, Spell Drain, Weapon Focus (Unarmed Strike) & Willing Deformity.
Spells per Day (CL 5): 6 0-level (DC 12), 6 1st-level (DC 13), 3 2nd-level (DC 14)
Spells Known: 0-level: Acid Splash, Disrupt Undead, Ray of Frost & Tough of Fatigue; 1st-level: Cause Fear, Jump, Obscuring Mist, Resist Energy & True Strike; 2nd-level: Scorching Ray.
Flaws: Shaky & Weak Will
Languages: Abyssal, Common, Synad, Undercommon
Challenge Rating: 7

Spell List
0-level
Acid Splash: Orb deals 1d3 acid damage.
Disrupt Undead: Deals 1d6 damage to one undead.
Ray of Frost: Ray deals 1d3 cold damage.
Tough of Fatigue: Touch attack fatigues target.
1st-level
Cause Fear: One creature of 5 HD or less flees for 1d4 rounds.
Jump: Subject gains bonus on Jump checks.
Obscuring Mist: Fog surrounds you.
Resist Energy: Ignores the first 10 points of damage per attack from a specified energy type.
True Strike: Add +20 insight bonus to your next attack roll.
2nd-level
Scorching Ray: Ranged touch attack, deals 4d6 fire damage, +1/4 levels (max 3).

The Uber-Thief
Male Vecna-Blooded Human Rogue 3/Silver Key 2/Spymaster 1
Size/Type: Medium Humanoid (human)
Hit Dice: 6d6+0 (21 hp)
Initiative: +1
Speed: 30 ft. ( squares)
Armor Class: 11 (10 + armor +1 Dex), touch 11, flat-footed 10
Base Attack/Grapple: +3/+2
Full Attack: +0 melee (1d4-1/19-20x2; 10ft.; piercing; dagger) or +4 ranged (1d3/19-20x2; 30 ft.; piecing; hand crossbow)
Space/Reach: 5 ft./5 ft.
Special Attacks: Sneak Attack +2d6
Special Qualities: Enigma Aura (1/day; 1 minute), Hidden Spell (1/day), Cloak of Mystery, Evasion, Trap Sense +1, Armored Abjuration, Warder’s Keys, Ward Sense, Crafty Hands, Cover Identity, Undetectable Alignment
Saves: Fort +1, Ref +9, Will +4
Abilities: Str 8, Dex 12, Con 10, Int 18, Wis 10, Cha 12
Skills & Skill Tricks: Appraise +10 (6 ranks +4 int), Balance +8 (5 ranks +1 dex +2 synergy bonus), Bluff +13/+15 in cover identity (9 ranks +1 cha +3 skill focus +2 competence bonus from cover identity), Climb +4 (5 ranks -1 str), Craft (Alchemy) +12 (6 ranks +4 int +2 apprentice bonus), Diplomacy +10 (5 ranks +1 cha +4 synergy bonus), Disable Device +17/+20 regarding traps (9 ranks +4 int +1 insight bonus regarding traps +2 bonus regarding traps +2 circumstance bonus & +2 competence from silver keys), Disguise +12/+16 in cover identity (9 ranks +1 cha +2 synergy bonus +4 competence bonus from cover identity), Forgery +9 (5 ranks +4 int), Gather Information +8/+10 in cover identity (5 ranks +1 cha +2 synergy bonus +2 competence bonus from cover identity), Hide +10 (9 ranks +1 dex), Jump +6 (5 ranks -1 str +2 synergy bonus), Knowledge (Architecture & Engineering) +10 (6 ranks +4 int), Knowledge (Geography) +5 (1 rank +4 int), Knowledge (History) +5 (1 rank +4 int), Knowledge (Local) +9 (5 ranks +4 int), Knowledge (Nobility & Royalty) +5 (1 rank +4 int), Move Silently +10 (9 ranks +1 dex), Open Lock +10 (5 ranks +1 dex +2 circumstance bonus & +2 competence bonus from silver keys), Search +15/+20 regarding traps (9 ranks +4 int +2 synergy bonus to secret doors/compartments +1 insight bonus regarding traps +2 bonus regarding traps +2 circumstance bonus from silver keys), Sense Motive +5 (5 ranks +0 wis), Sleight of Hand +5 (4 ranks +1 dex), Spellcraft +11/+14 regarding traps (5 ranks +4 int +2 precarious apprentice +1 insight bonus regarding traps +2 bonus regarding traps), Tumble +8 (5 ranks +1 dex +2 synergy bonus)
Feats: Apprentice (Craftsman), Dark Stalker, Dodge, Magical Training, Open-Minded (x4), Precarious Apprentice, Skill Focus (Bluff) and Winter’s Blast.
Spells per Day (CL 1): 3 0-level (DC 14), 1 2nd-level (DC 16)
Spells Known: 0-level: Ghost Sound, Prestidigitation & Silent Portal; 2nd-level: Kelgore’s Grave Mist.
Flaws: Frail & Noncombatant
Languages: Common, Dwarf, Elven & Undercommon.
Challenge Rating: 6

Spell List
0-level
Ghost Sound: Create figment sounds.
Prestidigitation: Perform minor tricks.
Silent Portal: Negate sound from door or window.
2nd-level
Kelgore’s Grave Mist: 1d6 cold damage/level , cause fatigue, partially ignore SR.

Wubs
2012-05-07, 01:51 AM
-Changeling or Shifter Any combo of full base attack classes 4/Warshaper 2

Grants you crit immunity, and +4str/con. Abuse natural attacks as a changeling, but as a shifter gain the sweet sweet shifter feat stacking for DR, +str more natural attacks, etc.

-Elan Psionic Classes 5/Leaching Psyche 1

Leaching Psyche lets you mimic class abilities. The Elan race itself gives you some nice protection at low levels (especially resistance) and if the new pathfinder psionic books are allowed, more racial options like fast healing or smooth talker gives you a lot of niceties in E6. Then you stack on psionic talents or similar for even more toughness.

-Pathfinder Ghost Any classes 6

With only 2 LA, its just as sexy as the old ghost (minus the escape to etherealness), and... you can pick up additional powers like Vehemance. Possess an inanimate object and fight your way to glory as one.

-Elan Factotum 6 (assuming capstone is available)

Really want to make that save? The Elan gets you +4 racial bonus to saves when needed along with factotum for INT to saves. Just carry around cognizant crystals to keep yourself powered. Oh yeah, did I mention you're a factotum? Cuz you handle everything like a boss.

-Petal (MM3) Charisma based anything, usually caster

For 2 la... they rock for characters with the insane dexterity, charisma, int, and even some con they give.

-Dvati Dragonfire Adept 6

For 1 la... you get double breath attack *2 every round. In addition, you can have one look different from the other with humanoid shape.

Hyfigh
2012-07-26, 01:47 PM
I hope this isn't too old a post and counted as thread necro...

I have a version of the Mailman that's E6. It's insanely feat intensive and requires plenty of cheese. Nasty as hell, though. He's a Wizard (conjurer, focused specialist) 6; Abrupt Jaunt ACF. Bans Enchantment, Evocation, and Necromancy. Basically uses the same tricks overall as the standard level 20 Mailman, but in a smaller package.

Beastmaster: Druid 6; focusing on his animal companion and a wild cohort. For this level of play the Fleshraker is an obvious choice, but the Riding Dog isn't bad. VoP cheese, Natural Bond, and the like can make for a nasty set of companions.

Swift Hunter: Just a simple Scout 2/Ranger 4 build with Improved Skirmish, etc.

The Shapechanger: Monk 1/Totemist 2/Shapeshift variant Druid 3. Uses the shapeshift variany, flurry of misses, and some Totemist stuff. This isn't super effective and Monk 1/Druid 5 ends up being more versatile simply because of the avian form.

The Ronin: Monk 2/Psychic Rogue 4. With Improved Feint, Hustle, Martial Stance (Assassin's stance), Deep Impact, and Skill Focus (Bluff & Iaijutsu) he's decent. One of my personal favorites just because of flavor.

Orc Frenzy: Whirling Frenzy Lion Spirit Totem Barbarian 1/Soulbound Psychic Warrior 2/Monk 3. The PsyWar can be exchanged for a full BAB if you don't like the concept of having an Ancestral Relic Soulbound Weapon. Anyhow, he uses a Quarterstaff to have 3 attacks. They're all at a -8 when power attacking for full (-2 flurry, -2 whirling frenzy, -4 (or 5 if you went the other route)). It's made back up by charging and applying Reckless Charge and Furious Charge (regional feat). Leap Attack. Headlong Rush. Greater Powerful Charge. Pounce. Profit.

gorfnab
2012-07-26, 05:32 PM
Mystic Ranger 6
Wildshape ACF
Arcane Hunter ACF

Feats (assume Human for race):
1. Magical Training, Education (or Wild Cohort)
3. Knowledge Devotion
6. Sword of the Arcane Order
E1. Natural Spell
E2. Extra Wildshape
E3. Dragon Wildshape

Adrayll
2012-07-26, 07:23 PM
Pixie Warlock is generally pretty fun due to the ridiculous way E6 handles LA. And at L6, a warlock's 3d6/round isn't horrifically out-of-scale yet, especially when you factor in the fact that between point buy and racial, you will hit EVERYTHING'S touch AC. Greater invisibility plus flight plus ranged attacks is nasty in E6.

Lonely Tylenol
2012-07-26, 08:36 PM
Bear Rider:
TN Human (or some other race of your choosing) Druid 5/Beastmaster 1

Feats:
1) Spell Focus (conjuration)
H) Augment Summoning
3) Skill Focus (handle animal)
6) Natural Spell
E1) Extra Wild Shape
E2) Imbued Summoning
E3) Easy Metamagic (Imbued Summoning) or something else if that's not allowed
E4+) Extra Wild Shape

Benefit: Your Druid level for the purpose of animal companions is 9 (5 from Druid, +4 from Beastmaster). If you're small, this could mean an 8 HD riding dog with +3 STR/DEX, +6 NA, etc., or a 6 HD deinonychus (with +2 NA and +1 STR/DEX). If you're medium-sized, you could grab an 8 HD dire wolf or brown bear (with +2 NA and +1 STR/DEX), or a 10 HD rhinocerous (with +2 NA and +1 STR/DEX). In addition, you are also (still) a 5th-level Druid, which means you have access to Wild Shape (and can broaden access to Wild Shape via Extra Wild Shape) and you have 3rd-level spells.

Exemplar of Kord:
CG Human (or some other race of your choosing) Cleric of Kord 4/Spirit Lion Whirling Frenzy Barbarian 1/Prestige Paladin* 1

Domains: Luck and Strength**

Feats:
1) Extend Spell
H) Persistent Spell
3) Mounted Combat
6) Divine Metamagic: Persistent Spell
E1) Extra Rage
E2+) Extra Turning or Extra Rage

*This build assumes that the Paladin variants offered in Unearthed Arcana can also apply to the Prestige Paladin variant, in which case you are a Prestige Paladin of Freedom. This is not RAW. If you can't swing this with your DM, be a LG Cleric of Hieroneous or something, and dip Warblade or Crusader instead.

**If you belong to a game that grants you access to 4th-level domain spells via epic feats or something of the sort, this becomes Competition, for Divine Power. Adjust your feats accordingly.

Benefit: You have 3rd-level spells and a Base Attack Bonus of +5, plus proficiency in martial weapons and all armor. You don't get iterative attacks, but you get a second attack via whirling frenzy, plus the pounce ability. You get access to DMM: Persist, and can apply it to any third-level or lower spells from both the Cleric and Paladin lists, possibly at the lower level for some spells. Some good ones include Blessing of Bahamut (or Diamondsteel or Angelskin, depending on which DR types are best), Find the Gap (synergizes with Power Attack, which you then take), Righteous Fury, Vigor (or Lesser Vigor, depending on urgency; this is assuming that Persisting it overrides the existing cap), and the usual suspects from the Cleric list. You also add Rhino's Rush to your spell list, which doubles the damage you deal on a charge (which is a pretty big deal).

Optional: Power Attack isn't fitted into this build, but is useful to have if you use Find the Gap. If you prefer it, the Devotion feats are available both as ACFs and just as options to take later on.

Master of Many Styles:
Human (or other race of your choosing) Swordsage 4/Crusader 1/Warblade 1

Feats:
1) Exotic Weapon Proficiency (spiked chain)
H) Combat Expertise
3) Improved Trip
6) Martial Study (Iron Heart Surge)
E1) Martial Study (White Raven Tactics)
E2) Martial Study (Insightful Strike)
E3) Martial Stance (Assassin's Stance)

Maneuvers (not a perfect list, but more of an "off the top of my head" deal):
1) Burning Blade, Moment of Perfect Mind, Sapphire Nightmare Blade, Shadow Blade Technique, Charging Minotaur, Stone Bones, Island of Blades (stance)
2) Counter Charge, Flame's Blessing (stance)
3) Action Before Thought
4) Cloak of Deception, Baffling Defense (replacing Counter Charge)
5) Crusader's Strike, Leading the Attack, Foehammer, Mountain Hammer, Stone Vise, Martial Spirit (stance)
6) Emerald Razor, Battle Leader's Charge, Rabid Wolf Strike, Punishing Stance (stance)

Benefits: You know 18 different maneuvers, and can prepare 8 at a time (not counting the Crusader maneuvers). Honestly, the exact maneuver list (and class progression) doesn't matter; it could have been Warblade 4, Crusader 1, and Swordsage 1, with a whole new mix of maneuvers. I just prefer this method because you can capitalize on Swordsage's higher readied maneuvers by keying the Martial Studies to Swordsage and still having some of your best attack maneuvers (like Battle Leader's Charge and Emerald Razor) keyed to Warblade. The alternative method (Warblade 4/Crusader 1/Swordsage 1) would let you key White Raven Tactics and Iron Heart Surge off Warblade (using the best recovery method) and just have a ton of second-level maneuvers via your Swordsage dip.

gorfnab
2012-07-26, 10:04 PM
Bear Rider:
TN Human (or some other race of your choosing) Druid 5/Beastmaster 1

Feats:
1) Spell Focus (conjuration)
H) Augment Summoning
3) Skill Focus (handle animal)
6) Natural Spell
E1) Extra Wild Shape
E2) Imbued Summoning
E3) Easy Metamagic (Imbued Summoning) or something else if that's not allowed
E4+) Extra Wild Shape

E4 or E5 Natural Bond :smallbiggrin:

Azurin or Human UA Expert or UA Warrior 1/ Thief of Life 5

Drow SLA Gish (http://www.minmaxboards.com/index.php?topic=5111.msg73307#msg73307)

Biffoniacus_Furiou
2012-07-27, 12:27 AM
Spellhoarding Dragonwrought Venerable Desert Kobold Loredrake
Martial Wizard (Conjurer) 1/ Stalwart Battle Sorcerer 4/ Mindbender 1
Abrupt Jaunt (Wizard); Evocation and Enchantment prohibited; Draconic Rite of Passage: Charm Person; Greater Draconic Rite of Passage.
Improved Initiative (Wizard 1), Scribe Scroll (Spellhoarding), Eschew Materials (Spellhoarding), Martial Weapon Proficiency: any light or one-handed melee weapon (Battle Sorcerer), Martial Weapon Proficiency and Weapon Focus: any martial weapon (Stalwart Sorcerer).
Hummingbird familiar via Sorcerer (Thrush stats, +4 initiative).
At least one flaw; Collegiate Wizard, Dragonwrought, Draconic Reserve, Mindsight.

Capabilities: Telepathy 100 ft., Mindsight, 9th level Wizard spellcasting, your spells are written on your scales instead of in a spellbook so they can never be lost or taken away. You automatically know and have scribed (7+Int bonus) 1st level, eight 2nd level, eight 3rd level, eight 4th level, and four 5th level spells. You also have all the benefits of a Spellhoard per Spellhoarding, including spending a scribed spell to cast it as though from a scroll; note you can scribe the same spell onto your scales multiple times to fuel Spellhoard abilities, at 100 gp per spell level per copy.

My personal choices for 4th and 5th level spells, considering this is E6:
4th: Greater Invisibility, Lesser Globe of Invulnerability, Black Tentacles, Solid Fog, Enervation, Heart of Earth, Greater Resistance, Summon Undead IV or Animate Dead.
5th: Teleport, Wall of Stone, Transmute Rock to Mud, Overland Flight.