PDA

View Full Version : So I'll be running E6



Lord Vukodlak
2013-07-26, 09:19 PM
So after looking into the rules I decided to run E6 in pathfinder for my next campaign. I told my group about the rules and their really excited about it. For those unfamiliar the basics of E6 is thus you reach level six and stop leveling up from that point on you gain a feat every 5,000xp.

For those familiar with E6 I'm trying to decided what feats to allow. I've collected an array from a variety of sources, so few of these are actually mine, though I have made some modifications to some of them.
So what I'm looking for is advice are these good options are they bad options.

GENERAL CAPSTONE FEATS

Ability Advancement [Combat]
You've spent time perfecting one of your abilities.
Benefit: Choose one Ability Score; you gain a permanent +1 bonus to that ability score.
Special: You may take this feat multiple times, however, it may only be taken twice for each ability score.

Breakthrough Artificer
Prerequisite: Caster level 6th, INT, WIS, or CHA 18;
Benefit: Your effective caster level is treated as being two levels higher for the purposes of crafting magic items.
Special: This feat can only be taken once.

Skill Beyond Your Years
Prerequisite: Character Level 5
Benefit: Your Maximum Ranks For Class Skills Rise by 2
Special: This feat can only be taken once.

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. 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

Forge Ring [Item Creation]
Prerequisite: Caster Level 6th; Craft Wondrous
Benefit: You can create any ring whose prerequisites you meet.

Craft Staff [Item Creation]
Prerequisite: Caster Level 6th; Craft Wand
Benefit: You can create magical staves

Expanded Spell Power
Prerequisite: Caster level 6th
Benefit: You gain 1 or more new spell slots, with spell levels totalling 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. This feat cannot provide spell slots higher than you can already cast.

Expanded Spell Knowledge
Prerequisite: Ability to cast spells spontaneously
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 learn one 3rd level spell, 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, you may learn new spells.

Swift Metamagic (Metamagic)
Prerequisite: Metamagic feats (see below), Caster Level 6
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.
Special: You must have a number of Swift metamagic feats equal to the level increase of your chosen metamagic, minus one, to take this feat. For example, Empower Spell, which boosts the level of a spell by 2, has a prerequisite of 1 Swift feat. Extend Spell, which has an increase of 1, would have no prerequisites. This feat may be taken multiple times.

BARD CAPSTONE FEATS
Bardic Inspiration
Prerequisite: Bard level 6th
Benefit: The bonus granted by your inspire courage ability increases to +3

Dirge of Doom
Prerequisite: Bard 6, Bardic Inspiration
Benefit: You gain access to the Bard Song ability Dirge of Doom.

Experienced Performer
Prerequisite: Bard 6, Perform (any) 6 ranks, Skill Focus: Perform (any)
Benefit: You may start a bardic performance as a move action instead of a standard action.

Lingering Song
Your inspirational bardic music stays with the listeners even after the last note has died away.
Prerequisite: Bardic Music
Benefit: If you use Bardic Music to Inspire Courage or Inspire Competence, the effect lasts for a number of additional rounds equal to the number of rounds that your performance lasted.

BARBARIAN CAPSTONE FEATS
Barbaric Resilience
Prerequisites: Barbarian level 6th.
Benefit: You gain DR 1/-

Skin Like Iron
Prerequisites: Barbarian 6, Barbaric Resilience
Benefit: Your DR improves to 2/-

Focus Your Rage
Prerequisites: Barbarian 6th.
Benefit: You are considered 8th level for the purpose of qualifying for Rage Powers.

Extended Rage
Prerequisite: Rage class feature.
Benefit: You can rage for 6 additional rounds per day.
Special: You can gain Extra Rage multiple times. Its effects stack.
*Included for reminder purposes

Extra Rage Power
Prerequisite: Rage power class feature
Benefit: You gain one additional rage power. You must meet all of the prerequisites for this rage power.
Special: You can take this feat multiple times.

CLERIC CAPSTONE FEATS
Domain Mastery[Cleric]:
Prerequisite: 6th-level cleric
Benefit: Choose one of your domains with a domain power that becomes available at 8th-level. You gain use of that power.
Special: If you have multiple domains that fit this requirement, you may select this feat once for each..

Extra Domain:
Prerequisite: 6th Level Cleric, Knowledge (Religion) 6 Ranks, Skill Focus: Knowledge (Religion)
Benefit: You gain an additional domain associated with your deity.
Special: This feat can be taken once.

Legendary Channeling
Prerequisite: 6th-level cleric
Benefit: The amount of damage dealt or healed by your channel energy increases to 4d6.

DRUID CAPSTONE FEATS
Legendary Companion
Prerequisite: 6th-level druid, animal companion class feature.(not the animal domain), Handle Animal 6 Ranks
Benefit: Your druid level is considered to be two higher for the purposes of determining your animal companion's abilities.

Domain Mastery[Druid]:
Prerequisite: 6th-level Druid, domain nature bond[not animal]
Benefit: Your effective druid level for your domain powers becomes 8th if the domain grants energy resistance protection rises from Ten to Fifteen.

Extra Wild Shape
Prerequisite: 6th-level druid
Benefit: You can wild shape an additional time a day.
Special: You may take this feat any number of times.

FIGHTER CAPSTONE FEATS

Master Combatant [Combat]
Mastery of your craft has increased the effectiveness of your fighter special abilities.
Prerequisite: Fighter 6
Benefit: You acquire Armor Training 2, and your Bravery increases to +3. You may also choose a second group of weapons with which to gain the Weapon Training Bonus, however, your bonus does not increase.

Master of Arms [Combat]
Prerequisites: Fighter 6th.
Benefit: You may select feats with a requirement of up to fighter level 10, and with a Base Attack Bonus requirement of up to +10. In addition, you may choose to use any other feats you know which look at BAB as if your BAB were +10 (feats like Deadly Aim, Combat Expertise and Power Attack).

Weapon Mastery
You have chosen a singular weapon with which to devout yourself to
Prerequisites: Fighter 6th, Weapon Focus, Weapon Specialization, Master of Arms, Improved Critical(same weapon) and Greater Weapon Focus;
Benefit:With your chosen weapon irrelative attacks are at minus 3 instead of minus 5. So your base attack bonus is +6/+3/+0
Special You may take this feat once
*This one I'm wafting on, I wanted something to illustrate a fighter's mastery of combat. After all the fighter's big deal as a martial character is a ton of feats which becomes less meaningful the longer a E6 campaign goes on.

MONK CAPSTONE FEATS
Sickening Fist (Combat)
Prerequisite: 6th-level monk
Benefit: Instead of stunning the target of a stunning fist, you may make them sickened for one minute.

Excelling Flurry
Prerequisites: Monk level 6th.
Benefit: Your Flurry of Blows base bonus goes from +4/+4/-1 to +5/+5/+0. In addition, you qualify for feats that a Monk may take as 6th level bonus feats.

Wholeness of Body
Prerequisites: Monk level 6th.
Benefit: You can heal your own wounds as a standard action. You can heal a number of hit points of damage equal to your monk level by using 2 points from your ki pool.

Enlightened Spirit
The order of the universe flows through your mastery of ki
Prerequisite: Monk 6
Benefit: You gain the Ki Pool (silver and cold-iron) benefit.

Extra Ki:
Prerequisite: Ki pool class feature.
Benefit: Your ki pool increases by 2. Special: You can gain Extra Ki multiple times. Its effects stack.
*included for reminder purposes

GUNSLINGER CAPSTONE FEATS
Dirty Deeds
Prerequisites: Gunslinger 6th.
Benefit: You are considered 7th level for the purpose of determining what Deeds you can perform.

Extra Grit(Grit)
You have more grit than the ordinary gunslinger.
Prerequisites: Grit class feature
Benefit: You gain 2 extra grit points at the start of each day, and your maximum grit increases by 2.
Normal: If you are a gunslinger, you gain your Wisdom modifier in grit points at the start of each day, which is also your maximum grit..
Special: You can take this feat multiple times.
*included for reminder purposes

Master Gunman
Prerequisites: Gunslinger 6th.
Benefit: You may select feats with a requirement of up to gunslinger level 10, and with a Base Attack Bonus requirement of up to +10. In addition, you may choose to use any other feats you know which look at BAB as if your BAB were +10 (feats like Deadly Aim and Combat Expertise).

PALADIN CAPSTONE FEATS
Divine Aura
Prerequisite: Holy Strikes, Paladin 6th
Benefit: You gain the Aura of Resolve

Enhanced Spell Ability[Paladin]
Prerequisites: Paladin Level 6th,
Benefit: You cast spells as a 7th level Paladin

Grand Mercy
Your ability to learn mercies is greatly enhanced
Prerequisites: Paladin 6th level, Heal 6 Ranks.
Benefit: You qualify as a 9th level paladin for the purposes of learning mercies however using one of those mercies uses up two of his lay on hands perday.

Extra Mercy
Your lay on hands ability adds an additional mercy.
Prerequisites: Lay on hands class feature, mercy class feature.
Benefit: Select one additional mercy for which you qualify. When you use lay on hands to heal damage to one target, it also receives the additional effects of this mercy.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take this feat, select a new mercy.
*included for reminder purposes

Extra Lay On Hand
Prerequisite: Lay on hands class feature.
Benefit: You can use your lay on hands ability two additional times per day. Special: You can gain Extra Lay On Hands multiple times. Its effects stack.
*included for reminder purposes

RANGER CAPSTONE FEATS
Step of the Wild Lands
Prerequisites: Ranger level 6th.
Benefit: You gain the Woodland Stride and the Swift Tracking abilities.

Extra Favored Terrain
Prerequisites: Ranger 6th.
Benefit: You may select a second Favored Terrain. However, your terrain bonuses do not improve.

Enhanced Spell Ability[Ranger]
Prerequisites: Ranger Level 6th, Wis 14
Benefit: You cast spells as a 7th level ranger.

ROGUE CAPSTONE FEATS
Masterful Sneak Attack
Prerequisite: 6th-level rogue or ninja
Benefit: Your sneak attack damage is increased to 4d6.

Extra Rogue Talent
PrerequisiteRogue 2
Benefit: You learn one Rogue Talent of your choice.
Special: You can take this multiple times.
*included for reminder purposes

Advanced Rogue Talent
Prerequisite: Rogue 6, Extra Rogue Talent feat
Benefit: You learn one Advanced Rogue of your choice.
This feat can be taken once.

SORCERER CAPSTONE FEATS
Awakened Bloodline
Prerequisite: Sorcerer 6
Benefit: You gain your bloodline's bonus 3rd level spell, and its 9th level granted bloodline power.

WIZARD CAPSTONE FEATS
School Mastery
Prerequisite: Wizard 6, Knowledge (Arcana) 6 ranks
Benefit: You gain the eighth level specialist power from your chosen school. If you have chosen the Abjuration School, you instead increase your Resistance ability from 5 to 10.

Ritual Magic
Prerequisites: 6th Level, ability to cast 3rd level spells
Benefit: You are capable of casting or leading ritual spells to create powerful magical effects, you may substitute your caster class’s key ability modifier in place of intelligence on any skill checks. Being capable of casting a ritual and knowing a ritual are two different things and few casters will part with the knowledge easily.
Supplicants who aid in a ritual casting don't require full knowledge of the ritual or the feat.

Example Rituals
Invocation of the Soul
Conjuration
Skill Check: Spell Craft DC 34, 5 Successes, Craft Alchemy 26, 2 Successes, and
Knowledge: The Planes DC 26, 2 Successes.
Failure: [see text]
Components: V, S, M, F, XP
Casting Time: 9 Hours
Range: Touch
Target: Dead Creature
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
Material Component: A Supply of Chrysm worth 25,000gp.
Focus: A Magical Laboratory costing 10,000gp and containing a sacred cauldron from which the dead can rise from the waters.(included in the cost)
XP 1,000
This ritual found within the pages The Émigré Manuscript has the power to restore a subject to life even if there body no longer exists. The caster must have some personal connection to the subject either having known them in life or is a close friend to someone with that connection who then must be present and aids in the ritual. (Though this doesn’t make it any easier), After five failures the caster gains a +1 Competence bonus on the ritual to resurrect that individual, after ten additional failures this bonus rises to +2, after twenty more failures this bonus rises to +3. Using a young healthy human sacrifice removes the xp cost and provides another +2 bonus on skill checks. Should the ritual succeed the subject is restored to life as if a True Resurrection spell had been cast with no memory of having died.

Unlike most rituals failing the does necessarily consume the material component, but obviously the sacrifice if used remains dead and the caster can’t make another attempt for 1d4 days.
Failure:
01-50: The spell creates a monster, an undead, an aberration or some other horror that will haunt the site of the failed resurrection until destroyed. The creature is not hostile to the caster but does not obey him either.
51-91: The caster must make a DC 20 will save or lose their minds, they are permanently geased to perform the ritual to resurrect the subject but due to there mental instability they always fail.(ignore any future result on the table above 90) If they succeed on the save they gain a -2 circumstance penalty on the will save for the next time, this penalty stacks until they succeed in performing the ritual.
91-98: The soul is brought back but in a horrible abomination of a body which turns on the caster and tries to kill him
98-99: The subject returned to life for 1d4 rounds and able to impart only a few words before its body disintegrates to dust the material component is consumed if this occurs.
100: The caster is transformed into a Lich(see modified template), his phylactery is the cauldron which fuses to the site of the ritual and can’t be removed. Alignment shifts permanently to evil and the material component is consumed.

*If it seems like this ritual was designed to be near impossible to complete under E6 but easily repeatable so as to release untold horrors into the world while slowly driving the caster insane… the answer is yes. Rather then bother with easier to cast raise dead or a resurrection I skipped right to the end. Those failures are just guidelines

Stone to Flesh [Spell]
Transmutation
Skill Check: Spell Craft DC 24 2 successes, Craft Alchemy 24, 4 Successes
Failure: Mixture explode dealing 4d6 acid damage to the caster and there is a 5% chance it dissolves the petrified subject killing them instantly.
Components: V, S, M
Casting Time: 6 Hours
Range: Touch
Target: One petrified creature
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
This spell creates a potent alchemical concoction that will restore a petrified creature to its normal state, The creature must make a DC 15 Fortitude save to survive the process. Any petrified creature, regardless of size, can be restored.
Upon completion of this spell the caster becomes exhausted
Material Components: Expensive Alchemical Regents costing 1000gp

Sanctify Site
Evocation [Good]
Skill Check: Knowledge (Religion) DC 27, 5 successes, and Spellcraft DC 27, 1 success
Failure: The caster and all participants are cursed.
Components: V, S, M, F, SC
Casting Time: 6 hours (minimum)
Range: Touch
Area: 120-ft.- radius emanation centered on touched point
Duration: Instantaneous
Saving Throw: See text
Spell Resistance: See text
This ritual makes a particular site, building, or structure a holy site, most churches have knowledge of this ritual however it is rarely used, the expensive material components and focus make it a target for thieves and gathering together that many clerics in one place makes it a target for rival churches

The Hallowed Area has four major effects
First, the site is warded by a magic circle against evil effect.
Second, the DC to resist positive channeled energy within this area gains a +4 sacred bonus and the DC to resist negative energy is reduced by 4. Spell resistance does not apply to this effect.
Third, any dead body interred in a hallowed site cannot be turned into an undead creature.
Finally, you can fix a single spell effect to the hallowed site. The spell effect is permanent and functions throughout the entire site, regardless of the normal duration and area or effect. You may designate whether the effect applies to all creatures, creatures who share your faith or alignment, or creatures who adhere to another faith or alignment.

Spell effects that may be tied to a hallowed site include aid, bane, bless, cause fear, darkness, daylight, death ward, deeper darkness, detect evil, detect magic, discern lies, dispel magic, endure elements, invisibility purge, protection from energy, remove fear, resist energy, sanctuary, silence, tongues, and zone of truth. Saving throws and Spell Resistance might apply to these spells' effects. (See the individual spell descriptions for details.)
Material Component: Various symbols relevant to your alignment costing 5,000gp
Focus: Holy Relics of your faith worth 25,000gp
Restriction: This spell can only be cast on the holiest day of the month for your faith
Secondary Casters: 11 required (not including the primary caster).
Failure: Hostile spell. The primary caster is targeted with a bestow curse spell, but does not get a saving throw or spell resistance. The GM chooses the exact curse.
Fabrication 

Effective Level: 5th
Transmutation

Skill Check: Spellcraft DC 26, 5 success

Failure: The Magic violently explodes dealing 2d6 points of intelligence damage to the caster.
Components: V, S, M, F

Casting Time: 5 hours (minimum)

Range: Close (25 ft. + 5 ft./2 levels)

Target: Personal

Duration: Instantaneous


This ritual greatly speeds up the process of crafting mundane or alchemical items. At the completion of this ritual you make weeks worth of progress on a craft check. Its quite possible to succeed on the ritual but fail on the craft check.
Material Component: The raw materials to make the item.

Focus: The proper tools for the craft skill being used
Restoration [Spell]
Conjuration
Effective Level: 4th
Skill Check: Spell Craft DC 24, 2 successes, Heal 24, 2 Successes
Failure: The affliction of the character is transferred to the caster.
Components: V, S, M
Casting Time: Forty Minutes
Range: Touch
Target: One Creature
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
This spell creates a potent alchemical concoction that will restore a petrified creature to its normal state, The creature must make a DC 15 Fortitude save to survive the process. Any petrified creature, regardless of size, can be restored.
Upon completion of this spell the caster becomes exhausted
Material Components: Diamond Dust Totaling 1000gp
Backlash: Caster reduced to -1hp
Break Enchantment 

Abjuration
Effective Level: 6th
Skill Check: Spellcraft DC 25, 6 success
Failure: The Caster is Cursed

Components: V, S, M, SC
Casting Time: 5 hours (minimum)

Range: Close (25 ft. + 5 ft./2 levels)

Target: Personal

Duration: Instantaneous


This spell frees victims from enchantments, transmutations, and curses. Break enchantment can reverse even an instantaneous effect. For each such effect, you make a caster level check (1d20 +12 against a DC of 11 + caster level of the effect. Success means that the creature is free of the spell, curse, or effect. For a cursed magic item, the DC is 25.
If the spell is one that cannot be dispelled by dispel magic, break enchantment works only if that spell is 5th level or lower.
Material Components: Diamond Dust Totaling 1000gp
Secondary Casters: 4
Backlash: Caster is exhausted

Planar Binding
Conjuration (Calling)
Effective Level: 6th
Skill Check: Knowledge (arcana) DC 26, 4 successes; Knowledge (the planes) DC 26, 2 success
Failure: Betrayal
Components: V, S, M, B, SC
Casting Time: 6 Hours
Range: Close (25 ft. + 5 ft./2 levels); see text
Target: One elemental or outsider of 12 HD or less
Duration: Instantaneous
Saving Throw: Will negates
Spell Resistance: No and Yes; see text

Performing this incantation attempts a dangerous act: to lure a creature from another plane to a specifically prepared trap, which must lie within the incantation’s range. The called creature is held in the trap until it agrees to perform one service in return for its freedom.

To create the trap, you must use a magic circle spell, focused inward. The kind of creature to be bound must be known and stated. If you wish to call a specific individual, you must use that individual’s proper name in casting the spell.

The target creature is allowed a Will saving throw (DC 16 + casters Cha modifier). If the saving throw succeeds, the creature resists the incantation. If the saving throw fails, the creature is immediately drawn to the trap (spell resistance does not keep it from being called). The creature can escape from the trap by successfully pitting its spell resistance against the incantations caster level check, by dimensional travel, or with a successful Charisma check (DC 20 + your Cha modifier). It can try each method once per day. If it breaks loose, it can flee or attack you. You can also employ a calling diagram (see magic circle against evil) to make the trap more secure.

If the creature does not break free of the trap, you can keep it bound for as long as you dare. You can attempt to compel the creature to perform a service by describing the service and perhaps offering some sort of reward. You make a Charisma check opposed by the creature’s Charisma check. The check is assigned a bonus of +0 to +6 based on the nature of the service and the reward. If the creature wins the opposed check, it refuses service. New offers, bribes, and the like can be made or the old ones reoffered every 24 hours. This process can be repeated until the creature promises to serve, until it breaks free, or until you decide to get rid of it by means of some other spell. Impossible demands or unreasonable commands are never agreed to. If you roll a 1 on the Charisma check, the creature breaks free of the binding and can escape or attack you.

Once the requested service is completed, the creature need only so inform you to be instantly sent back whence it came. The creature might later seek revenge. If you assign some open-ended task that the creature cannot complete though its own actions the spell remains in effect for a maximum of one day per caster level, and the creature gains an immediate chance to break free. Note that a clever recipient can subvert some instructions.

When you use this incantation to call an air, chaotic, earth, evil, fire, good, lawful, or water creature, it is a incantation of that type.

Failure: The creature escapes, being free to act as it likes.
Material: Component: Rare incenses worth 1000gp.
Backlash: Caster is exhausted
Secondary Casters: 3


There will be other ritual spells as I write them such as restoration, break enchantment, planar ally/binding lesser, sending, Divination and Scrying. And as the feat said knowing how to cast a ritual and acquiring one are two different things. Restoration or Sending wouldn't be to hard to acquire but Invocation of the Soul could be a goal of a campaign.
*especially with the trail of destruction it causes when it fails.

JusticeZero
2013-07-26, 09:33 PM
I am hesitant about the things that increase things like caster level. Myself, I have feats for +1 level class special ability and for +2 levels for prerequisites, but by and large the focus should be on more versatility and options, rather than on stepping up the potency beyond the level 6. Inflation is a major reason for E6 to begin with, not something to build back in.

Lord Vukodlak
2013-07-26, 09:56 PM
I am hesitant about the things that increase things like caster level. Myself, I have feats for +1 level class special ability and for +2 levels for prerequisites, but by and large the focus should be on more versatility and options, rather than on stepping up the potency beyond the level 6. Inflation is a major reason for E6 to begin with, not something to build back in.

I've considered that too but it was on a big list of E6 feats and I hadn't made the concrete decision to axe it or not.

My main thought of keeping it is for blasters. An extra two caster levels doesn't mean much for most 3rd level or lower spells but it makes blasting a more attractive.
Even in E6, hell especially in E6 spells like color spray, stinking cloud or deep slumber are usually a better idea then magic missile, burning hands or fireball. I think it can make blasting a bit more even with other options.
Also it makes greater magic weapon worth using...

ohh what if it only applied to one school of magic?

JusticeZero
2013-07-26, 10:04 PM
I, personally, would be more comfortable giving someone 4th level spell slots for metamagic fodder than feat based increased CL.

Lord Vukodlak
2013-07-26, 10:29 PM
I, personally, would be more comfortable giving someone 4th level spell slots for metamagic fodder than feat based increased CL.
Well caster level booster aside what about the other things?

Lord Vukodlak
2013-07-28, 07:20 PM
Massive changes to the feat list, improved organization, as its part of a handbook I'll be printing to give to my players I've included some normal feats like extra grit, extra ki points etc.
Added a limit to extra rage power and extra rogue talent as those might get out of hand if taken in excess, especially extra rage power.

JusticeZero
2013-07-28, 07:30 PM
Rage powers and rogue talents are not really any different from the Combat feats that a Fighter gets access to that nobody else does. I wouldn't worry about those unless someone starts doing an obvious ridiculous thing, and Ican't actually think of any of those..

Lord Vukodlak
2013-07-28, 07:32 PM
Rage powers and rogue talents are not really any different from the Combat feats that a Fighter gets access to that nobody else does. I wouldn't worry about those unless someone starts doing an obvious ridiculous thing, and I can't actually think of any of those..

My fear about rage powers is... they can all be active while raging and I saw on one E6 topic a poster warning about extra rage powers in E6. But if you don't think it will be a problem then I won't worry until it becomes one.(I have no clue what classes my group will pick so I'm keeping the options open.)

ZamielVanWeber
2013-07-28, 08:02 PM
I am more worried how many rounds Extended Rage adds. Just one application of the feat is the same as gaining 12 con. Seems extreme.

Love the one that explicitly ups skill limits personally, although +2 may be too high for E6.

Lord Vukodlak
2013-07-28, 08:47 PM
I am more worried how many rounds Extended Rage adds. Just one application of the feat is the same as gaining 12 con. Seems extreme.
That's an actual pathfinder feat from the core rule book its just included as a reference point.
A Sixth level Pathfinder Barbarian can rage for 14 rounds + his con modifier.


Love the one that explicitly ups skill limits personally, although +2 may be too high for E6.

It can only be taken once and a lot of skill DC's in d20 were made on the presumption of advancing characters beyond 6th such as opening locks(DC's I'll be adjusting) or piloting vehicles and likely quite a few others. But I think I'll limit it to class skills.

JusticeZero
2013-07-28, 09:06 PM
Barbarians are... really good at hitting things. With resources, they will eventually overcome their resource issue, much like how spellcasters eventually get to the point where they stop running out of spells (the RIGHTspell sure, but not spells period..)
Their ability to do things outside of combat is a bit more limited.
That said, Barbarian abilities seem to have a lot of passive effects; these are mainly defensive in nature and effective against special forms of attack. It makes them more slippery. That may or may not become an issue for you.

Lord Vukodlak
2013-07-28, 09:33 PM
Barbarians are... really good at hitting things. With resources, they will eventually overcome their resource issue, much like how spellcasters eventually get to the point where they stop running out of spells (the RIGHTspell sure, but not spells period..)
Their ability to do things outside of combat is a bit more limited.
That said, Barbarian abilities seem to have a lot of passive effects; these are mainly defensive in nature and effective against special forms of attack. It makes them more slippery. That may or may not become an issue for you.

I don't even know if there will be a barbarian, I just want a variety of capstone options for each class so my group knows the lay of the land before picking classes.