dragius
2014-02-04, 09:23 AM
Currently, my group is playing an E6 campaign and I need some help or at least some suggestions.
E6 Limitations
Characters stop at level 6 and gain feats every 5k exp afterwords. Feats that require prerequisite will be on a case by case (ie if a feat requires BAB +8 and I am only at +6 we need to run it by the DM before approved). Abilities from other classes/prestige will be allowed as feats as long as its not completely OP and I qualify for the class.
My current character is a Barbarian 1, Thug 2, Swashbuckler 3 see below for full stats.
Catfolk
Barbarian 1, Thug 2, Swashbuckler 3
Strength: 10 (0)
Dexterity: 20 (+5)
Constitution: 10 (0)
Intelligence: 16 (+3)
Wisdom: 8 (-1)
Charisma: 16 (+3)
Appraise: +3
Autohypnosis: -1
Balance: +12
Bluff: +9
Climb: +5
Concentration: +0
Cooking: -1
Decipher Script: +3
Diplomacy: +12
Disable Device: +3
Disguise: +3
Escape Artist: +13
Forgery: +3
Gather Information: +10
Handle Animal: +4
Heal: -1
Hide: +5
Intimidate: +10
Jump: +7
Knowledge: Arcana: +3
Knowledge: Architecture & Engineering: +3
Knowledge: Dungeoneering: +3
Knowledge: Geography: +3
Knowledge: History: +3
Knowledge: Local: +8
Knowledge: Nature: +3
Knowledge: Nobility & Royalty: +3
Knowledge: Psionics: +3
Knowledge: Religion: +3
Knowledge: The Planes: +3
Listen: -3
Literacy: +0
Move Silently: +7
Open Lock: +5
Psicraft: +3
Ride: +6
Search: +3
Sense Motive: +0
Skill Tricks: +1
Sleight of Hand: +8
Speak Language: +0
Spellcraft: +3
Spot: -5
Survival: +0
Swim: +0
Tumble: +13
Use Magic Device: +3
Use Psionic Device: +3
Use Rope: +6
Hit Points: 62 HP
Hit Dice: 1d12+5d10
Initiative: +7
Attack Bonus: +6/+1
(melee: +6/+1)
(ranged: +9/+4)
Fortitude Save: +8
Reflex Save: +7
Will Save: +0
Armor Class: 20
(touch: 16)
(flat-footed: 14)
Feats & Traits: Armor Proficiency (Light), Armor Proficiency (Medium), ASSASSIN’S STANCE, Combat Reflexes, Dodge, Martial Study (Shadow Hand Stance), Martial Weapon Proficiency - All, Mobility, SHADOW BLADE (Dex to Dmg), Shield Proficiency, Simple Weapon Proficiency - All, Two-weapon Fighting, Weapon Finesse, Cautious, Reactionary
Special Abilities: Low-Light Vision, Cautious, Lion Totem: Pounce (Su), Rage (1/day) (Ex), Twisted Charge [Movement] [Skill Trick] (Ex)
Masterwork Cold Iron Kukri (+12/+7, 1d4+3 damage, crit 18-20/x2)
Masterwork Cold Iron Rapier (+10/+5, 1d6+3 damage, crit 18-20/x2)
Shortsword (+11/+6, 1d6+3 damage, crit 19-20/x2)
Shortsword +1 , +1 fire dmg (+10, 1d6+4 damage, crit 19-20/x2)
With insightful strike, assassin stance I add my Dex, Str, and Int to dmg adding a total of +8 per attack
I only took barb for the spiritual lion totem (pounce) as well as HP, Swash for Insightful strike,weapon finesse and Fighter for the basic feats. I can change these around a bit.
So on to my question, What abilities/feats would you all recommend? I am currently the DMG dealer and Tank (lost our paladin for the most part) and would like to expand on dmg/AC. This is a low magic campaign or at least we haven't seen much in the way magic items. I have 2 feats at this time to spend and I dont know what would be best.
Any suggestions?
E6 Limitations
Characters stop at level 6 and gain feats every 5k exp afterwords. Feats that require prerequisite will be on a case by case (ie if a feat requires BAB +8 and I am only at +6 we need to run it by the DM before approved). Abilities from other classes/prestige will be allowed as feats as long as its not completely OP and I qualify for the class.
My current character is a Barbarian 1, Thug 2, Swashbuckler 3 see below for full stats.
Catfolk
Barbarian 1, Thug 2, Swashbuckler 3
Strength: 10 (0)
Dexterity: 20 (+5)
Constitution: 10 (0)
Intelligence: 16 (+3)
Wisdom: 8 (-1)
Charisma: 16 (+3)
Appraise: +3
Autohypnosis: -1
Balance: +12
Bluff: +9
Climb: +5
Concentration: +0
Cooking: -1
Decipher Script: +3
Diplomacy: +12
Disable Device: +3
Disguise: +3
Escape Artist: +13
Forgery: +3
Gather Information: +10
Handle Animal: +4
Heal: -1
Hide: +5
Intimidate: +10
Jump: +7
Knowledge: Arcana: +3
Knowledge: Architecture & Engineering: +3
Knowledge: Dungeoneering: +3
Knowledge: Geography: +3
Knowledge: History: +3
Knowledge: Local: +8
Knowledge: Nature: +3
Knowledge: Nobility & Royalty: +3
Knowledge: Psionics: +3
Knowledge: Religion: +3
Knowledge: The Planes: +3
Listen: -3
Literacy: +0
Move Silently: +7
Open Lock: +5
Psicraft: +3
Ride: +6
Search: +3
Sense Motive: +0
Skill Tricks: +1
Sleight of Hand: +8
Speak Language: +0
Spellcraft: +3
Spot: -5
Survival: +0
Swim: +0
Tumble: +13
Use Magic Device: +3
Use Psionic Device: +3
Use Rope: +6
Hit Points: 62 HP
Hit Dice: 1d12+5d10
Initiative: +7
Attack Bonus: +6/+1
(melee: +6/+1)
(ranged: +9/+4)
Fortitude Save: +8
Reflex Save: +7
Will Save: +0
Armor Class: 20
(touch: 16)
(flat-footed: 14)
Feats & Traits: Armor Proficiency (Light), Armor Proficiency (Medium), ASSASSIN’S STANCE, Combat Reflexes, Dodge, Martial Study (Shadow Hand Stance), Martial Weapon Proficiency - All, Mobility, SHADOW BLADE (Dex to Dmg), Shield Proficiency, Simple Weapon Proficiency - All, Two-weapon Fighting, Weapon Finesse, Cautious, Reactionary
Special Abilities: Low-Light Vision, Cautious, Lion Totem: Pounce (Su), Rage (1/day) (Ex), Twisted Charge [Movement] [Skill Trick] (Ex)
Masterwork Cold Iron Kukri (+12/+7, 1d4+3 damage, crit 18-20/x2)
Masterwork Cold Iron Rapier (+10/+5, 1d6+3 damage, crit 18-20/x2)
Shortsword (+11/+6, 1d6+3 damage, crit 19-20/x2)
Shortsword +1 , +1 fire dmg (+10, 1d6+4 damage, crit 19-20/x2)
With insightful strike, assassin stance I add my Dex, Str, and Int to dmg adding a total of +8 per attack
I only took barb for the spiritual lion totem (pounce) as well as HP, Swash for Insightful strike,weapon finesse and Fighter for the basic feats. I can change these around a bit.
So on to my question, What abilities/feats would you all recommend? I am currently the DMG dealer and Tank (lost our paladin for the most part) and would like to expand on dmg/AC. This is a low magic campaign or at least we haven't seen much in the way magic items. I have 2 feats at this time to spend and I dont know what would be best.
Any suggestions?