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sammyp03
2017-01-05, 07:32 PM
So a couple weeks ago, I asked you guys about some fun gishes and you guys gave some great responsesite. My DM however, has decided to go to his old campaign setting to do an E6 campaign.

Does anyone know of any fun E6 builds? I'm leaning towards a fighter but are open to any suggestions that will provide a fun character.

Books available are mostly core with some of the completes. No TOB or anything like that.

gorfnab
2017-01-05, 08:35 PM
E6 Handbook (http://www.minmaxboards.com/index.php?topic=6605)
E6 Heroes and Villains (http://brilliantgameologists.com/boards/index.php?topic=6726.0)

What do you want your character to do? Fighter really doesn't do much and in E6 once you get pass level 6 bonus feats become available to all classes.

OldTrees1
2017-01-05, 08:48 PM
Dragonborn Goliath Barbarian 2 / Fighter 4

Barbarian ACFs(Goliath Barbarian, Spirit Lion Totem, Wolf Totem)
Fighter ACFs(Thug, Dungeoncrasher)

You have Large size, Flight, Pounce(with BAB+6), and a bunch of nice feats like Combat Reflexes + Knockback. Just remember to take Extra Rage so you can use Mountain Rage 3/day

Naez
2017-01-06, 12:27 AM
Favorite one I've thought up. Vow of Peace Barbarian.

Human
City Brawler (DrM 349), Whirling Frenzy (UA), Spirit Lion Totem(CC) Trapkiller (DS) Barbarian 6
Feats
Level 1: Improved Unarmed Strike (Free from city brawler), Sacred Vow, Vow of Poverty (Human Bonus), Righteous Wrath (VoP Bonus Feat), TWF (Only with Unarmed Strikes, City Brawler Barbarian)
Level 2: Vow of Nonviolence (VoP Bonus Feat)
Level 3: Superior Unarmed Strike
Level 4: Vow of Peace (VoP Bonus Feat)
Level 6: Power Attack, Whatever Exalted feat you can find you want, Improved TWF (Only with Unarmed Strikes, City Brawler Barbarian)

If you get flaws throw in Nymph's Kiss and Extra Rage for good measure.

*edit*
Didn't read the core and complete only restriction. Apologies. Well you could still use Whirling Frenzy (It's in the SRD) and Spirit Lion Totem which make for a great charge cannon.

Doctor Awkward
2017-01-06, 12:42 AM
Human - 32 PB
Str 14, Dex 17, Con 14, Int 10, Wis 12, Cha 9
Level 4 ability bump into Dex.

Feats/Class Features:
1st- Scout 1 - Point Blank Shot, Precise Shot (H), Skirmish +1d6, Trapfinding
2nd- Ranger 1 - Track (B), Favored Enemy (magical beasts), Wild Empathy
3rd- Scout 2 - Travel Devotion, Battle Fortitude +1, Uncanny Dodge
4th- Scout 3 - Fast movement +10 ft, Skrimish +1d6/+1 AC, Trackless Step
5th- Scout 4 - Swift Hunter (B), Skirmish +2d6/+1 AC, Favored Enemy (undead)
6th- Ranger 2 - Improved Skirmish, Rapid Shot (B)

Skills:
1. 8 + human x4 - Balance 4, Disable Device 4, Knowledge (nature) 4, Listen 4, Search 4, Sneak 4, Spot 4, Survival 4, Tumble 4
2. 6 + human - Heal 1, Knowledge (geography) 2, Knowledge (nature) 1, Listen 1, Search 1, Spot 1, Survival 1
3. 8 + human - Balance 1, Disable Device 2, Knowledge (geography) 1, Listen 1, Search 1, Spot 1, Survival 1, Tumble 2
4. 8 + human - Disable Device 1, Knowledge (geography) 1, Listen 1, Search 1, Spot 1, Sneak 2, Survival 1, Tumble 1
5. 8 + human - Disable Device 1, Knowledge (geography) 1, Listen 1, Search 1, Spot 1, Sneak 1, Survival 1, Tumble 1
6. 6 + human - Heal 2, Listen 1, Search 1, Spot 1, Sneak 1, Survival 1

Build highlights at 6th level:
-Good initiative, good at remaining hidden and sneaking around when needed, able to fulfill the trap duties of a rogue, and the wilderness/tracking duties of a ranger
-Highly combat-mobile, 40 ft movement speed, great defenses with Tumble and Uncanny Dodge.
-Respectable BAB, excellent damage. +4d6 and +3 AC when skirmishing. Average damage per round of 21.5 against most targets and 25.5 against magical beasts (not counting equipment, spells or other buffs). Swift Hunter allows skirmishing against normally immune undead.
-Once per day, may move as a swift action for 10 rounds in order to Rapid Shot and double damage output for the duration.

Favored Enemy (arcanists) is also worth considering if you fight mostly humanoids.

Requires only Core, Complete Adventurer, and Complete Scoundrel (And Complete Mage if going for Favored Enemy (arcanist).

If Lords of Madness is allowed, take Darkstalker as your first post-6 feat.

Oh yeah, if your DM doesn't fold Hide/Move Silently into Sneak, you'll have to adjust skills. I'd drop either Knowledge (geo), Heal, or Balance.

EDIT: Gah. I forgot to mention the Travel Devotion feat is in Complete Champion. Sorry.

sammyp03
2017-01-06, 02:04 AM
Human - 32 PB
Str 14, Dex 17, Con 14, Int 10, Wis 12, Cha 9
Level 4 ability bump into Dex.

Feats/Class Features:
1st- Scout 1 - Point Blank Shot, Precise Shot (H), Skirmish +1d6, Trapfinding
2nd- Ranger 1 - Track (B), Favored Enemy (magical beasts), Wild Empathy
3rd- Scout 2 - Travel Devotion, Battle Fortitude +1, Uncanny Dodge
4th- Scout 3 - Fast movement +10 ft, Skrimish +1d6/+1 AC, Trackless Step
5th- Scout 4 - Swift Hunter (B), Skirmish +2d6/+1 AC, Favored Enemy (undead)
6th- Ranger 2 - Improved Skirmish, Rapid Shot (B)

Skills:
1. 8 + human x4 - Balance 4, Disable Device 4, Knowledge (nature) 4, Listen 4, Search 4, Sneak 4, Spot 4, Survival 4, Tumble 4
2. 6 + human - Heal 1, Knowledge (geography) 2, Knowledge (nature) 1, Listen 1, Search 1, Spot 1, Survival 1
3. 8 + human - Balance 1, Disable Device 2, Knowledge (geography) 1, Listen 1, Search 1, Spot 1, Survival 1, Tumble 2
4. 8 + human - Disable Device 1, Knowledge (geography) 1, Listen 1, Search 1, Spot 1, Sneak 2, Survival 1, Tumble 1
5. 8 + human - Disable Device 1, Knowledge (geography) 1, Listen 1, Search 1, Spot 1, Sneak 1, Survival 1, Tumble 1
6. 6 + human - Heal 2, Listen 1, Search 1, Spot 1, Sneak 1, Survival 1

Build highlights at 6th level:
-Good initiative, good at remaining hidden and sneaking around when needed, able to fulfill the trap duties of a rogue, and the wilderness/tracking duties of a ranger
-Highly combat-mobile, 40 ft movement speed, great defenses with Tumble and Uncanny Dodge.
-Respectable BAB, excellent damage. +4d6 and +3 AC when skirmishing. Average damage per round of 21.5 against most targets and 25.5 against magical beasts (not counting equipment, spells or other buffs). Swift Hunter allows skirmishing against normally immune undead.
-Once per day, may move as a swift action for 10 rounds in order to Rapid Shot and double damage output for the duration.

Favored Enemy (arcanists) is also worth considering if you fight mostly humanoids.

Requires only Core, Complete Adventurer, and Complete Scoundrel (And Complete Mage if going for Favored Enemy (arcanist).

If Lords of Madness is allowed, take Darkstalker as your first post-6 feat.

Oh yeah, if your DM doesn't fold Hide/Move Silently into Sneak, you'll have to adjust skills. I'd drop either Knowledge (geo), Heal, or Balance.

This seems very fun. My DM isn't a fan of the scout but I can ask.

Thanks for the input

Inevitability
2017-01-06, 04:55 AM
Commoner 1/Survivor 5. :smalltongue:

Krazzman
2017-01-06, 07:41 AM
For 3.5 I always wanted to got psychic warrior or psion with the psychic body feat line.

In Pathfinder I would probably go for natural attacks.

ExLibrisMortis
2017-01-06, 08:30 AM
Azurin incarnate 3-4/monk 1-2/crusader 1

The monk level is in there to pick up Combat Expertise without the intelligence requirement (Passive Way monk).
The crusader level is in there for Martial Spirit.
The incarnate levels are in there for Therapeutic Mantle and Astral Vambraces.

Get Karmic Strike (qualify with Midnight Dodge), Improved Trip (available as your second monk feat, if needed), and Combat Reflexes. See here (http://www.giantitp.com/forums/showsinglepost.php?p=21292714&postcount=5) for combinations and tactics.

In E6, this build benefits from a lot of cool feats: Bonus Essentia (multiple times), Cobalt Expertise, Expanded Soulmeld Capacity (multiple times), Martial Stance/Study (up to three times), even Double Chakra, if your DM allows you to take it (it requires meldshaper level 9).

Basically, you're a self-healing, DR-sporting area-tripper, and you have terrible AC (below 10, typically).


Edit: Defeated by source restrictions once again. Talk to your DM about that (or: tell WotC to waive copyright).

Ruethgar
2017-01-06, 01:47 PM
For a lvl 3 build, I have Prince Charming (http://www.giantitp.com/forums/showthread.php?386800-Property-in-D-amp-D). The remaining levels can be w/e, its mostly just leadership abuse.

Martial Monk 2/Also Ghost 2/Dungeoncrashing Commander 2 is a nice one. Grab Improved Aid Other for a +4 Circ and +2 Untypes bonus on AC or Hit, Commander lets you do it at 60ft range. Monk let's you grab leadership early, but you can replace it with Bard/Warblade for more team building abilities. The Ghost is mostly there because Dungeoncrashing with a CL 12 Telekinesis is awesome and he needed some way to be viable on his own. Human Heritage removes those pesky undead weaknesses as well.

thorr-kan
2017-01-06, 02:53 PM
Commoner 1/Survivor 5. :smalltongue:I see what you did there. :smallsmile:

Take...Magical Training, Precocious Apprentice, and a Reserve Feat. Keeper of Forbidden Knowledge makes Spellcraft a class skill. Get Practiced Spellcaster eventually.

Spam Extra Spell and Extra Slot.

Obtain Familiar and Improved Familiar for shenanigans.

(I've thought Commoner 1/Survivor 5 would often be hilarious to roleplay.)

thorr-kan
2017-01-06, 03:03 PM
A basic human fighter, no flaws. I've tried to use all the possible types of bonus feats fighters qualify for.

1 - Weapon and Torch (Weapon Style), Exotic Weapon Proficiency (Bastard Swoard) (bonus), Martial Study (Desert Wind) (bonus)
2 - Rapid Reload (light crossbow) (bonus)
3 - Close-Quarters Fighting
4 - Martial Stance (Desert Wind) (bonus)
5 - N/A
6 - ? , Einhander (Tactical) (bonus)

Because I find the mental picture of a heavily armored human *fencing* one-handed with a bastard sword hilarious. If I could con the DM into letting Einhander and Combat Cloak Expert work at the same time, it would be even funnier...

thorr-kan
2017-01-06, 03:12 PM
Silverbrowed Human (DragMagic)
LN
Follower of Wee Jas
Stalwart Sorcerer (CompMage)
Metamagic Specialist (for familiar, PH2)
Skills - Bluff, Disguise, Knowledge (arcana), Knowledge (religion), Spellcraft

1 - Arcane Preperation, Cooperative Spell, Enlarge Spell (bonus), Bloodline feat (bonus), ??? (flaw), ??? (flaw),
2 - N/A
3 - Reserve Feat or Scribe Scroll
4 - Dragonblooded Sorcerer substitution level 4
5 - Domain Access (for Spells Know, CompChamp)
6 - Mage of the Arcane Order, Scribe Scroll or Reserve Feat

Grod_The_Giant
2017-01-06, 03:16 PM
Core+(presumably early) Completes only? E6? Hmm... actually, you might have some fun with a Warlock build; the level cap is low enough that some of the more mediocre early invocations won't go stale, you can spend feats on getting more, and Animate Dead is always a fun time-- especially as a short-duration free summon.

Flickerdart
2017-01-06, 03:18 PM
Since E6 converts LA into PB penalties, and makes feats cheap, you can pick Drow and make a pretty fun character built around Gift of the Spider Queen. Drow Warlock 1*/Drow Paragon 1** is a good base, and then make sure you grab every feat that gives you more SLAs like Magic in the Blood. The rest of your classes can be whatever, as long as they boost Sneak Attack. If your DM allows fractional BAB, Rogue 1/Spellthief 1/Sneak Attack Fighter 1/Assassin 1 is a good setup.

This thread (http://www.minmaxboards.com/index.php?topic=5111.msg73307) has another take on an E6 Gift of the Spider Queen user, a fighter.

*For darkness as an at-will SLA, combined with the feat Blend Into Shadows to have swift action Hide in Plain Sight.
**For 1 extra use of your SLAs, double awesome if your DM lets the bonus to cleric or wizard casting progress warlock instead

thorr-kan
2017-01-06, 03:19 PM
Human Ninja 2/Monk4. Not expressly powerful, but I like the whole unarmored schtick.

Ninja 1 - Combat Expertise, Improved Feint, Hidden Talent (Inertial Armor), Fire Heritage, 2 flaws.
Ninja 2 - N/A
Monk 1 (3) - Improved Trip, Improved Unarmed Strike (bonus), Stunning Fist (bonus)
Monk 1 (4) - Combat Reflexes (bonus)
Monk 1 (5) - N/A
Monk 1 (4) - Ascetic Stalker

ETA: Cleaned up and made to conform to original poster's limitations.

thorr-kan
2017-01-06, 03:20 PM
Archer Ranger 6. Flavor to taste.

1 - Point Blank Shot, Exotic Weapon Proficiency (Great Bow)
2 - Rapid Shot (bonus)
3 - Weapon Focus (Great Bow)
4 - Precise Shot (bonus)
5 - N/A
6 - Manyshot (bonus), Greater Manyshot

thorr-kan
2017-01-06, 03:23 PM
And the one I really want to play. I've put the most thought into this guy, and yes, I realize Stalwart Sorcerer and Battle Sorcerer combined will require a conversation with the DM.

LN Frostblood Half-orc Stalwart Battle Sorcerer
Frostblood half-orc: dragonblood subtype, Resistance to Cold 10, Endurance (bonus feat), and Vulnerability to Fire.
Martial Weapon Proficiency (kurki) - Battle Sorcerer bonus feat
Martial Weapon Proficiency (warhammer) - Stalwart Sorcerer bonus feat
Weapon Focus (warhammer) - Stalwart Sorcerer bonus feat

1 - Mother Cyst (LM, bonus for flaw), Endurance (PH, bonus for race), Necormantic Bloodline (DragonMagComp), Arcane Fatigue [Flaw] (DragMag333), Divine Companion (for familiar, CompChamp).
2 - N/A
3 - Corrupt Arcane Studies (Ghostwalk).
4 - Dragonblood Sorcerer substitution 4th-level (Races of the Dragon).
5 - Domain Access (for Spells Know, CompChamp).
6 - Charnel Miasma (CompChamp).

Future feats: White Dragon Heritage (DragMagic), Kin Mastery (DragonMagComp).

thorr-kan
2017-01-06, 03:51 PM
And...I just realized the sources limitation.

Sorry about that.

sammyp03
2017-01-06, 08:16 PM
Well my DM said no to swift hunter build. Basically hell say no to all but core classes. Makes me sad

Grod_The_Giant
2017-01-06, 09:08 PM
Well my DM said no to swift hunter build. Basically hell say no to all but core classes. Makes me sad
Bah.

Horizon Tripper (http://www.giantitp.com/forums/showthread.php?80415-The-Horizon-Tripper-%28Core-Melee-Build%29)?

John Longarrow
2017-01-06, 10:07 PM
TWF Ranger with favored enemy (Human)? With only 6 levels to play with, this will give you plenty of attacks.

Novolin
2017-01-06, 10:13 PM
Well, e6 is something fighters are actually good in. How about that. Ti might be fun.

bean illus
2017-01-07, 01:31 AM
In E6 skills become much more powerful. Consider an Int rogue.

10, 14, 14, - 16, 12, 12 = 32

Skills:
1st level (8 + 3) x 4 = 44
+5 levels (8 + 3) x 5 = 55 . . . . = 99 skill points. You could max 16 skills, ...or take 5 ranks in 20 skills (there's only 40, iirc)

With your ability modifiers and synergies you will have over 175 points. You will be party face, sneak, and UMD. You will also have range, and SA damage.

Take Quick Recon from Complete Adventurer? and get a FREE spot and listen EVERY ROUND as well as a +2 Initiative (If you take Imp Init also you will have a total +8 Initiative, with Dex).

Of course your goal will be mithril chain mail.

OR-
Is SRD allowed? You can go Martial Rogue 2, Passive Way Monk 2, Fighter 2. You will get 10 feats in only 6 levels, and can build a tripping monster with feats left over.

Doctor Awkward
2017-01-07, 01:40 AM
Well my DM said no to swift hunter build. Basically hell say no to all but core classes. Makes me sad

Hm.
Forgive me for making an assumption, but it sounds like you have one of those DM's on your hands.

Y'know, the kind who thinks Core is the only balanced material.



Okay then...

*knuckle crack*


Gray Elf (http://www.d20srd.org/srd/monsters/elf.htm#grayElf) (Monster Manual I)- 32 Point buy
Str 10, Dex 13, Con 15, Int 18, Wis 9, Cha 8
After racial mods: Str 8, Dex 15, Con 13, Int 20, Wis 9, Cha 8

Then start your character as middle-aged (http://www.d20srd.org/srd/description.htm#age) (around 175+ years old for an elf)
Final stats after middle-age mods:
Str 7, Dex 12, Con 12, Int 21, Wis 10, Cha 9
Level 4 ability bump into Intelligence

Feats/Class features
1st. Focused Specialist (Complete Mage) Conjurer Wizard 1 - Spell Focus: Conjuration, Augment Summoning(B) (http://www.d20srd.org/srd/variant/classes/specialistWizardVariants.htm#enhancedSummoning)/Rapid Summoning (http://www.d20srd.org/srd/variant/classes/specialistWizardVariants.htm#rapidSummoning)
2nd. Conjurer 2
3rd. Conjurer 3 Cloudy Conjuration (Complete Mage)
4th. Master Specialist 1 (Complete Mage)- Skill Focus: Spellcraft (B)
5th. Master Specialist 2- Expanded Spellbook
6th. Master Specialist 3- Acid Splatter (Complete Mage)/Greater Spell Focus: Conjuration(B)

Skills:
Concentration, Knowledge (arcana), Knowledge (nature), Knowledge (religion), Knowledge (local), Knowledge (the planes), Spellcraft
Keep them maxed at all levels.

Spells- Banned schools: Enchantment, Evocation, Abjuration
1st. 2+2+3- Grease, Lesser Orb of Acid, Mage Armor, Wall of Smoke, Summon Monster I, Benign Transposition, Obscuring Mist
2nd. 2+2+3- Web, Glitterdust, Cloud of Bewilderment, Summon Monster II, Incendiary Slime, Kelgore's Grave Mist
3rd. 1+1+3- Stinking Cloud, Haboob, Summon Monster III, Acid Breath, Caustic Smoke

Build Highlights at Level 6:
-19 spells per day of levels 1 through 3. That's enough to cast something almost every round of combat
-Rapid Summoning allows you to bring in a creature as a standard action, which will act immediately on your turn. Multiple castings can clutter the battlefield with allies.
-Cloudy Conjuration creates a cloud that provides concealment for the summond creature and sickens adjacent targets without a save.
-Acid Splatter provides an all-day 3d6 ranged touch attack, so long as you keep Acid Breath memorized and prepared.
-Saving throws for Conjuration spells that even allow a save are at a DC 19 for first level spells.
-Benign Transposition can get you away from bad situations by switching you with a distant summoned creature.

The downsides are that it will take some practice to get used to, and you must be careful of your low health.

But on the plus side, all of this except for some spells is Core and Complete Mage. So after he grinds the campaign setting into dust under his heel, you can then ask your DM if he still thinks a swift hunter would have been overpowered.