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PostPosted: Thu Oct 17, 2013 10:26 am
Thought I should share some things.

Post 1: House Rules.
Post 2: E (X).
Post 3: Homebrew.

House Rules

Crossbows - Repeating and Hand crossbows count as Simple Weapons.

Crossbows may be upgraded in the Composite fashion, such crossbows are referred to as Mighty Crossbows.

The cost is 100 gp for each +1 base damage added to the crossbow. You must have a strength bonus equivalent to the Mighty Crossbows bonus damage or you will not be able to reload it as normal.

If you do not possess the strength bonus needed to reload a Mighty Crossbow normally you may still load one up to a +2 bonus higher than your Strength Bonus. Loading in such a manner takes additional time equal to one step increase for each point of Bonus you do not meet.

Example: A +3 Mighty Crossbow, Heavy, would require a minimum Strength of 16 in order to properly load. However, you could still load such a crossbow if you had a Strength score of at least 12, though it would take 3 Full Rounds to do so.

Free Action -> Swift Action -> Move Action -> Standard Action -> Full Round -> 2 Rounds
-> 3 Rounds.

Slings - The sling now has a +2 bonus to Sleight of Hand checks made for concealing it on your person. In addition the critical modifier for a sling is now x3, and x4 for a Halfling Sling Staff.

Cantrips/Orisons - You receive bonus spell slots / known 0 level spells equal to your primary casting ability modifier. Example: (A Wizard with 14 intelligence would receive 2 bonus spell slots for cantrips. Alternatively a Sorcerer with 14 Charisma would receive 2 known bonus cantrips.)

Animate Objects - Is now a Wizard/Sorcerer Spell of level 6.

Elemental Spells - Elemental spells have corresponding variants of the same level.

Example: The fireball spell may be used as a Thunder, Ice, or Acid Ball for the appropriate elemental damage. Sonic damage spells are reduced by one die type.

Shape, Body & Form Spells - Beast Shape, Elemental Body, and Plant Form are available to Druids at one spell level lower. This means that Beast Shape I is a level 2 spell for Druids.  
PostPosted: Thu Oct 17, 2013 10:28 am
Character progression from level 1 to level 6 is as per the World’s Most Popular Roleplaying Game. Upon attaining 6th level, for each 5000 experience a character
gains, they earn a new feat. A diverse selection of feats should be made available
in any E6 campaign, however, feats with unattainable prerequisites under this
system remain unattainable. For the purpose of experience awards, treat each 5 feats as +1 CR (or level), to an upper limit of 20 feats. After this, a ratio of 10 feats to 1 CR can be used, as it becomes more and more difficult to bring all a character’s feats to bear in a given situation. Alternatively, and at the GM’s option, player-characters with more than 20 feats can simply be always treated as if they were level 10 for experience and challenge purposes.

FOR THE GM
E6 isn’t just a change for the players: Monsters are presented differently than
in d20. Just as level 6 parties in the World’s Most Popular Roleplaying Game
aren’t expected to tangle with monsters higher than CR 10, the mighty monsters of E6 require special consideration for presentation in-game. E6 characters aren’t intended to go up against high-level threats under the same circumstances as
high-level characters; those creatures, if they can be defeated at all, require the
kind of resources and planning far beyond the typical encounter.
In terms of raw rules, CR 7-10 monsters are an excellent guide for what E6
characters can handle. As they rise to around the 20-feat range, the range is
more like 7-12. Beyond that, a DM should take monsters in the CR 7-12 range and
use feats (and to a lesser extent templates) to advance them. Hit die or class-based
advancement beyond CR 12, or base monsters above CR 12 should generally be
avoided as straight-up fights. Of course, not every monstrous encounter
is a straight-up fight. For example, insane horrors from another age might be a reason to run, and there is little a character could do in the face of an angry Titan. But these situations don’t call for direct confrontation, except with some special resource or amazing circumstance. Perhaps, in a special ritual with the presence of 20 mages, a Titan can be bound to the mortal realm (lowering its stats to an Aspect of Kord), with whom the players can do battle. Again, that’s far from a straight-up fight with a CR 20
creature, but we can console ourselves with the fact that it’s probably a very
memorable encounter. If, as a result of the restrictions on items, an item cannot be created, then it should not be distributed as normal treasure. Like high-level monsters, such items should be placed carefully and built to make sense in the context of your game. For example,a +4 sword can’t be made by a human wizard, but it could be crafted by a Titan (which makes for great god-stats). That’s a sword that no mortal can make.
E6 will always inherit d20’s balance issues at the same level, especially issues that result from scenarios where characters have long periods of downtime. The best approach is to be cognizant of these issues when considering what feats to allow in your E6 game.

ON ALLOWING FEATS
There are 3 philosophies on what feats to allow in an E6 game, each more generous than the last:
1) The Cautious Approach
2) The Gestalt Approach
3) The Lean Upward Approach

The Cautious Approach is exactly what it sounds like – a GM chooses what feats to allow in his E6 game very, very carefully. This GM does not make exceptions or new feats to accommodate players chaacter concepts - he chooses what feats to allow and the players agree to work within that framework.

The Gestalt Approach dictates that if an ability can be learned under 6th level, then it’s learnable via some chain of feats. The Gestalt Approach usually means all WotC sources are available, as well as a few extra feats to provide ways to learn class features. These can be done on an ad-hoc basis for a given player or they can be gathered from sources like the Book of Unusual Feats. The Gestalt theory is the one used in playtesting.

The Lean Upward Approach looks at the Gestalt Approach and says “6th level plus many feats is clearly more powerful than 6th level. Thus, it won’t be game-breaking to allow feat chains that bring characters from 6th level to 8th level, although this progression should be quite slow.” GMs who like the Lean Upward approach might have feats to bring BAB to +8, or to gain 4th level spells, or 8th level class features, additional hit dice, and so on.


E6 Feats



* General 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.

Combat Training [Combat]
Frequent and focused combat training have increased your battle prowess
Benefit: Your Base Attack Bonus increases by 1.
Special: You may only take this feat twice.

Expansive Skill
Benefit: Upon taking this feat you acquire 4 skill ranks.
Special: You may select this feat multiple times.

Skill Beyond Your Years
Prerequisite: Level 6
Benefit: Upon taking this feat you select a skill. Your max ranks with the chosen skill rise from 6 to 8.


* Caster Feats *


Caster Training
Prerequisite: Character level 6, Ability to cast Arcane or Divine spells.
Benefit: Choose a spell casting class that you have, your effective caster level for that class becomes equal to your total hitdice +2. This does not grant you additional spells or slots.
Special: You may take this feat multiple times, however, you are required to choose a class with which you have not taken this feat.

Expanded Spell Repertoire
Prerequisite: Ability to spontaneously cast spells.
Benefit: Choose a spontaneous spellcasting class in which you can cast spells. You gain an additional spell known for each level of spell that you can cast.

Expanded Casting
Prerequisite: Character Level 6th
Benefit: Choose a spellcasting class in which you have levels. You gain an additional spell slot at any level you can already cast. This feat may be taken multiple times.

School Specialist
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.

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

Ritual Magic
You've become adept at cooperating with other casters to call upon higher magics.
Prerequisite: Ability to cast third level spells; Spellcraft 6 ranks; Skill Focus: Spellcraft, Spell Casting Ability Score of 15 or higher.
Benefit: Two or more spell casters of the same type (Divine or Arcane) who each have the Ritual Magic feat may work together in an elaborate ritual to invoke 4th, 5th, and 6th level spell effects.

Each person may only begin one ritual per day, though they may assist with any number of other rituals.

A Ritual Spell takes a base of one hour to perform. Each additional caster involved in the ritual beyond the first two reduces its casting time by 20 minutes to a minimum casting time of 10 minutes with 5 participants.
Special: The spells which may be called upon are chosen by the GM.


* Fighter Feats *


Martial Veteran [Combat]
Prerequisite: Fighter 6
Benefit: Upon taking this feat you are treated as having fighter level 8, and Base Attack Bonus of minimum 8 for the purpose of selecting feats. In addition when using the Power Attack or Combat Expertise feat you are treated as having a Base Attack Bonus minimum 8.

Special: Your base attack bonus benefits from feats such as Combat Training. Thus it would be 9 if you have 1 rank of Combat Training.

Master Combatant [Combat]
Mastery of your craft has increased the effectiveness of your fighter special abilities.
Prereq: 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.



* Barbarian Feats *


Focus Your Rage
Prerequisite: Barbarian 6
Benefit: You may select an additional Rage Power with a level requirement up to 8th level.
Special: You may select this feat twice.

Barbaric Resilience
Prerequisite: Barbarian 6
Benefit: You gain DR 1/--
Special: You may take this feat a second time, improving your DR from 1 to 2.



* Druid Feats *


Extra Wild Shape
Prerequisite: Wild Shape Class Feature
Benefit: You may Wild Shape one additional time each day.
Special: You may select this feat twice.

Plant Shaping
Prereq: Druid 6, Knowledge (Nature) 6 ranks
Benefit: You may use Plant Shape I through your Wild Shape Class Feature.

Improved Elemental Form
Prerequisite: Druid 6, Knowledge (The Planes) 6 ranks
Benefit: You may use Elemental Body II through your Wild Shape Class Feature.



* Ranger Feats *


Extra Favored Terrain
Prerequisite: Ranger 3
Benefit: You may select a second Favored Terrain, but your terrain bonuses do not improve.

Step of the Wild Lands
Prerequisite: Ranger 6, Survival 6 ranks
Benefit: You gain the Woodland Stride, Swift Tracker and Camouflage class abilities.


* Rogue Feats *


Extra Rogue Talent
Prerequisite: Rogue 6
Benefit: You learn one Rogue Talent of your choice.
Special: You may take this feat a second time to learn one additional rogue talent of up to Advanced Talent level.

Improved Uncanny Dodge
Prerequisite: Rogue 6
Benefit: You gain the 8th level Improved Uncanny Dodge Rogue ability.


* Cleric Feats *


Divine Channeling
Prerequisite: Cleric 6
Benefit: Increase your channel energy dice from 3d6 to 5d6.



* Paladin Feats *


Aura of Resolve
Prerequisite: Paladin 6
Benefit: You gain the 8th level Aura of Resolve ability.

Divine Aim
Prerequisite: Paladin 6
Benefit: Your weapons are treated as good-aligned for the purposes of overcoming damage reduction.

Divine Might
Prerequisite: Paladin 6
Benefit: Your Smite Evil increases by 1 use per day.
Special: You may take this feat twice.


* Monk Feats *


Excelling Flurry
Prerequisite: Monk 6
Benefit: You use Flurry of Blows with no penalty to your attack bonus.

Flow Like Water
Prereq: Monk 6, Dex 13, Dodge, Mobility
Benefit: Your Monk AC Bonus increases to +2.

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

Enlightened Body
Prerequisite: Monk 6
Benefit: Your gain the Wholeness of Body Monk ability and your Slow Fall increases to 40ft.

Enlightened Fist
Prerequisite: Monk 6
Benefit: Your unarmed strike damage increases by one step.


* Bard Feats *


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

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

Master Performer
Prerequisite: Bard 6, Perform (any) 6 ranks, Experienced Performer, Skill Focus: Perform (any)
Benefit: You may start a bardic performance as a swift 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.  

Avatar129142137


Avatar129142137

PostPosted: Thu Oct 17, 2013 10:29 am
Homebrew Feats



* Cleric Feats *


Augment Channel
Your channeled energy is more reliable.
Prerequisite: Improved Channel, Channel Energy 4d6 or higher.
Benefit: You may re-roll ones once per use of Channel Energy when determining the amount of healing or damage dealt by your Channel Energy ability.

Quicken Channel
You can channel energy in a fraction of the normal time.
Prerequisite: Improved Channel, Channel Energy 5d6 or higher.
Benefit: You can channel energy as a move action. A quickened channel energy expends an additional use of your channel energy ability.

Enlarge Channel
You channeled energy affects a larger area.
Prerequisite: Channel Energy 3d6 or higher.
Benefit: Add 15 feet to the burst radius of your channel energy ability.
An Enlarged Channel Energy expends an additional use of your channel energy ability.

Sculpted Channel
You may use a small amount of your channeled energy to alter the way in which it manifests.
Prerequisites: Channel Energy 2d6
Benefit: When you channel energy you may reduce the amount of energy that you produce by 1d6 to enable you to manifest your energy in either a 30ft cone or a 60ft line.

Channeled Touch
You may channel all your energy into one target by touch.
Prerequisites: Channel Energy 2d6
Benefit: When you channel energy you may touch a single target. The target receives a 50% increase in the amount of channeled energy, however all the energy is consumed into the one target.



* General Feats *


Non-Lethal Strike (Combat)
You have mastered avoiding the vital points of your foes.
Prerequisites: Combat Expertise, Proficiency With Wielded Weapon
Benefit: When attacking with a melee weapon that deals lethal damage, you can make nonlethal attacks with only a -2 penalty to your attack roll if the weapon is piercing or slashing, or with no penalty if the weapon is bludgeoning.
Normal: Attempting to make a nonlethal attack with a weapon that deals lethal damage imposes a -4 penalty on your attack roll.

Shield Evasion (Combat)
You can use your shield to hide from deadly area attacks.
Prerequisites: Lightning Reflexes
Benefit: While wielding a shield you may add your shield bonus to your reflex save as an immediate action vs area effects. If you fail the save by 4 or more, your shield is subject to the damage. You cannot use a buckler for this effect.

Natural Talent
You have an enhanced aptitude for mastering skills.
Benefit: You gain +3 skill ranks.

For every Hit Die you possess beyond 3, up to 8, you gain an additional +1 skill rank. You gain +1 skill ranks whenever you gain a Hit Die (such as when you gain a level) up to a maximum of 5 additional skill ranks, total +8.

Improved Weapon Finesse [Combat]
You've become more reliant on precision strikes than brute strength.
Prerequisite: Weapon Finesse, Dexterity 17.
Benefit: When you wield a finesse weapon you may apply your Dexterity modifier instead of your Strength modifier to damage rolls made with it. You cannot apply your Dexterity bonus to damage rolls against creatures that are immune to critical hits.
Normal: When using a melee weapon, you apply your Strength modifier to damage rolls.

Ability Advancement
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.

Light Sleeper (Combat)
Even while asleep, your senses do not fail you.
Prerequisites: none
Benefit: While asleep, you only suffer a -2 penalty to Perception for hearing.
Normal: You take a -10 penalty to Perception checks while asleep.


* Caster Feats *


Versatile Counterspell
You have learned how to adapt your magic to counter other spells being cast.
Prerequisites: Improved Counterspell (Feat)
Benefit: You are able to counter spells using any prepared spell or spell slot of a spell level equal to or greater than the spell level of the spell to be countered. For example, to counter a fireball using this feat, you would need a spell slot of 3rd level or higher in the case of spontaneous casting, or a prepared spell of 3rd level or higher.
Normal: You can normally only counter a spell using the same spell or Dispel Magic.  
PostPosted: Thu Oct 17, 2013 10:51 am
Could at least provide feedback if you're gonna say no. Perhaps a reason as to why. Instead of you know, being the anonymous hate basher with a negative attitude.  

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KenshiroKameMeijin

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PostPosted: Mon Oct 21, 2013 9:19 am
Looks pretty good, just a tiny point is sticking in my craw,

The whole elemental spell thing, there's a reason (balance wise) only certain dammage types are represented in the spell lists at certain levels. But if you wanted to expand your dammage pool you could always take the elemental spell adept feat, or the evocationist alternate class feature to give you greater elemental dammage types without sacraficing die values.  
PostPosted: Mon Oct 21, 2013 2:15 pm
Insanity Logic
Could at least provide feedback if you're gonna say no. Perhaps a reason as to why.

There was no "Maybe" or "Meh" option.  

Liquidor

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Avatar129142137

PostPosted: Mon Oct 21, 2013 4:06 pm
KenshiroKameMeijin
Looks pretty good, just a tiny point is sticking in my craw,

The whole elemental spell thing, there's a reason (balance wise) only certain dammage types are represented in the spell lists at certain levels. But if you wanted to expand your dammage pool you could always take the elemental spell adept feat, or the evocationist alternate class feature to give you greater elemental dammage types without sacraficing die values.


To my knowledge it's primarily sonic damage that is the issue at lower levels, to which I do not allow.

Otherwise to my knowledge most enemies don't really mind what kind of damage you throw at them at the lower levels unless it's a troll.

In addition I'm not familiar with the Elemental Spell Adept Feat nor its source.  
PostPosted: Mon Oct 21, 2013 4:37 pm
Insanity Logic
KenshiroKameMeijin
Looks pretty good, just a tiny point is sticking in my craw,

The whole elemental spell thing, there's a reason (balance wise) only certain dammage types are represented in the spell lists at certain levels. But if you wanted to expand your dammage pool you could always take the elemental spell adept feat, or the evocationist alternate class feature to give you greater elemental dammage types without sacraficing die values.


To my knowledge it's primarily sonic damage that is the issue at lower levels, to which I do not allow.

Otherwise to my knowledge most enemies don't really mind what kind of damage you throw at them at the lower levels unless it's a troll.

In addition I'm not familiar with the Elemental Spell Adept Feat nor its source.


Complete mage, complete arcane, and Unearthed arcana supliments will be your guides there, (most of this comming from a 3.5 base bot translating well to pathfinder, etc.  

KenshiroKameMeijin

Dapper Guildsman

5,000 Points
  • Citizen 200
  • Signature Look 250
  • Brandisher 100

Avatar129142137

PostPosted: Mon Oct 21, 2013 8:08 pm
KenshiroKameMeijin
Insanity Logic
KenshiroKameMeijin
Looks pretty good, just a tiny point is sticking in my craw,

The whole elemental spell thing, there's a reason (balance wise) only certain dammage types are represented in the spell lists at certain levels. But if you wanted to expand your dammage pool you could always take the elemental spell adept feat, or the evocationist alternate class feature to give you greater elemental dammage types without sacraficing die values.


To my knowledge it's primarily sonic damage that is the issue at lower levels, to which I do not allow.

Otherwise to my knowledge most enemies don't really mind what kind of damage you throw at them at the lower levels unless it's a troll.

In addition I'm not familiar with the Elemental Spell Adept Feat nor its source.


Complete mage, complete arcane, and Unearthed arcana supliments will be your guides there, (most of this comming from a 3.5 base bot translating well to pathfinder, etc.


Found it in Pathfinder. I'm doing research now to see if I'll modify.  
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