Break My E6 Game

Post/Author/DateTimePost
#1

werebat

May 24, 2008 20:39:50
I'm thinking of running E6 Eberron with Core, all Eberron books, the Completes, Draconomicon, and Lords of Madness, and the following house rules. Can you break it?

Also -- how well balanced to the classes look? In particular I mean "gestalt" vs. "capstone" characters. Figured you guys would know.

If anything needs tweaking I'm interesting in hearing what it might be.

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E6 General

• Characters progress in level as normal until reaching 6th level, at which point a bonus feat can be chosen for every 5000 experience points earned. The character must still be able to meet the requirements of these feats in order to take them.
• The following “Raising the Stakes” options from the E6 wiki will be used: Conviction (replaces Action Points), The Death Flag, and Raising the Stakes. I am open to using Players Roll All the Dice if the majority of people want to try it.


Going Gestalt and Capstone Classes

• Upon reaching 6th level, each character chooses to either “go gestalt” or selects a “capstone class” (which he must have taken at least one level in).
• If a character chooses to “go gestalt”, he can choose to spend feats to acquire class abilities held by any classes that he has at least one level in. These class abilities include actual class abilities as well as spellcaster levels, BAB, and saving throws (+1 advancement per feat spent). He may never purchase class abilities that could not be earned by a character with six levels in the class in question. Prestige class abilities can be earned this way so long as the level of the PrC required to achieve them could possibly have been reached by a 6th level character.
• If a character chooses to select a capstone class, he may never spend feats to acquire class abilities as described above (not even in his capstone class). However, he is eligible to purchase up to three “capstone feats” that are tied to his capstone class. These feats typically grant abilities not attainable until after the 6th level of the capstone class. If a character has less than 6 levels in his capstone class, some of the abilities gained from his capstone feats may need to be modified to account for this.


Magic Items

• Artificers cannot use their abilities to emulate spells of higher than 3rd level. As a result, no magic items requiring spells of higher than 3rd level are available for purchase in the markets of Sharn or any other area.
• The caster level for the creation of any item can be lowered to the minimum level required to cast the spells needed to create it. Thus, any item or item enhancement that requires no spell higher than 3rd level in its creation can be found in the markets of Sharn and elsewhere, so long as its other requirements could be met by a 6th level character. Thus, Boots of Speed could be found for purchase even though their required Caster Level is officially 10th.
• Players may request otherwise uncraftable items to be placed as treasure, and I will make an honest effort to do so at an appropriate time as long as the items do not seem disruptive to the game (especially if they are central to the character’s concept). These “artifacts” may have been crafted long ago by giants, dragons, or even deities.
New E6 Feats

Ability Training (General)
You spend time honing one of your Abilities: Strength, Dexterity, Constitution, Intelligence, Wisdom, or Charisma.
Prerequisite: This feat can only be taken as a bonus feat after 6th level.
Benefit: Choose one Ability; treat that Ability as having a +2 bonus to its score for the purposes of Ability Checks and Skill Checks. This bonus does not count for any other use of that ability.
Special: You can gain this feat multiple times, its effects do not stack. Each time you take this feat it applies to another ability.

Ability Advancement (General)
Your training pays off, and one of your Abilities increases.
Prerequisite: Ability Training in the same ability.
Benefit: Choose one Ability. You gain a permanent +2 bonus to that ability. This bonus does not stack with the benefit from Ability Training.
Special: You can gain this feat multiple times, its effects do not stack. Each time you take this feat it applies to another ability.

Expanded Spell Knowledge (General)
Prerequisite: This feat can only be taken as a bonus feat after 6th level.
Benefit: You learn one or more new spells known, with spell levels totaling to half your caster level (rounded down). Treat a new 0th-level spell as having one half a level. Thus, a sixth-level sorcerer could learn one new 3rd level spell, or one new 2nd level and one new 1st level spells, or three new 1st level spells, etc. This feat cannot provide spells known of a level higher than you can already cast.
Special: You can take this feat multiple times. Each time you take it you learn more new spells.

Expanded Caster Stamina (General)
Prerequisite: This feat can only be taken as a bonus feat after 6th level.
Benefit: You gain one or more new spell slots, with spell levels totaling to half your caster level (rounded down). Treat a 0th-level spell slot as one half a level. Thus, a sixth-level wizard could gain one 3rd level spell slot, or one 2nd level and one 1st level spell slots, or three new 1st level spell slots, etc. This feat cannot provide spell slots of a level higher than you can already cast.
Special: You can take this feat multiple times. Each time you take it you gain more spell slots.

Wondrous Rings (Item Creation)
Prerequisite: Craft Wondrous Item. This feat can only be taken as a bonus feat after 6th level.
Benefit: You treat rings as wondrous items for the purpose of meeting item creation prerequisites. You must still meet any other requirements for any rings you create.


Capstone Feats:

These feats are available as post-6th level feats for characters that have chosen their relevant classes as capstone classes. The third feats in each set can only be taken after at least one of the first two. Unless otherwise noted, no capstone feat has any other prerequisites. Some capstone feats may be adjusted by the DM in cases where a character has less than 6 levels in their capstone class (for example, lowering the level of a bonus spell gained or replacing Improved Uncanny Dodge with Uncanny Dodge).

Artificer:
* Your Craft Reserve renews itself to 150 points. In the future, this will happen every time you gain another feat.
* Metamagic Spell Completion (as the Artificer ability)
* Skill Mastery (as the Artificer ability)

Barbarian:
* Barbaric Toughness: You gain Damage Resistance 1/-
* Imp. Barbaric Toughness: Your DR increases to 3/- (Requires Barbaric Toughness)
* Greater Rage (as the Barbarian ability)

Bard:
* Bardic Inspiration (Inspire Courage at +2 instead of +1) (Requires 3 ranks in Perform)
* Choose 1 3rd level Bard spell from a list supplied by the DM. You may cast this spell once per day.
* Inspire Greatness (as the Bardic ability – requires 9 ranks in Perform)

Cleric:
* Choose a Domain in the portfolio of your god that you do not already have access to. You have access to this Domain, including its granted power.
* You gain a 4th level spell slot that can only be filled with a metamagicked spell of 3rd level or below.
* Choose 1 4th level Cleric spell from a list supplied by the DM. You may cast this spell once per day. You may use your Spontaneous Casting ability with this spell.

Druid:
* Ferocious Slayer: You may take the Ferocious Slayer form when Shapeshifting.
* You gain a 4th level spell slot that can only be filled with a metamagicked spell of 3rd level or below.
* Choose 1 4th level Druid spell from a list supplied by the DM. You may cast this spell once per day. You may use your Spontaneous Casting ability with this spell.

Fighter:
* Martial Veteran: You qualify for any feat requiring a +8 BAB and/or 8 levels of Fighter
* Intense Training: You gain two fighter feats for which you meet the requirements.
* Greater Weapon Specialization in any one weapon

Monk:
* Precise Flurry: You take no penalty to hit when flurrying
* Unarmed Prowess: Increase base Unarmed damage by one step
* Greater Flurry (as the Monk ability)

Paladin:
* Holy Strikes: Your weapon attacks count as Good aligned for the purpose of overcoming DR.
* Exalted Might: Your Paladin level is treated as 8th for the purposes of the Smite Evil, Lay on Hands, and Turn Undead abilities.
* Righteous Knight: Choose one 2nd level Paladin spell from a list supplied by the DM. You can cast this spell once per day. In addition, your Paladin level is treated as 8th for the purpose of the Special Mount ability.

Ranger:
* Mystic Woodsman: Choose one 2nd level Ranger spell from a list supplied by the DM. You can cast this spell once per day. In addition, you gain the Woodland Stride and Swift Tracker Ranger abilities.
* Evasion
* 3rd Favored Enemy

Rogue:
* +1d6 Sneak Attack
* Improved Uncanny Dodge
* Roguish Ability (Choose one of the 10th level Rogue special abilities)

Sorcerer:
* Your Caster Level is raised by +1 (to 7th) for all purposes other than spells known and spells per day.
* You gain a 4th level spell slot that can only be filled with a metamagicked spell of 3rd level or below.
* Choose 1 4th level Sorcerer spell from a list supplied by the DM. You may cast this spell once per day.

Wizard:
* Your Caster Level is raised by +1 (to 7th) for all purposes other than spells known and spells per day.
* You gain a 4th level spell slot that can only be filled with a metamagicked spell of 3rd level of below.
* Choose 1 4th level Wizard spell from a list supplied by the DM. You may cast this spell once per day.
#2

erhnamdj

May 24, 2008 20:52:58
I think the general consencus is that artificer and cleric 1/archivist 5 with dmm going are both equally smashing (quite literally.)

Whirling frenzy barbarians, crusaders, warblades, and mystic rangers with the sword of the arcane order feat are also okay enough. Meaning, they kill whatever you put in front of them in one round Most of the time. I guess a charging paladin does the same.

of course, wizards are almost as broken as always. Far ahead of the melee characters for sure. As are druids.
#3

tytalus

May 25, 2008 14:46:04
E6 is actually quite nicely balanced, and allows even melee character to shine. There are a few very strong builds, but nothing gamebreaking.

- Figher2/Warblade-or-Crusader4 with Dungeon Crasher variant

- White Dragonspawn Kobold with Greater Draconic Rite of Passage gets 4th level spells by character level 6

- Etc.