E6 Pathfinder

Post/Author/DateTimePost
#1

farodin

May 26, 2008 12:54:13
Hi, I’m building a new character for an E6 campaign, and I would humbly like to request your help with that. The old one died, and as my DM wants to give the Pathfinder rules a try, he thought this was a convenient point to convert everything.

Houserules
  • As has been said, the game is going to be a combination of E6 and Pathfinder RPG. Epic feats are probably going to be similar to those in the thread, but my DM first wants to take a closer look at them. This is still pretty far away though.
  • Books allowed: obviously Pathfinder, the core books whenever not overruled by Pathfinder, the Complete series, PHB II, and the Magic Item and Spell Compendium. Note that magic items may be hard to get because of E6. Campaing setting books are definitely not allowed. I would have to ask about the rest I think.
  • Races are restricted to human, halfling and dwarf only (so no templates for reduced point buy either).
  • Wizards don’t exist in his gameworld, something about not liking vancian casting. Clerics and Druids are just fine though, and sorcerers will probably have some ability to better create items.


The character
Human druid. The first other party member is a Dwarf Paladin, the second doesn’t know yet what he wants to become. I start at lvl 2. We use 28 pb (the DMG version, not the new Pathfinder one).

[INDENT]1 - Druid - Spell Focus (Conjuration), Augment Summoning
2 - Druid - free
3 - Druid
4 - Druid - Natural Spell
5 - Druid
6 - Druid - free[/INDENT]
So, the problem is that I don’t really have a good idea about what’s important when making an E6 character, especially combined with the new set of rules (Pathfinder).

Troubling points
  • Ability distribution: physical ability scores are no longer irrelevant. Should I put points in strength to go melee when necessary, or would it be better to just play spellcaster only and stay in bird/elemental form most of the time. (Caster only may be a bit better because no MAD)
  • Take an animal companion or one of the domains available? I’m currently heading in the direction of the companion. Note: Dinosaurs don’t exist in the game world.
  • What feats to take: maybe not that important, as I will get plenty, but besides those in the table above I don’t really know what should take priority. There are a lot of viable options in the druid handbook; Natural Bond, Improved Ini, Extend, Sculpt, Spell Penetration, Multiattack, Beckon the Frozen, etc, but none of these really stand out in my opinion.
  • How good will summons be when we reach a pretty high epic level, like when fighting cr 9 monsters or so? How good will I be at melee if I start with 14 str, but put all the level bumps in wisdom?


Any advice on Epic 6 or the Pathfinder rules is welcome. Thanks a lot in advance.
#2

hogarth

May 26, 2008 13:05:33
One thing to note: Pathfinder characters get feats at levels 1, 3, and 5, not 1, 2, 4, and 6.

If you want to play a melee druid, I'd highly recommend playing a human and putting your +2 bonus in Str. If you don't want to play a melee druid, I'd suggest staying in air elemental form all day (starting at level 6).

I'd say it's a toss-up between taking an animal companion or taking the Animal domain (which allows you to summon a companion from the SNA II spell list).

Summons should still be good at "epic" levels; an augmented Dire Wolf stays useful in combat for a good while.
#3

farodin

May 26, 2008 14:54:33
Whoops, missed that about the feats, I only saw 2 per level and somehow connected it to the fighter progression.

I already thought about it for some days, If summons stay good I'm going to dump strength and go for casting only. Which should be fun in air/earth elemental form (earth is quite nice in dungeons, stone buildings, caves, etc... :D). Besides, as elemental I get to keep talking.

Thanks for your input

Any other advice about good tactics on "Epic" levels is welcome.