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Diffan
Great Reader

USA
4447 Posts

Posted - 21 Feb 2012 :  18:53:30  Show Profile Send Diffan a Private Message  Reply with Quote
quote:
Originally posted by Markustay

Interesting read - thank you for sharing with us Diffan.



No problem. It's become a little project of mine to slowly convert as much v3.5 stuff to E6 functions as possible so that I'll have a host of options ready when I play it again. I had debated making the one campaign (Heroes of the Moonsea) a E6 campaign, but I think that'll be harder to do as I planned to do it all by running modules. Currently, they're taking on the Orcs in Sons of Gruumsh but then I had planned for them to go to Myth Drannor and stop the Pool of Radiance spreading out from there. Then they'd delve into the Underdark to take out the denizens of the City of the Spider Queen. I highly doubt, however, they'll be able to take on such opponents with 6th level stats and some bonus feats, lol.

Oh well, I'll have to plan for something else. Perhaps a Baldur's Gate adventure with the likes of the game/novel (with Xan, Minsc, and boo in tow). That sounds like fun.
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Markustay
Realms Explorer extraordinaire

USA
15724 Posts

Posted - 21 Feb 2012 :  19:06:07  Show Profile Send Markustay a Private Message  Reply with Quote
Can I just ask, what is the benefit of this kind of system, over one where there are no levels at all?

"I have never in my life learned anything from any man who agreed with me" --- Dudley Field Malone

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Diffan
Great Reader

USA
4447 Posts

Posted - 21 Feb 2012 :  21:32:20  Show Profile Send Diffan a Private Message  Reply with Quote
quote:
Originally posted by Markustay

Can I just ask, what is the benefit of this kind of system, over one where there are no levels at all?



Honestly, I've never attempted a classless system. I've been gaming for approx 15 years and haven't delved too far away from the d20 mechanic. This doesn't mean that I don't want to learn new systems or that they're not awesome (because I hear some really are) but I go with what I know. The fact that my group is 95% d20 mechanic and has roots in just D&D, I'm not too sure another whole new system would be accepted overall. So I'd be hard for me to compare/contrast the benefits of this vs. something I practically know nothing about.

I can, however, tell you the benefits of playing this variant vs. other d20 ones: Balance. The "halting" of chracter class progression does two things. First, it limits one's power to the scope of the world around you. Most people (say well over the 85%) are commoners. They have approx 1-5 hp, have no valuable skills in combat, and are generally squishy. Any one 1st level Fighter (a trained soldier) can dispatch of a mob of angry villagers.

So E6 says: "Ok, your not the majority of people. You have trainable skills that can be applied to a wider world. You can take on challenges that normal people cannot." These skills are measured by your personal power and how that reacts WITH the rest of the world (ie. your special). But don't let that go to your head. One critical hit, one lucky spell, one dagger in your sleep and your as dead as that grey-beard commoner that's lived for 57 years. The perspective is that monsters are fairly rare in the world. It keeps common monsters still viable threats because.....well why wouldn't they be viable threats? Just because you gained 15 levels? With the strong mechanics of high-level play, simple problems such as Orcs, Trolls, and CR 6 magical beasts are no longer your concern. In fact, most adventures ignore them because they're under the radar. I think that helps break immersion and verisimilitude.

Also, it helps keep the balance of classes. Wizard, Cleric, and Druid sells of 4th+ level are well......broken from most normal standards. They're viable because it's expected that you'll be going up against opponents that can defend against such spells. But what about those that don't cast spells every other round? How do they stay vaiable aspcts of a group at the high levels of play? Really, they don't or don't contribute much that make people say "Whoa!!"

I think that's the best benefit of E6, it keeps things in perspective with the rest of the world and it keeps people from being min/maxing powergamers (well, it helps control it anyways). Sure, some combos are just powerful, but they often don't hit the ceiling of awesomeness until 8th to 12th level. Keeping it below that makes classes un-magical important through the game.
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Jakk
Great Reader

Canada
2165 Posts

Posted - 22 Feb 2012 :  07:10:12  Show Profile Send Jakk a Private Message  Reply with Quote
quote:
Originally posted by Diffan

quote:
Originally posted by Markustay

Can I just ask, what is the benefit of this kind of system, over one where there are no levels at all?



Honestly, I've never attempted a classless system. I've been gaming for approx 15 years and haven't delved too far away from the d20 mechanic.

<snip>

I think that's the best benefit of E6, it keeps things in perspective with the rest of the world and it keeps people from being min/maxing powergamers (well, it helps control it anyways). Sure, some combos are just powerful, but they often don't hit the ceiling of awesomeness until 8th to 12th level. Keeping it below that makes classes un-magical important through the game.


I've been experimenting with (outside of the actual game table environment so far) the Eclipse classless d20 rules from Distant Horizons. It looks really interesting as far as flexibility goes, but the concerns of my Pathfinder group (who are younger and definitely in the powergamer category) are that it will be too easy to break the system with ridiculous (yet legal) combinations. I agree that this is the DM's job to prevent, but there should still be checks and balances within the system, and I've never met a classless system outside of White Wolf that did this well. Curiously enough, I've also never played much White Wolf; my groups always came back to D&D (or, lately, Pathfinder). The longest digression from D&D I've been involved in as a gamer lasted 6 months, courtesy of Rifts (Palladium). All that being said, I'm interested in the variants on E6 as well. Off to Google the Net once more...

Playing in the Realms since the Old Grey Box (1987)... and *still* having fun with material published before 2008, despite the NDA'd lore.

If it's comparable in power with non-magical abilities, it's not magic.
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Diffan
Great Reader

USA
4447 Posts

Posted - 22 Feb 2012 :  10:53:56  Show Profile Send Diffan a Private Message  Reply with Quote
quote:
Originally posted by Jakk


I've been experimenting with (outside of the actual game table environment so far) the Eclipse classless d20 rules from Distant Horizons. It looks really interesting as far as flexibility goes, but the concerns of my Pathfinder group (who are younger and definitely in the powergamer category) are that it will be too easy to break the system with ridiculous (yet legal) combinations. I agree that this is the DM's job to prevent, but there should still be checks and balances within the system, and I've never met a classless system outside of White Wolf that did this well. Curiously enough, I've also never played much White Wolf; my groups always came back to D&D (or, lately, Pathfinder). The longest digression from D&D I've been involved in as a gamer lasted 6 months, courtesy of Rifts (Palladium). All that being said, I'm interested in the variants on E6 as well. Off to Google the Net once more...



I have heard of WW and Palladium and wouldn't mind giving them a try, but resources what they are and time being what it is restricts me to what I have. Also, as Hawkins mentioned on the other page, a person can use Pathfinder with this variant as well. Though from what I hear and see on their forums, it's better served as E7 (meaning up to 7th level). The reasons for stopping at 7th level are:
  • it's a level where you gain a feat

  • most classes have a class-defining feature at this level

  • Your Skills are maxed at 10 (a good, round number) or 7 for untrained.

  • You gain just a teeny-tiny bit of 4th level spells.


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    Diffan
    Great Reader

    USA
    4447 Posts

    Posted - 04 Mar 2012 :  17:49:24  Show Profile Send Diffan a Private Message  Reply with Quote
    One thing I felt E6 did right was taking really sub-par classes and making them actually viable for people to play. Lets take the lack-luster Marshal (3E Miniatures Handbook). THe class is....well bad. You don't really get anything useful except for some mediocre auras and the ability to grant people extra movement actions. *Yawn* An E6 variant of the class found Here show how classes like the Marshal can get a new face-lift without being broken or stepping on the toes of other classes. From the Marshal revision here, I compiled the Capstone feats for the class based on this info. The capstone feats can also be used for the original Marshal class too.

    • INSPIRING WORD [MARSHAL CAPSTONE]
      Benefit: Once per encounter, the Marshal can temporarily inspire any ally effected by his major aura. As a swift action, one ally under a Marshal's aura may gain 2d8 + the Marshal’s Charisma modifier (if any) in temporary hit points. Once the Marshal has obtained 10 epic feats, he may do this twice per encounter.


    • VETERAN MARSHAL [CAPSTONE]
      Benefit:
      Your major aura’s power increase by +1.

      EPIC MARSHAL [CAPSTONE]
      Benefit:
      You learn one additional minor and major aura. You also gain the ability to project one additional Minor aura.

    Edited by - Diffan on 15 Mar 2012 03:52:04
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    Diffan
    Great Reader

    USA
    4447 Posts

    Posted - 15 Mar 2012 :  03:49:42  Show Profile Send Diffan a Private Message  Reply with Quote
    Got two more classes Capstone feats finished, another one from the Miniatures Handbook and one from Dungeonscape. Enjoy!

    • GRACEFUL TOUCH [HEALER CAPSTONE]
      Benefit:
      You gain the effortless healing ability, allowing you to heal without provoking opportunity attacks.


    • VETERAN HEALER [CAPSTONE]
      Benefit:
      You gain a Unicorn companion.

      EPIC HEALER [CAPSTONE]
      Benefit:
      You gain two 4th level spells to prepare and cast per day. In addition, once per day you can cast any spell with the Healing descriptor as a free action.


    • SEASONED ARCANIST [FACTOTUM CAPSTONE]
      Benefit:
      You can now cast 3rd level spells with your arcane dilettante ability.


    • VETERAN FACTOTUM [CAPSTONE]
      Benefit:
      You now have 3 spells to prepare per day. You also gain one additional Inspiration Point.

      EPIC FACTOTUM [CAPSTONE]
      Benefit:
      You gain the Cunning Surge feature, allowing you to spend 3 inspiration points to gain an extra standard action.
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    Eli the Tanner
    Learned Scribe

    United Kingdom
    149 Posts

    Posted - 25 May 2012 :  02:17:11  Show Profile  Visit Eli the Tanner's Homepage Send Eli the Tanner a Private Message  Reply with Quote
    An Interesting variant on the usual system without re-writing it. I like the idea of maintaing that realistic sense of the lower levels coupled still with progression.

    Have you checked out Savage Worlds Diffan? Your abilities roughly cap out at about level 6-8 in D&D terms with the progression mostly branching outward rather than upward. It has a similar feat-based (they call them edges) advancement.

    Moderator of /r/Forgotten_Realms
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    Diffan
    Great Reader

    USA
    4447 Posts

    Posted - 25 May 2012 :  05:18:33  Show Profile Send Diffan a Private Message  Reply with Quote
    quote:
    Originally posted by Eli the Tanner

    An Interesting variant on the usual system without re-writing it. I like the idea of maintaing that realistic sense of the lower levels coupled still with progression.

    Have you checked out Savage Worlds Diffan? Your abilities roughly cap out at about level 6-8 in D&D terms with the progression mostly branching outward rather than upward. It has a similar feat-based (they call them edges) advancement.



    I have heard a LOT of positive things about the system (and setting?) but I haven't given it a try yet. My group varies all the time and remains pretty small, hence why we normally stick to just D&D (and Pathfinder) because they're often the most popular but I wouldn't mind giving it a try for a one-shot.
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    Diffan
    Great Reader

    USA
    4447 Posts

    Posted - 12 Aug 2012 :  15:25:11  Show Profile Send Diffan a Private Message  Reply with Quote
    Need some direction in making a few more Epic-caliber Feats for popular classes. I recognize that I have to do the Dread Necromancer, Archivist, Artificer, and Dragon Fire Adept but which others do we need?

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    Brimstone
    Great Reader

    USA
    3287 Posts

    Posted - 09 Sep 2012 :  15:46:54  Show Profile Send Brimstone a Private Message  Reply with Quote
    Check this out Diffan.

    "These things also I have observed: that knowledge of our world is
    to be nurtured like a precious flower, for it is the most precious
    thing we have. Wherefore guard the word written and heed
    words unwritten and set them down ere they fade . . . Learn
    then, well, the arts of reading, writing, and listening true, and they
    will lead you to the greatest art of all: understanding."
    Alaundo of Candlekeep
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    Diffan
    Great Reader

    USA
    4447 Posts

    Posted - 10 Sep 2012 :  13:49:53  Show Profile Send Diffan a Private Message  Reply with Quote
    quote:
    Originally posted by Brimstone

    Check this out Diffan.



    Thanks Brimstone, that's pretty awesome! If I'm ever going to do this E6 thing I'll have to decide to go with the original version, which I think is a bit easier to obtain due to the amount of books we have OR go with a more polished version. Definitly good stuff here and it's a great alternative to some classses that might feel a little light or weak.
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    Hawkins
    Great Reader

    USA
    2131 Posts

    Posted - 08 Oct 2013 :  19:46:31  Show Profile  Visit Hawkins's Homepage Send Hawkins a Private Message  Reply with Quote
    Couple of helpful links to get people newly introduced to this scroll:
    E6 (3.5e Sourcebook) & Gandalf Was Only a Fifth-Level Magic-User

    So, Diffan, I have been reading Mythic Adventures, and I think it might work well with the E6 (or E8) system. What do you think?

    Errant d20 Designer - My Blog (last updated January 06, 2016)

    One, two! One, two! And through and through
    The vorpal blade went snicker-snack!
    He left it dead, and with its head
    He went galumphing back. --Lewis Carroll, Through the Looking-Glass

    "Mmm, not the darkness," Myrin murmured. "Don't cast it there." --Erik Scott de Bie, Shadowbane

    * My character sheets (PFRPG, 3.5, and AE versions; not viewable in Internet Explorer)
    * Pathfinder Roleplaying Game Reference Document (PFRPG OGL Rules)
    * The Hypertext d20 SRD (3.5 OGL Rules)
    * 3.5 D&D Archives

    My game design work:
    * Heroes of the Jade Oath (PFRPG, conversion; Rite Publishing)
    * Compendium Arcanum Volume 1: Cantrips & Orisons (PFRPG, designer; d20pfsrd.com Publishing)
    * Compendium Arcanum Volume 2: 1st-Level Spells (PFRPG, designer; d20pfsrd.com Publishing)
    * Martial Arts Guidebook (forthcoming) (PFRPG, designer; Rite Publishing)
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    Diffan
    Great Reader

    USA
    4447 Posts

    Posted - 09 Oct 2013 :  19:54:28  Show Profile Send Diffan a Private Message  Reply with Quote
    quote:
    Originally posted by Hawkins



    So, Diffan, I have been reading Mythic Adventures, and I think it might work well with the E6 (or E8) system. What do you think?



    Yea, it seems like a great product to start off an early adventure and keep continuing in the E6 (or in Pathfinder's case, E8) style. I'm not entirely sure how the "Mythic Paths" work in conjunction with basic classes (are they new classes, PrCs, what?) but so long as they remain within the realm of low-level, could be very interesting.
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    idilippy
    Senior Scribe

    USA
    417 Posts

    Posted - 10 Oct 2013 :  16:07:40  Show Profile Send idilippy a Private Message  Reply with Quote
    Mythic Paths are independent of classes/PrC's/Hit Dice/etc, though many paths are highly aligned to certain classes (Archmage does more for an arcane caster than a fighter, for example). They allow you to gain mythic abilities and mythic feats (as well as attribute and some hp increases) when you gain Mythic Tiers independent from the benefits you get from leveling. For example, a 5th level Ranger could finish a Mythic Trial and be granted his/her first Mythic Tier by the DM. If the DM doesn't do anymore Mythic Trials that Ranger could grow to level 20 and still be Mythic Tier 1 over the course of a campaign. Similarly, the DM could offer more Mythic Power without having the PCs gain enough xp to level up, so that Ranger could stay 5th level and gain 2, 3, 4, or however many Mythic Tiers, ending up as level 5/Tier 10 if the DM chose to do that. Paizo recommends about 1 Tier/2 levels as a guideline but there are also campaigns where Mythic Power might be gained in different ways. There's even (and I like this) the possibility of Mythic Power being a temporary mantle granted to (or seized by) the PCs that lasts for a limited time. PCs could have circumstances that suddenly grant them 3 Mythic tiers for the length of an adventure or couple adventures, then the power is gone for whatever story reason.

    As for whether it would work well with E6/E8, I would have to look a lot more closely but from what I've seen some Mythic abilities are a rather large power increase over traditional Pathfinder. As an example, the Archmage Mythic Path ability Wild Arcana lets an arcane caster spend a Mythic Point to cast any spell on their spell list, known or not, spontaneously without spending a spell slot and with your effective caster level counting as +2 for that spell. So a Wizard can cast any spell on the sorcerer/wizard spell list (known or not) spontaneously up to 3+(2xMythic Tier) times per day.

    The Champion ability Distant Barrage is pretty nice for an archer, letting them as a swift action attack at their full BAB with an attack that gets a bonus to hit and bypasses all DR. Follow that up with a Mythic Rapid Shot (ignore the -2 penalty or choose to roll 2 extra attacks instead of just one) and an extra attack for haste and you have a 6th level archer who can attack 6 times, Distant Barrage at full BAB+tier, attack at BAB-2, rapid shot 1 at BAB-2, rapid shot 2 at BAB-2, haste at BAB-2, iterative attack at BAB-7 (unless the character has the mythic ability that removes the penalty for iterative attacks). If the characters are under the effect of Mythic Haste instead of regular Haste that archer would get a free move action (at speed+50ft) before the attack. Whether this level of power is something you want in your games or not is something you'll have to consider, since this is just 1 ability and there are more (and likely more potent) abilities. If these sounds like a great thing for a Mythic Archer or Mythic Mage to be able to do in your E6 game then awesome, and there's no doubt that the extra power Mythic offers PCs will let a level 6 group stand toe to toe with higher power foes (assuming they keep their defenses up and don't get "out-offensed" by too powerful foes). If you like the base assumed power level of E6/E8 though know that Mythic will raise this power level, particularly on the offensive end.

    Edited by - idilippy on 10 Oct 2013 16:13:07
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    Hawkins
    Great Reader

    USA
    2131 Posts

    Posted - 11 Oct 2013 :  15:06:05  Show Profile  Visit Hawkins's Homepage Send Hawkins a Private Message  Reply with Quote
    My main thought is that while you do gain HP, ability scores, abilities, and feats with the Mythic paths, you do not gain an improved HD, BAB, SVs, or spellcaster level (though depending on where you put your ability scores, you can simulate the improvement of many of them). And therefore, in an E6ish campaign, you can simulate higher level play.

    Errant d20 Designer - My Blog (last updated January 06, 2016)

    One, two! One, two! And through and through
    The vorpal blade went snicker-snack!
    He left it dead, and with its head
    He went galumphing back. --Lewis Carroll, Through the Looking-Glass

    "Mmm, not the darkness," Myrin murmured. "Don't cast it there." --Erik Scott de Bie, Shadowbane

    * My character sheets (PFRPG, 3.5, and AE versions; not viewable in Internet Explorer)
    * Pathfinder Roleplaying Game Reference Document (PFRPG OGL Rules)
    * The Hypertext d20 SRD (3.5 OGL Rules)
    * 3.5 D&D Archives

    My game design work:
    * Heroes of the Jade Oath (PFRPG, conversion; Rite Publishing)
    * Compendium Arcanum Volume 1: Cantrips & Orisons (PFRPG, designer; d20pfsrd.com Publishing)
    * Compendium Arcanum Volume 2: 1st-Level Spells (PFRPG, designer; d20pfsrd.com Publishing)
    * Martial Arts Guidebook (forthcoming) (PFRPG, designer; Rite Publishing)
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    Diffan
    Great Reader

    USA
    4447 Posts

    Posted - 11 Oct 2013 :  15:41:10  Show Profile Send Diffan a Private Message  Reply with Quote
    Well I'm definitly curious to see how this plays. I might have to go check out this book at my closest D&D retailer. In any event, the purpose of E6 is to remain within the the CR levels of monsters between 1/4 and 10. If you can easily take on CR 10 creatures with Mythic Path character at 6th level then it's probably too powerful.
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    Diffan
    Great Reader

    USA
    4447 Posts

    Posted - 11 Oct 2013 :  17:43:10  Show Profile Send Diffan a Private Message  Reply with Quote
    Here are a few items I made for my E6 Campaign. I'll post them as I get the time.

    THE ROCK

    “The Rock” is a masterwork adamantine heavy spiked shield set with a crystal of arrow deflection [Lesser]. The pieces are broken up and placed into the eye sockets of a grim-visage dwarf. It functions the same as if it were one whole gem and provides the benefit of +2 to the wielder’s AC against all ranged attacks. Further, the adamantine property provides the wielder with DR 1/- from all physical damage. From a distance, the gems and stern face on the shield’s surface confuse and disorientate ranged attackers, giving it its properties. Spikes extend from the front of the shield, allowing it’s wielder the option to charge and impale targets while an acute, buzz-saw like blade extends from the left half, allowing a swinging motion to slice and cut enemies.

    Not much is known about this fantastic shield’s origin besides the fact that its shape and design marks it as significantly Dwarven. Inscribed along the inner part of the shield is written in Dethek, “Azgal” meaning Shield of Stone in the Common tongue. History of this shield is pretty rare, as its style and shape date back to a time before the Time of Troubles. This particular artwork is common amongst the clans of the Spine of the World.

    Market Price: 2,570 gp.
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    Diffan
    Great Reader

    USA
    4447 Posts

    Posted - 11 Oct 2013 :  17:44:34  Show Profile Send Diffan a Private Message  Reply with Quote
    “SEIPORA’S SASH”
    (Jeweled Belt of Enthralling Beauty)


    “Seipora’s Sash” is a bejeweled belt with frills of multiple colors that ring the waist of its wearer. The belt is primarily used by gypsy and harem females in their exotic dances to enhance their beauty. Coins frame the frills and are of no particular value. This sash, however, does have one exceptional piece, an emerald positioned at its center. This emerald is of special quality, enhancing spells that help ensnare onlookers of the dance the wearer is performing. When performing a dance (Perform [Dance] DC 10) as a move action, any spell cast in that turn with the Compulsion descriptor adds 2 to the total HD of creatures affected.
    The true name of this piece of clothing is the Jeweled Belt of Enthralling Beauty, but was last worn by a Calishite spelldancer named Seipora. This spelldancer helped fight slavery that transpired throughout the desert lands of Calimshan and she was notorious to slave lords and those of the Zhentarim, who helped fuel this disturbing trade. In the end Seipora was betrayed by her lover, a disguised prince of a famous Pasha, who had strong dealings in the Slave market. Her death, however, was not in vain for it spurred on rebellion amongst many of the enslaved people and helped free hundreds of Calishites and Fire Genasi people.

    How the sash came to be in the Border Kingdoms is a bit of a mystery for its well-known that Seipora had met her death in the city of Calimport. Speculators believe that she might have survived and helped fight slavers in this new country but so far, she has never been spotted. The sash finally came to rest at a shop in the town of Nightwind and purchased by the Lord of the Wavewatch, Mistress Azlurla Marounal.
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    idilippy
    Senior Scribe

    USA
    417 Posts

    Posted - 11 Oct 2013 :  18:28:07  Show Profile Send idilippy a Private Message  Reply with Quote
    I think Hawkins has it right, E6 with Mythic will let you simulate higher level play pretty easily. Between the extra durability, access to all sorts of special abilities and special defenses, ways to greatly increase attack and damage potential, and abilities that drastically increase a PCs survivability and healing ability Mythic PCs have the potential to be a good deal stronger than non-mythics. A couple abilities I see might be problematic for an E6 game, though not necessarily too powerful. Just listing abilities for Tiers 1 and 3 to keep this shorter and because the higher tiers of course have higher power and there'd be too many to go through.
    Archmage Basic
    -Arcane Surge as a swift action cast a spell you have prepared or known (if spontaneous) for free without spending a spell slot. Non-mythic enemies let you roll to beat spell resistance twice and have to roll to save twice and take the worst. This is basically like having a quicken spells rod and the spell cast as a swift action gets a boost too.
    Tier 1 Archmage
    -Flash of Omniscience lets a PC use Divination with a 70%+arcane class level+tier chance of getting a correct answer and no muddled answer possibilities (since it's flavored as the PC's special mind not asking questions of an outsider. Divination is usually not possible in E6 so could be trouble.
    -Mythic Hexes makes it so that a Witch hex affects a non-mythic enemy for 1 round even if they successfully save against it which can be quite troubling with a hex like sleep. Unless you plan on using Mythic Enemies often this could make hexes and the itch class even more potent.
    Tier 3 Archmage
    -Many Forms is Alter Self at will with Polymorph as a free action when you spend a Mythic Point. Polymorph is not available in E6 usually.
    -Mirror Dodge lets you as an immediate action teleport 30ft when hit by an attack, replacing yourself with an illusion that is destroyed by the damage. Since neither teleport nor dimension door are available at E6 this could be out of concept (though it's really not potent at all).

    Champion Basic
    -Distant Barrage is the free ranged attack example.
    -Fleet Charge lets you, as a swift action, move up to your speed and make an attack (ranged or melee) at your full BAB plus your tier which bypasses DR. Then you still have your full attack action. Not too troubling in E6 when you'll only attack twice on a full attack though.

    Champion Tier 1&3
    Nothing really sticks out, fun stuff for martial sorts but nothing that breaks E6 assumptions.

    Guardian Tier 1
    -Fast Healing does what it says: fast healing 5 for 1 minute. Doesn't really seem bad to me but I can't remember other ways of getting fast healing in E6 so might ping for some people.
    -Raise Animal lets you do a little ritual to have a bonded mount, animal companion, or familiar be raised from the dead overnight. It doesn't seem too strong but does break the E6 default of no raise dead access.
    -Relentless Healing lets you cast a healing spell on a creature only 1 round dead, or trigger a spell the creature knows if it has been dead longer, to try to bring it above death. It basically lets you use breath of life on an ally or raise dead on someone with healing of their own, both of which are abilities not possible in basic E6.

    Heirophant Basic
    -Inspired Spell works like Wild Arcana, letting a character cast any spell on their divine spell list (not just memorized or known) for free and with a +2 to caster level.
    -Recalled Blessing is Arcane Surge for divine spells.

    Heirophant Tier 1
    -Relentless Healing is just like the Guardian one.

    Marshal
    I couldn't find anything out of theme for E6 here.

    Trickster Basic
    -Fleet Charge just like Champion Fleet Charge

    Trickster Tier 1
    -No One of Consequence has you be under a permanent Nondetection effect which isn't possible otherwise in E6 I don't believe.

    Trickster Tier 3
    -Mirror Dodge is just like the other Mirror Dodge ability.

    Universal Abilities Tier 1
    -Commune With Power lets you use the Commune spell, not possible in normal E6 I don't believe.
    -Legendary Item lets you possibly get a minor artifact, or intelligent item, etc and may be out of whack with normal E6 item possibilities.

    Universal Abilities Tier 3
    -Divine Source allows you to grant divine spells to those who follow your cause, allowing them to select you as a deity. You also cast any divine spells from your 2 domains (more if taken again at higher tier) 1/day each as a spell like ability. You can cast spells of spell level = Tier so if you have 5 tiers you can cast (and grant) up to 5th level spells. Becoming a deity, even in this slightly less full way, is a little more than E6 standard I think.
    -Pure Destiny makes you immune to all non-mythic curses and compulsions, which may be overpowered if you don't use Mythic enemies much.
    -Sleepless makes you immune to sleep and you can regain any rest-dependent abilities 1/day with 1 hour of meditating.

    The book is worth checking out despite the potentially troubling abilities. Even though this post got long (and I skipped mention of Mythic Feats or Spells) I think Mythic is more interesting than troubling. I like it as a base to tinker with and am/will be using modified versions of the Mythic rules in a couple campaigns I run. For my E7 game I am considering using temporary Mythic Power moments. PCs who do certain tasks to gain temporary access to legendary power in order to defeat an unspeakable foe seems to me like a great way to use Mythic rules with E7 PCs.
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    Hawkins
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    Posted - 12 Oct 2013 :  20:58:03  Show Profile  Visit Hawkins's Homepage Send Hawkins a Private Message  Reply with Quote
    Here is a link to the Mythic rules for anyone wishing to just check them out.

    Errant d20 Designer - My Blog (last updated January 06, 2016)

    One, two! One, two! And through and through
    The vorpal blade went snicker-snack!
    He left it dead, and with its head
    He went galumphing back. --Lewis Carroll, Through the Looking-Glass

    "Mmm, not the darkness," Myrin murmured. "Don't cast it there." --Erik Scott de Bie, Shadowbane

    * My character sheets (PFRPG, 3.5, and AE versions; not viewable in Internet Explorer)
    * Pathfinder Roleplaying Game Reference Document (PFRPG OGL Rules)
    * The Hypertext d20 SRD (3.5 OGL Rules)
    * 3.5 D&D Archives

    My game design work:
    * Heroes of the Jade Oath (PFRPG, conversion; Rite Publishing)
    * Compendium Arcanum Volume 1: Cantrips & Orisons (PFRPG, designer; d20pfsrd.com Publishing)
    * Compendium Arcanum Volume 2: 1st-Level Spells (PFRPG, designer; d20pfsrd.com Publishing)
    * Martial Arts Guidebook (forthcoming) (PFRPG, designer; Rite Publishing)
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    sirzithor
    Acolyte

    Canada
    8 Posts

    Posted - 17 Jun 2014 :  07:38:25  Show Profile Send sirzithor a Private Message  Reply with Quote
    quote:
    Originally posted by Diffan

    VETERAN WARBLADE [CAPSTONE]
    Benefit: From now on, you qualify for feats with a requirement of Fighter level 8, and with a Base Attack Bonus requirement of up to +8. In addition, select a feat for which you meet the requirements for.



    I had a question about this capstone (and the Fighter one that is the same). My friends and I had an argument about it. We have two schools of thought on what this feat was intended to be. Could someone help clarify?

    Option A:
    VETERAN WARBLADE [CAPSTONE]
    Benefit: From now on, you qualify for feats with a requirement of Fighter level 8, and with a Base Attack Bonus requirement of up to +8. In addition, select a feat you don't currently meet the requirements for. You are now considered to meet the requirements of that feat and may take it normally when you are able to take a feat.

    Option B:
    VETERAN WARBLADE [CAPSTONE]
    Benefit: From now on, you qualify for feats with a requirement of Fighter level 8, and with a Base Attack Bonus requirement of up to +8. In addition, select a feat that you meet the requirements for. You may include the previous benefit when selecting this feat. You gain the benefits of that feat in addition to this feat.

    Any assistance clearing this up would be greatly appreciated.

    Thanks.
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    Diffan
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    Posted - 17 Jun 2014 :  08:18:16  Show Profile Send Diffan a Private Message  Reply with Quote
    The intent is Option B, as you are treated as an 8th level Fighter for selecting feats, including the additional one you gain with the Capstone. Sorry if the wording wasn't as clear as I intended.
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    sirzithor
    Acolyte

    Canada
    8 Posts

    Posted - 17 Jun 2014 :  08:22:14  Show Profile Send sirzithor a Private Message  Reply with Quote
    quote:
    Originally posted by Diffan

    The intent is Option B, as you are treated as an 8th level Fighter for selecting feats, including the additional one you gain with the Capstone. Sorry if the wording wasn't as clear as I intended.



    No problem, thanks for the quick reply! I actually thought you intended option A as I did not see any precedent for a feat giving you another feat. Also, being able to meet the prerequisite for another feat was in-line with the rest of the benefit of the feat. Thanks for the clarification!
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    Diffan
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    Posted - 17 Jun 2014 :  10:16:45  Show Profile Send Diffan a Private Message  Reply with Quote
    quote:
    Originally posted by sirzithor

    quote:
    Originally posted by Diffan

    The intent is Option B, as you are treated as an 8th level Fighter for selecting feats, including the additional one you gain with the Capstone. Sorry if the wording wasn't as clear as I intended.



    No problem, thanks for the quick reply! I actually thought you intended option A as I did not see any precedent for a feat giving you another feat. Also, being able to meet the prerequisite for another feat was in-line with the rest of the benefit of the feat. Thanks for the clarification!



    No problem. I'll try to reword it so its more clear. Thanks for bringing it to my attention.
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    sirzithor
    Acolyte

    Canada
    8 Posts

    Posted - 13 Dec 2014 :  17:28:33  Show Profile Send sirzithor a Private Message  Reply with Quote
    Hi Diffan,

    I know this thread is old, but is there any chance you could do up capstone feats for psionic classes from the Expanded Psionics Handbook?

    Thanks in advance.
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    Diffan
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    Posted - 14 Dec 2014 :  04:59:50  Show Profile Send Diffan a Private Message  Reply with Quote
    quote:
    Originally posted by sirzithor

    Hi Diffan,

    I know this thread is old, but is there any chance you could do up capstone feats for psionic classes from the Expanded Psionics Handbook?

    Thanks in advance.



    Hm, I haven't actually played any Psionics in 3.5 but I can definitely take a shot at it. Which classes exactly?
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    sirzithor
    Acolyte

    Canada
    8 Posts

    Posted - 14 Dec 2014 :  17:19:52  Show Profile Send sirzithor a Private Message  Reply with Quote
    Was thinking of the ones from the EPH, which are the Psion, Psychic Warrior, Soulknife and Wilder.
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    Diffan
    Great Reader

    USA
    4447 Posts

    Posted - 15 Dec 2014 :  12:55:05  Show Profile Send Diffan a Private Message  Reply with Quote
    quote:
    Originally posted by sirzithor

    Was thinking of the ones from the EPH, which are the Psion, Psychic Warrior, Soulknife and Wilder.



    Cool, luckily they're all on the d20srd website so I won't have to go digging much. Having not played them, don't be alarmed if their capstone feats are powerful. Let me know if you think one or two might be too much compared to other feats of other classes. I'm not sure when I'll have them done by, any specific timeframe?
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    sirzithor
    Acolyte

    Canada
    8 Posts

    Posted - 15 Dec 2014 :  16:02:07  Show Profile Send sirzithor a Private Message  Reply with Quote
    No hurry on it, when you have time is fine. Thanks for doing this!
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