Author Topic: E6 PrC System & Handbook  (Read 10489 times)

Offline Nunkuruji

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E6 PrC System & Handbook
« on: August 18, 2012, 11:41:29 AM »
(Work In Progress, Still working on formatting & finishing handbook & build sections)

Updates maintained only in the google doc version
https://docs.google.com/document/d/1smaDwIFcucln_B-PACnGh35-oowQJOIm7Ie8yRfeBuU/edit?usp=sharing


Table of Contents
E6 PrC Introduction
E6 PrC Rules & Guidelines
E6 PrC Capability Expansion
E6 Metagame Analysis
E6 PrC+ Introduction
E6 PrC+ Rules & Guidelines
E6 PrC+ Metagame Analysis
E6 PrC+ Handbook
E6 PrC+ Builds
« Last Edit: December 22, 2013, 11:48:51 AM by Nunkuruji »

Offline Nunkuruji

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Re: E6 PrC System & Handbook
« Reply #1 on: August 18, 2012, 11:41:47 AM »
E6 PrC Introduction

E6 PrC is a variant of the E6 system. It allows for Prestige Classes to be taken as a characters 1st or 2nd level, as appropriate. It is intended to expand on the variety of classes and builds that can be created in E6. It creates notably stronger characters, but attempts to preserve the lower magic nature of E6.

E6 PrC Discussion: http://www.minmaxboards.com/index.php?topic=6706.0
E6 Wiki: http://dungeons.wikia.com/wiki/E6_%283.5e_Sourcebook%29
E6 Wiki: http://www.myth-weavers.com/wiki/index.php/Epic_6
Nytemare3701’s E6 Handbook: http://www.minmaxboards.com/index.php?topic=6605.0
Childe's T5: http://www.minmaxboards.com/index.php?board=69.0

E6 PrC uses many of the same concepts and rules as Childe’s T5 , but does not attempt to errata classes into a 5 level version, nor balance the leveling curve. It is most appropriate to start PCs at level 3 or higher.

E6 PrC is not a strict set of rules. It still takes some savvy DM knowledge to run a fair game.
« Last Edit: August 24, 2012, 04:24:11 PM by Nunkuruji »

Offline Nunkuruji

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Re: E6 PrC System & Handbook
« Reply #2 on: August 18, 2012, 11:42:06 AM »
Rules & Guidelines

  • You may multiclass base classes, but only 1 prestige class may be taken.
  • Prestige Class feat, skill rank, BAB, and special ability prerequisites are waived.
  • Racial requirements are not waived, as seen fit by DM
  • Prestige Classes that are “+1 of existing spellcasting class” have a prerequisite of “requires ability to cast 1st level spells”, as appropriate. For example, Wizard 1 / Archmage 5 is a legal build.
  • Prestige Classes that are “Caster level Xth” have a prerequisite of “requires caster level 1st”, as appropriate. For example, Warlock 1 / Mindbender 5 is a legal build.
  • Prestige Classes with their own spell progression may be entered at 1st level. For example, Assassin 6 is a legal build.
  • Prestige Classes that do not grant prerequisite class abilities that are a prerequisite entry retain that prerequisite. For example, Wild-Shape Ranger 1 / Master of Many Forms 5, Barbarian 1 / Runescarred Berserker 5.
  • Prestige Class prerequisite feats, skills and special abilities must be taken at the first available opportunity. A 1st level Assassin must take 4 ranks in Disguise, Hide and Move Silently. A Warlock 1 / Mindbender 5 must take Lesser Invocation: Charm at the first available opportunity. Feats which must be taken at 1st level character creation take precedence.
    Weapon & Armor proficiencies should be granted based on typical entry class proficiencies as the DM sees fit. For example, Assassin grants Rogue proficiencies, and so forth.
  • All Spell Lists include only 0th - 3rd level spells
  • Psion/Wilder power list include only 1st - 3rd level powers
  • Psychic Warrior / Lurk / Pyschic Rogue power lists include only 1st - 2nd level powers
  • Infusion list includes only 1st - 3rd level infusions
  • Invocation lists include only least and lesser invocations
  • Martial Discipline lists include only 1st - 3rd level maneuvers & stances
  • Mysteries list include only fundamental and apprentice level mysteries
  • Utterances: The Lexicon of the Evolving Mind includes only 1st - 3rd-level utterances. The Lexicon of the Crafted Too includes only 1st - 4th-level utterances. The Lexicon of the Perfected Map includes only 1st-level utterances.
  • Vestiges include only 1st - 3rd level vestiges.
  • Spell slots of greater than 3rd level are retained and may be filled with metamagic’d spells as normal.
  • Spells may only be affected by 1 metamagic feat or similar effect
  • Functional caster level should cap at 10. Uncapped spells should be capped appropriately for their level, and tiered spells should likewise be capped. 10d6 damage for 3rd level spells, Resist Energy at 20pts, and so forth. A higher caster level higher than 10 can fulfill a prerequisite such as Lichdom.
  • The advised optional feats to allow from the E6 Sourcebook are Craft Rod, Craft Staff, and Open Minded. Many of the other E6 feats are unnecessary, given what E6 PrC offers from class expansion.
  • Class Features should probably not allow summons, minions or creature creation of higher than CR6.
« Last Edit: September 30, 2012, 10:05:22 AM by Nunkuruji »

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Re: E6 PrC System & Handbook
« Reply #3 on: August 18, 2012, 11:42:34 AM »
E6 PrC Capability Expansion

The following is a cursory list of Classes, Prestige Classes, Feats and Domains that grant abilities exceeding the capabilities of 3rd level Wizard, Cleric & Druid spells, and companions that are granted or advanced early. This list is intended for DMs who want to quickly ban an effect they do not want in their campaign.


Classes
(click to show/hide)

Domains
(click to show/hide)

Feats
(click to show/hide)

Other
(click to show/hide)

Inappropriate/Unusable PrCs
(click to show/hide)
« Last Edit: December 17, 2012, 01:46:36 PM by Nunkuruji »

Offline Nunkuruji

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Re: E6 PrC System & Handbook
« Reply #4 on: August 18, 2012, 11:42:50 AM »
Metagame Analysis

In some cases, Prestige Class spell lists or Class Features may grant normally higher level spells as lower level spells. Spells like Dimension Door should not be a problem, but spells like Plane Shift may not be appropriate for your campaign Consider carefully whether they make these classes special, or whether they break the campaign and should be banned.

In some cases, Prestige Classes grant companions or capabilities that will unbalance progression prior to level 6. The class list provides some notes on this, but the system does not attempt to correct it. It is more concerned with balancing at the E6 level. The T5 system is perhaps a more balanced approach, with a larger class errata http://www.minmaxboards.com/index.php?board=69.0

Specialist classes like the Demonologist are the goal of what the system offers from power/balance and world building perspective. It is the only? source of Planar Binding. It’s spell list for combat purposes is limited to primarily Summon Monster III + Summoning Mastery III = Summon Monster VI, which is roughly CR6 creatures. Any expanded magical capability would need to come from Arcane Schooling/UMD Wands, Scrolls, or other items.

The Artificer presents one of the biggest problems to world building. They can effectively use their item creation ability to create scrolls, wands and other magic items with spells from any list. This diminishes the specialness of the above case of the Demonologist. I recommend limiting their item creation spell list to the Wiz/Clr list.

A Maximized Fireball for about 60-80pts is a reasonable litmus for the upper bound of nova damage from a spell, assuming one specializes in fire spells, caps their caster level, and has a metamagic maximize rod, or other means to apply metamagic for free. Both PCs and Team Monster need to be adequately prepared for the challenges of combat. Every little defense counts. E6 PrC does not attempt to inflate base HP values as a means to survival.

Spell Resistance becomes more relevant, as it is now remains within the threat range of typical caster levels and spell penetration.

One level of a Martial Adept class is a great way to cap off a 5 level standalone PrC.

E6 PrC does not try and fix any of the TO tricks, Pun-Pun, etc. that may still exist. The Dirty Tricks Fixes errata is for that. If your table can’t come to a gentlemen’s agreement, then E6 PrC is probably not for you anyways.
« Last Edit: August 22, 2012, 04:26:31 PM by Nunkuruji »

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Re: E6 PrC System & Handbook
« Reply #5 on: August 18, 2012, 11:43:10 AM »
E6 PrC+ Introduction

E6 PrC+ adds additional rules in addition to E6 PrC. E6 is intended to not only curb the magic level effects, but also make each encounter a challenging experience. Adopting the E6 PrC+ variant rules continues in the spirit of each encounter should be a challenging experience, as well as attempting to smooth out a few of the rough edges.
« Last Edit: August 18, 2012, 11:56:54 AM by Nunkuruji »

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Re: E6 PrC System & Handbook
« Reply #6 on: August 18, 2012, 11:43:31 AM »
Rules & Guidelines

Magic

  • Use the Unearthed Arcana recharge magic variant. This keeps spellcasters from slowing down the party with rest breaks, where Binders, Martial Adepts and many other classes do not have this problem. At the same time, it curbs their nova capability by often limiting casting back to back highest level spells.
  • General Recharge Time advancement stops at 3rd level, classes with higher level spell slots should not recharge their 1st-3rd level spell slots any faster. In other words, 3rd level spells are always consider the “Highest” level spells on the recharge table.
  • Abilities or feats that consume a spell slot trigger the general recharge time, for example, Arcane Strike


Spell-like Abilities
  • Spell-like abilities recharge independently.
  • The recharge time is based on the sorcerer recharge magic table. Count the highest level SLA as the highest level spell.
  • Invocation SLAs are not affected by recharge.

Psionics

Transparency: Power Resistance = Spell Resistance

Power Points
Psion/Wilder Power Point pool = 1.0 * Manifester Level
Psychic Warrior Power Point pool = 0.5 * Manifester Level
Power Points from Ability Score =  0.5 * Ability Modifier
Racial Power Points = 0.5 * Racial PP description (minimum 1)
Feat Power Points = 0.5 * Feat PP description
Add Fractionals

  • Powers that have a specific recharge time spell counterpart, also incur a specific recharge time.
  • Powers that have a general recharge time spell counterpart do not incur a recharge time.
  • Does not resolve power recharge for powers that do not have a spell counterpart.
  • Retains feel of Psionics PP management, while also incurring the random nature of general recharge time.

PP recovers based on Manifester Level
  • ML 1: 1 PP/round
  • ML 2: 1d2 PP/round
  • ML 3: 1d3 PP/round
  • ML 4: 2d2 PP/round
  • ML 5: 1d4+1 PP/round
  • ML 6: 2d3 PP/round

Metagame Analysis on Recharge

At at basic optimization of PP, the result might be something like:

Kalashtar, 18 Int
Psion (6) + Ability (2) + Wild Talent (1) + Psionic Talent (1) + Azure Talent (1) + Kalashtar (3) = 14PP

Running a simulation of expending 6-7 PP per round with a starting pool of 14PP, 3-4 rounds of manifestation are possible before being bounded by recharge. Expanding and managing the PP pool is analogous to recharge in the magic system. Manifesting and this PP recharge system carry tradeoffs between using recharge magic, each with their own pros and cons.


General

  • Lesser Planetouched Races should be banned in favor of full Outsider races, due to the nature of E6's point buy & level adjustment system.
  • Classes with # per day abilities based on spells have 1 use and recharge based on the spell recharge rule. Examples: Shadowdancer's Shadow Jump
  • Classes with # per day combat abilities can use them # per encounter. Examples: Paladin's Smite, Barbarian's Rage
  • Classes & Feats with X + Ability Modifier # day abilities can use them (X + Ability Modifier)/4 times per encounter, minimum 1. Examples: Conjurer's Abrupt Jaunt, Arcane Devotee's Reach of the Holy, Ring the Gold Bell, Spontaneous Healer
  • Turn/Rebuke Undead attempts refresh after each encounter. Turning attempts locked up in Divine Metamagic remain so until spells are prepared again.
  • Feats with # per day abilities can be used once per encounter. Examples: Heroic Surge, Spell Hand
  • Items with # per day uses based on spells have 1 use, and recharge as per the Recharge Magic rule for which they are based on.
  • Items with # per day uses not based on spells are usable once per encounter.
  • Items with fixed limited number of charges, such as standard wands, are usable as normal.
  • Items with a small fixed # of daily charges need to be evaluated individually. A Healing Belt is ok. The Belt of Battle should be reduced to 1 charge per encounter.
  • Feat Ban List: Persist Spell, Persist Power, Maximize Spell, Maximize Power, Sudden Maximize, Maximize Spell-Like Ability
  • Stacking Feats: Stackable Feats or Cumulative Bonus Feats such as Toughness and Psionic Body stack to a maximum of 5.
  • Reserves of Strength does not break the Caster Level 10 limit, but can break the cap on 5dX spells, subjecting oneself to the chance of being stunned for each CL it breaks the cap by.
  • Arcane Preparation causes the prepared spell to trigger the longer general cooldown time, as per the prepared spell caster table.
  • Versatile Spellcaster triggers a double length cooldown on the spell level of the two slots consumed. Roll twice for general recharge and add the results. Must still possess two spell slots.
  • Dragonpacts: As spontaneous spell slots are irrelevant, a character must expend one feat per spell/SLA in creating a Dragonpact.
  • Spell Recall: Pearl of Power, Chaotic Spell Recall, Spell Clutch and other such abilities that recover spell slots should instead reduce the general recharge time of a spell level by 1 round.
  • Use the Tome of Battle Errata. At the very least it helps resolve things like Iron Heart Surge. www.minmaxboards.com/index.php?topic=335.msg1509


Partial BAB & Saving Throws, slightly modified from the UA rule. This is intended to prevent lopsided extremes from multiclassing, and also emphasizes the importance of 1st level class choice.

  • Good BAB level +1 point
  • Medium BAB level +.75 point
  • Poor BAB level +.50 point

Your characters 1st level character class grants a one time +2 bonus in their good saves
  • Good Save level +.5 point
  • Poor Save level + ⅓  point

Save Examples
(click to show/hide)
« Last Edit: December 31, 2012, 11:44:59 AM by Nunkuruji »

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Re: E6 PrC System & Handbook
« Reply #7 on: August 18, 2012, 11:43:47 AM »
Metagame Analysis

Some might indicate that this is pushing things towards a 4e feel, and while I don’t play 4e, the impression I get is that 4e nerfs a lot of the creative thinking and problem solving that is largely a part of previous editions. My intention is to preserve that.

In some cases, prestige classing may allow one to acquire spell slots of higher level than 3rd. On the one hand, these classes may be able to cast more spells back to back, with less waiting on recharge. On the other hand, their spell list is most often limited, giving them a lower versatility in their spells available and even in wands and scroll usage. Accept the paradigm that  traditional Wizard & Cleric progressions are now generalists, while PrC spellcasters with limited spell lists and higher spell slot access are now often specialists.

The changes to class ability usage keeps things in line with Martial Adepts, Binders, and Recharge Magic.

The changes to item usage is an attempt to curb nova cases in a singular encounter, and keep them in line with Recharge Magic.

PCs and Team Monster should make their best efforts to keep their defensive buffs up while on the alert. Every little defense bonus counts when every encounter is nearly fully loaded.

Maintaining buffs, and casting them every so often carries with it the risk of alerting enemies when casting spells with Verbal components. Sneaky parties should be mindful of this, and use Silent Spell as appropriate.

Why is Persist banned?
Not necessarily for combat abuse, but for potential out of combat world building abuse with Recharge Magic. Quicken is just an easily a viable option for combat round/lvl spells.

Why is Maximize banned?
Primarily, it detracts from the emotional high & low of dice rolling and variances at the table. Second, the straightforward damage can be overbearing. Similar effect can be achieved with Twin Spell, but it is at least  possibly subject to two saves, two SR checks and two resistance checks.
« Last Edit: December 17, 2012, 01:50:39 PM by Nunkuruji »

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Re: E6 PrC System & Handbook
« Reply #8 on: August 18, 2012, 11:44:09 AM »
E6 PrC+ Handbook

Many of the same tips provided by Nytemare3701’s handbook apply, but I will expand on that material, as well as options that are more applicable to E6 PrC+

Races, Templates & Aging

E6 reduces Level Adjustment via the Point Buy table. As such, some races & templates are quite optimal if reaching for min/max ability score arrays. An LA+1 race or template with a net +4 in primary ability scores begins to contend with a 32pt (LA+0) vs 25pt (LA+1) buy, depending on how min/max and SAD/MAD your build is.

Aasimar, Zenythri & Planetouched in general
Catfolk
Chaos Gnome
Draconic Template
Lloth-Touched, makes Drow somewhat salvageable

Player Race List with LA +1 and LA +2
http://www.minmaxboards.com/index.php?topic=342.msg1537

Master Template List
http://community.wizards.com/go/thread/view/75882/19869266/Master_Template_List


Savage Progressions/Template Classes

E6 can support a character choosing to take a Savage Progression Template Class in general.

E6 can also support a character choosing to be a partial Savage Progression Template Class at character creation. For example, a Tiefling (LA+1, point buy 25) could choose to be a 1/4-Fiend by taking 2 of 4 of the levels of the Savage Progression Template Class at character creation (LA+3, point buy 10)

Ultimate this is up to the DM, since things like the Savage Progression Ghost Template exist within this sphere.


Aging

Do not overlook the Middle-Aged Category
At middle age, -1 to Str, Dex, and Con; +1 to Int, Wis, and Cha.

With only +1 Ability Score increase in the lifetime of an E6 character, the middle-aged category can easily help smooth out ability scores to even values.


Feats

Sudden Empower: Damage amp for classes that otherwise don't have easy metamagic adjustment
Elder Giant Magic: Useful to raise CL for long duration buffs
Reserves of Strength: Still useful for breaking caps of lower level spells. Getting the most of every level of spell is desirable with Recharge Magic.
Dwarf's Toughness: Better than Toughness for characters with good fortitude save. Can be taken multiple times.
Uncanny Forethought: Great way for Wizards to have utility spells available spontaneously. Note that it doesn't really open up any sort of super buffing abuse, as there is not much in the way of general recharge buff spells.
Ocular Spell: Can save some time on a recharge by preparing ahead of time, as the spell is cast and then held in the eyes.

1st Level Only
Arcane Schooling: Opens up a wide variety of spell trigger items for classes with limited spell lists, without resorting to level dipping or use magic device.
Dauntless: +5HP is better than Toughness, if additional HP is desired
Mind Over Body: More efficient HP gains if you're planning on metamgic
Spellcasting Prodigy: Efficient way to gain additional spell slots and boost DC
Furious Charge: +4 ATK on charge, reasonable for charger builds
Otherworldly: Outsider Type
Bloodline of Fire: +2 CL on [fire]
Militia: All Martial Weapons proficiency
Luck of Heroes: Luck Bonus +1 Saves, +1 AC
Hidden Talent: 2PP + 1st level power
Initiate of X: Various spells & skills added to list


Items

Metamagic Rods: Note that they need to be crafted at lower than the default caster level of 17th. "While item creation costs are handled in detail below, note that normally the two primary factors are the caster level of the creator and the level of the spell or spells put into the item. A creator can create an item at a lower caster level than her own, but never lower than the minimum level needed to cast the needed spell. Using metamagic feats, a caster can place spells in items at a higher level than normal. "

Quori Embedded Shard: Power Link: Raise augment capability


Combos

Kobold Sorcerer 1 + 4/5 PrC + Greater Draconic Rite of Passage = 3rd level spells


CL Boosters for damage types
Any: Spell Thematics (+1 CL),
Fire: Bloodline of fire (+2 CL), Calishite Elementalist: Fire (+1 CL), Elemental Spellcasting (+1 CL), Fiery Burst (+1 CL)
Air: Calishite Elementalist: Air (+1 CL), Elemental Spellcasting (+1 CL), Hurricane Breath (+1 CL)
Water: Elemental Spellcasting (+1 CL), Aquatic Breath (+1 CL)
Earth: Elemental Spellcasting (+1 CL), Clutch of Earth (+1 CL)
Acid: Acidic Splattter (+1 CL)
Force: Blade of Force (+1 CL), Invisible Needle (+1 CL), Holy Warrior (+1 CL)
Sonic: Clap of Thunder (+1 CL)
Electricity: Storm Bolt (+1 CL)

« Last Edit: December 17, 2012, 01:59:44 PM by Nunkuruji »

Offline Nunkuruji

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Re: E6 PrC System & Handbook
« Reply #9 on: August 18, 2012, 11:44:21 AM »
E6 PrC+ Builds

Changeling Wizard 5 (sub level) / X 1
Improved Familiar, Extra Familiar
Can shift familiar into several kinds of familiars
If one can acquire a fairly permanent CL +1 via Ring of Arcane Might, Orange Ioun Stone, etc. one can use the Mirror Mephit that has CL 8 Simalcrum

Binder 1 / Warlock 2 / Hellfire Warlock 3
Arcane Schooling, Improved Binding (Naberius)
Typical Hellfire Warlock setup for 9d6 hellfire blast and con recovery. Arcane Schooling allows for consistent Hellfire Infusion use with spell trigger items.

Crinti Shadow Marauder 5 / Swordsage 1
Arcane Schooling, Wild Cohort
Wand Chamber: Eternal Wand of Darkness
Reasonable synergy between CSM's Shadow Ride, Shadow Pounce and Shadow Hand

Wizard 1 / Force Missile Mage 5
Combat Casting, Arcane Thesis (Magic Missile),  Blade of Force (+1 CL), Invisible Needle (+1 CL), Spell Thematics (+1 CL), Easy Metamagic (x), Metamagic feats as to have an optimal metamagic'd Magic Missile in each level slot: Empower, Twin, etc.
1 more CL for 7 missiles...

Wizard 1 / Argent Savant 5
Blade of Force (+1 CL), Invisible Needle (+1 CL)
Another force specialist

Assassin 6
Feats: Sudden Empower, Martial Study (Shadow Blade Technique), Ability Focus (Death Attack)
1st - Ebon Eyes, Sniper's Shot, True Strike, Blade of Blood
2nd - Swift Invisibility, Invisibility, Fire Shuriken, Spider Climb
3rd - Deeper Darkness, Arrowsplit, Wraithstrike
Items: Collar of Umbral Metamorphosis, Knowstones, Poison
Reasonable ability to deliver sneak attacks from range, or to deliver a reasonably confident Death Attack in melee if invisibility goes undetected.

Cleric 1 / Incarnate 1 / Sapphire Hierarch
3rd level spells,  4 Soulmelds

Wizard 1 / Incarnate 1 / Soulcaster 5
3rd level spells, 4 Soulmelds, Least Chakra binding

Barbarian 1 / Totemist 1 / Totem Rager 4

Wizard 1 / Shadowcaster 1 / Noctumancer 4
3rd level spells, Fundamentals, Apprentice
While Shadowcasting is less interesting with Recharge Magic, Innate Counterspell is still nice

Fiend of Blasphemy | Corruption | Possession 6
All stand alone as excellent villains

Spellcaster 1 / Fiendbinder (ToM) 5
Fiendbinder has costly access to binding incredibly strong fiends into its service, however, controlling them is problematic.
Cauchemer Nightmare; CR11; 8800gp; Truespeak DC37
Illumian 2; Enhanced Power Sigils 1; Ranks 9; Skill Focus 3; Enhancement Item 5; Competence Item 2; Ability Score ~5; Total = ~27
There are a few more smaller boosts that can be wrangled, but more than likely going to have to deal with some chance of command failure.

Divine Caster 1 / Necrotheurge of Chemosh 4
(Su) Animate Dead, Desecrate and increased undead control limit
Straightforward undead minion master

Divine Caster 1 / Dark Pilgrim of Takhisis 5
Straightforward Divine Assassin

Goodfellow of Branchala 6
3rd level Divine Bard spellcasting

Divine Spellcaster 1 / Seawolf of Zeboim 5
Straigtforward Rage Cleric


« Last Edit: December 31, 2012, 12:00:33 PM by Nunkuruji »

Offline Nunkuruji

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Re: E6 PrC System & Handbook
« Reply #10 on: August 18, 2012, 11:44:29 AM »
Reserved & Done