Author Topic: E6 Handbook  (Read 16772 times)

Offline Nytemare3701

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E6 Handbook
« on: August 11, 2012, 01:47:47 PM »
E6 Handbook
A Definitive guide to playing Epic 6th.


Remember when trolls were actually a threat?

« Last Edit: August 19, 2012, 12:18:03 AM by Nytemare3701 »

Offline Nytemare3701

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Re: E6 Handbook
« Reply #1 on: August 11, 2012, 01:48:26 PM »
This Handbook is being made under the assumption that the DM is actively taking steps to keep the game in line with E6 philosophy. Spells higher than level 3 are legendary, and classes that have the means to get them should be limited accordingly via RP requirements or hard houserules. (I'm looking at you Archivist and Artificer  :shakefist)
« Last Edit: September 16, 2012, 03:25:34 PM by Nytemare3701 »

Offline Nytemare3701

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Re: E6 Handbook
« Reply #2 on: August 11, 2012, 01:48:34 PM »
Races and Level Adjustment

First of all, forget everything you know about LA mechanics. They don't apply in E6.
Quote from: E6 Rulebook
Q: With only 6 levels, how do races
with a level adjustment work?
A: If you use races with a level
adjustment, the 6th level cap is a
big issue. Use the point buy rules in
the DMG as follows:
                           
+0: 32 Point Buy
+1: 25 Point Buy
+2: 18 Point Buy
+3: 10 Point Buy
+4: 00 Point Buy 

Thus, +LA races should start with zero LA, but use the point buy listed here. Keep in mind the difference between LA and racial hit dice (the two combine to give starting ECL).

So, what does this mean for us?
• MAD hurts LA character more than non-LA characters, unless the race adds specifically to the needed stats.
• SAD Characters can grab LA without much trouble at all
• Low-LA templates become VERY attractive choices.

Nyte's Note: For races with more than 4 LA, I would guess that you apply it as normal.

Races of Note:
Elans can take advantage of Psionic Body+Psionic Talent to become nigh-indestructible, boost saves, and never need to eat again.
Shifters gain extra shifts based on the amount of shifter feats they have.
Goliaths gain the ability to choose the higher of two saving throws, two initative checks, caster level checks, skill checks or two attack rolls via feats.
« Last Edit: September 16, 2012, 03:03:00 PM by Nytemare3701 »

Offline Nytemare3701

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Re: E6 Handbook
« Reply #3 on: August 11, 2012, 01:48:42 PM »
Classes and Prestige Classes

Things to look out for when choosing your class:

Spell Progression: If your class has a delayed progression, you will probably be missing out on 3rd level spells.
Hit Die: Hit Dice actually matter quite a bit in E6, as you not only are lacking the better defensive options from high levels, you are also fighting things that likely have a higher attack bonus than you can keep up with.
BAB: If you are a martial character, (almost)never go under 6 BAB. That extra attack is almost always better than what you are getting for that low-bab dip.
Prestige Requirements: Most prestige classes intentionally limit you from entering until you are already level 5, making PrC dips a capstone of sorts. Early entry tricks are a good way around this, but your DM may start throwing books at you when you start going Wizard1/Shadowcraft Mage5.

Acceptable Items in the setting:
This is the one thing that needs to be addressed.  You're practically tying players hands if you limit it to what 3rd level spells can create.  At the same time there are plenty of items with low requirements that don't fit the system at all.  I find that limiting the max value of an item to 10,000gp to 11,000gp to be a decent enough solution.  It allows for +2 weapons and +3 armors as well as +2 max stat boosting items.

Artificer:
Many DMs outright ban this class in E6, due to the uncapped potential and the access to spells. It has the (debatable) ability to craft items that require 4th level spells, including scrolls of said spells. A sane DM that still wants to allow the class would be advised to cap the spell access at 3rd level spells and use Unearthed Arcana's Craft Points to streamline the class so as not to cause as many issues.

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« Last Edit: August 12, 2012, 12:35:07 PM by Nytemare3701 »

Offline Nytemare3701

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Re: E6 Handbook
« Reply #4 on: August 11, 2012, 01:48:48 PM »
Feats


Psionic Feats deserve a special mention because of the insane scaling of Psionic Talent and Psionic Body in E6. As you have a huge excess of feats, you can keep extending your power points (and by extension HP) indefinitely.

Draconic feats (knowledge, heritage, toughness, etc) grant great bonuses that are cumulative with each other.

Dragon Prophesier (artifex, hero, etc) let you enter a trance that grants a number of benefits, most powerful of all is a free quicken effect for artificers. (Source: Magic of Eberron)

Dream Scion Similar to Dragon Prophesier. (Source: Secrets of Sarlona)

Font of Inspiration is hands-down the best feat for a Factotum.

Luck of Heroes:  This is an excellent all around feat because that +1 matters more in lower levels.

Ability Enhancer:  Buffing is essential in E6 and this is the best feat for your better buff spells.

Nymph's Kiss: Still worth more than 1 feat.  It's like open minded on crack.

Knowledge Devotion: It's fairly easy to always get the +5 hit/dmg if you know what you are doing.  It's huge.

Metamagic Reducers: Many DMs aren't comfortable with these in the game, but the only real offender is Persistent Spell.
« Last Edit: August 12, 2012, 12:37:30 PM by Nytemare3701 »

Offline Nytemare3701

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Re: E6 Handbook
« Reply #5 on: August 11, 2012, 01:48:57 PM »
Skills

Iajutsu Focus remains relevant indefinitely in E6, especially with items or spells that grant skill bonuses.
« Last Edit: September 16, 2012, 04:17:30 PM by Nytemare3701 »

Offline Nytemare3701

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Re: E6 Handbook
« Reply #6 on: August 11, 2012, 02:01:00 PM »
Character Builds

E6 General - Build Ideas:
Mystic Ranger (Drg#336) + Sword of the Arcane Order feat (CoR) + Magical Training feat (PGtF) +Simple "Wildshape" Variant Ranger (UA) = BAB 6, 6D8 HP, 3rd level Ranger/Wizard Spells, and Wildshape

Warrior or Expert (UA) 1/ Thief of Life (FoE) 5 - really fun with a lot of Incarnum feats

Beguiler (PHBII) 5/ Mage of the Arcane Order (CA) 1 - more skills and hp than a wizard, decent spell list, and access to any spell you need with spellpool

Paladin 5/ Beastmaster (CAdv) 1 with Devoted Tracker (CAdv) feat and Natural Bond (CAdv) feat - Mini Supermount

Ghaele or Trumpet Archon 6 (SS) - Highly debatable if you can do savage progressions in E6. If you can than these are awesome options.

Artificer 6 - just keep piling on the crafting feats, quite versatile since you can eat magic items to get XP for making useful magic items

Wizard.
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Fighter
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« Last Edit: September 16, 2012, 03:03:12 PM by Nytemare3701 »