E6 Rules and Feats

E6 Rules

Basic Rule Summery
Character progression from level 1 to level 6 is exactly the same as in the Pathfinder Roleplaying Game. Upon attaining 6th level, for each 5000 experience a character gains, they earn a new feat. For the purpose of experience awards, treat each 5 feats as +1 CR (or level), to an upper limit of 20 feats. After this, a ratio of 10 feats to 1 CR can be used, as it becomes more and more difficult to bring all a character’s feats to bear in a given situation. Alternatively, and at the GM’s option, player-characters with more than 20 feats can simply be always treated as if they were level 10 for experience and challenge purposes.

Due to the limitation on class levels and the nature of the sway, magic items are rare despite the fact that everyone has access to magic. One reason for this is that most swaymages (those who practice and hone their magic) are usually loath to create magic items that might allow anyone access to their powers. Wondrous items are by far the most common, followed by weapons, and then armor. Of course, most magic items are on the low level side of power simply because of the level restriction.

All feats in the Core rules are allowed with the following exceptions:

Any feat with prerequisite class features unavailable in this campaign
Any feats with unreachable prerequisites under E6 rules (including several item creation feats)
All Metamagic feats (replaced with meta sway motes)
Arcane Strike (too similar to the weapon sway field)
Brew Potion (the preference of the alchemist and they still get it as a bonus feat)
Craft Scroll (not compatible with sway)
Craft Wand (not compatible with sway)
Eschew Materials

Feats from sources other than the Core Rule Book will be evaluated on a case by case basis for compatibility with the campaign and its unique rules.

The following feats have been adapted for this campaign and are reprinted here for ease of use:

Diehard [General]
You are especially hard to kill. Not only do your wounds automatically stabilize when grievously injured, but you can remain conscious and continue to act even at death’s door.
Prerequisite: Endurance.
Benefit: When your wound point total is below 0, but you are not dead, you automatically stabilize. You do not need to make a Constitution check each round to avoid losing additional wound points. You may choose to act as if you were disabled, rather than dying. You must make this decision as soon as you are reduced to negative wound points (even if it isn’t your turn). If you do not choose to act as if you were disabled, you immediately fall unconscious.
When using this feat, you are staggered. You can take a move action without further injuring yourself, but if you perform any standard action (or any other action deemed as strenuous, including some swift actions, such as casting a sway spell with the quicken mote you take 1 point of damage after completing the act. If your negative wound points are equal to or greater than your Constitution score, you immediately die.
Normal: A character without this feat who is reduced to negative wound points is unconscious and dying.

Toughness [General]
You have enhanced physical stamina.
Benefit: You gain 1 wound point for every level or Hit Die your character has.

Sway Feats
The following feats have been created for the sway magic rules and are reprinted here for ease of use:

Extra Mote [Sway]
You have discovered a new mote of sway within your powers.
Prerequisites: Caster level 1st, ability to use sway.
Benefit: Add one effect mote from one of your sway fields or a meta mote to your list of motes known. This is in addition to the number of motes normally gained at each level and may not be of a level or cost higher than your caster level. You may instead add two motes to your list of motes known, but both of these motes must be no higher level or cost than half your caster level. Once made, these choices cannot be changed. You can still not choose a power mote from a sway field greater than one half your caster level at the same time as you gained access to the new power mote field.
Special: You can take this feat multiple times.

Greater Sway [Capstone, Sway]
The practiced use of your sway has given you more power.
Prerequisites: Caster level 6 or greater, ability to use sway.
Benefit: Your caster level increases by 1, affecting all level based effects of your sway spells. You also add one to your level for determining whether your spells cost you vitality or wound points to cast and what level of combined swayspells you can cast. This does not raise the DCs of your sway spells.
Special: You can take this feat up to three times, but may not take it twice consecutively (meaning you must take another feat before taking this feat again).

Improved Signature Spell [Sway]
You have perfected the adaptation of one swayspell unique to your powers.
Prerequisites: Signature Spell.
Benefit: Choose one signature spell you have chosen with the Signature Spell feat. When you augment this signature spell with one or more meta motes, its total cost is reduced by an additional point.
Special: You may take this feat multiple times, once for each signature spell you have.

Signature Spell [Sway]
You have created one complicated swayspell unique to your powers.
Prerequisites: Caster level 2nd, have cast the chosen spell at least one time.
Benefit: Choose one combined swayspell that you have cast before. The swayspell must have at least two effect motes from different fields. You must also give your signature spell a unique name. Whenever you cast this spell the cost is one less. The spell may be augmented by additional meta motes, but must contain the same effect and target motes to gain the benefits of this feat.
Special: You may take this feat multiple times, applying it each time to a different combined swayspell.

Sway Discipline [Sway]
You have been able to focus your sway powers toward a specific field.
Benefit: You may choose your next sway field from the entire list instead of rolling on the table. If you select a racial field for your race or are human or half-elf, you receive the lowest level sway mote of the chosen field as a bonus mote.
If you take this feat at character creation, instead of choosing a single sway field, you may roll each field a number of times equal to your combined mental ability score bonuses and choose from those rolled fields. Do this for each sway field you gain at character creation. You receive the lowest level sway mote of one chosen field as a bonus mote, but that field must be a racial field for you. If you are human or half-elf you may receive this bonus mote from any field you know.

Sway Familiar [Sway]
A small animal is drawn to your sway powers and comes to serve you.
Benefit: You gain a familiar as a Pathfinder wizard of your caster level. Your familiar’s powers come from your sway and it does not gain sway powers of its own despite gaining some sapience.
Special: You may take the Improved Familiar feat.
Special: If you have the Animal or Summoning sway field, your familiar receives a +2 enhancement bonus to one ability score of your choice.

Sway Focus [Sway]
Your ability with one sway field is greater than normal.
Benefit: Choose one swayspell field that you have access to. When you cast a swayspell with an effect mote from that field of at least half the level of the swayspell, the DC of that spell is increased by 1.
Special: You may take this feat multiple times, applying it each time to a different sway field, though a spell can only benefit from this feat once despite the number of sway motes combined in the spell.

E6 Feats
Ability Training [General]
You spend time honing one of your Abilities.
Benefit: Choose one Ability (Strength, Dexterity, Constitution, Intelligence, Wisdom, or Charisma):; treat that Ability as having a +2 bonus to that Ability Score whenever you are making an Ability Check. This bonus does not count when making a skill check or 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.

Capstone Feats
Continued Combat Training [Capstone]
Long months of continuous battle training have increased the characters combat prowess.
Prerequisites: 6th level
Benefit: Your Base Attack Bonus increases by +1

Craft Wondrous Rings [Capstone]
Prerequisites: 6th level, Craft Wondrous Item
Benefit: You treat rings as wondrous items for the purpose of meeting item creation prerequisites. You must still meet caster level requirements for any ring you create.

Skill Beyond Your Years [Capstone]
Prerequisites: 6th level
Benefit: Pick a number of skills equal to your Intelligence modifier. Your max ranks in those skills is now 8.
Special: You may take this feat multiple times Each time you take this feat, it applies to different skills.

Open Minded [Capstone]
You are naturally able to learn new things and hone your skill expertise
Prerequisites: 6th level
Benefit: You immediately gain 5 skill points. Spend these skill points as normal. You cannot exceed the normal maximum ranks for your level in any skill.
Special: You may select this feat multiple times.

Martial Veteran [Capstone, Combat]
Prerequisites: 6th level Fighter
Benefit: Upon taking this feat you are treated as having fighter level 8, and Base Attack Bonus +8 for the purpose of selecting feats. In addition when using the Power Attack or Combat Expertise feat you are treated as having +8 Base Attack Bonus.

Armor Training 2 [Capstone, Combat]
Your ability to wear armor without affecting your mobility is increased.
Prerequisites: 6th level Fighter
Benefit: You acquire Armor Training 2 as the 7th level fighter ability.

Weapon Training 2 [Capstone, Combat]
Your ability to wield your favorite weapons is increased.
Prerequisites: 6th level Fighter, Martial Veteran
Benefit: You acquire Weapon Training 2 as the 9th level fighter ability.

Barbaric Resilience [Capstone]
Prerequisites: 6th level Barbarian
Benefit: You gain DR 1/—

Improved Barbaric Resilience [Capstone]
Prerequisites: 6th level Barbarian, Barbaric Resilience
Benefit: Your DR improves to 2/—

Excelling Flurry [Capstone]
Prerequisites: 6th level Monk
Benefit: You get the benefits of the monk’s flurry of blows ability as though you have 8 levels in the monk class.

Enlightened Body [Capstone]
Prerequisites: 6th level Monk
Benefit: You gain the Wholeness of Body ability as a 7th level monk.

Enlightened Fist [Capstone]
Prerequisites: 6th level Monk
Benefit: Your unarmed strikes damage increases by one step (to 1d10 for medium sized monks).

Evasive Monk [Capstone]
Prerequisites: 6th level Monk, Dex 13, Dodge, Mobility
Benefit: You gain the Improved Evasion special ability and your Monk AC Bonus increases to +2.

Step of the Wild Lands [Capstone]
Prerequisites: 6th level Ranger
Benefit: You gain the Woodland Stride and Swift Tracker class abilities.

Extra Favored Terrain [Capstone]
Prerequisites: 6th level Ranger
Benefit: You may select a second Favored Terrain as though you had 8 levels in ranger.

Extra Rogue Talent [Capstone]
Through constant practice, you have learned how to perform a special trick.
Prerequisite: Rogue talent class feature.
Benefit: You gain one additional rogue talent. You must meet all of the prerequisites for this rogue talent.
Special: You can gain Extra Rogue Talent multiple times.

Advanced Rogue Talent [Capstone]
Prerequisites: 6th level Rogue, Extra Rogue Talent
Benefit: You gain one Advanced Rogue Talent of your choice.

Bomb Boost [Capstone]
Prerequisites: 6th level Alchemist
Benefit: The damage your bombs deal increases from 3d6 to 4d6.

Mighty Charger [Capstone]
Prerequisites: 6th level Cavalier
Benefit: You gain the Mighty Charge class feature of an 11th level cavalier.

Order Power [Capstone]
Prerequisites: 6th level Cavalier
Benefit: You gain the 8th level ability of your cavalier order.

Great Deeds [Capstone]
Prerequisites: 6th level Gunslinger
Benefit: You gain the 7th level deeds of the gunslinger class.

FOR THE GM
Monsters are presented differently than in Pathfinder. Just as level 6 parties in Pathfinder aren’t expected to tangle with monsters higher than CR 10, the mighty monsters of E6 require special consideration for presentation in-game. E6 characters aren’t intended to go up against high-level threats under the same circumstances as high-level characters; those creatures, if they can be defeated at all, require the kind of resources and planning far beyond the typical encounter.

In terms of raw rules, CR 7-10 monsters are an excellent guide for what E6
characters can handle. As they rise to around the 20-feat range, the range is
more like 7-12. Beyond that, a DM should take monsters in the CR 7-12 range and
use feats (and to a lesser extent templates) to advance them. Hit die or class-based advancement beyond CR 12, or base monsters above CR 12 should generally be avoided as straight-up fights.

Of course, not every monstrous encounter is a straight-up fight. For example, insane horrors from another age might be a reason to run, and there is little a character could do in the face of an angry dragon. But these situations don’t call for direct confrontation, except with some special resource or amazing circumstance. Perhaps, in a special ritual with the presence of 20 sway mages, a nightshade can be bound to the mortal realm (lowering its stats), with whom the players can do battle. Again, that’s far from a straight-up fight with a CR 20 creature, but we can console ourselves with the fact that it’s probably a very memorable encounter.

If, as a result of the restrictions on items, an item cannot be created, then it will likely not be distributed as normal treasure.

E6 Rules and Feats

Terigia: A World Under Sway Phloid