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E6 LF GMs and PCs (Persistent world format)

Hey folks, we generally meet on The Keep in the room !!!E6dnd[Rec] though we do use roll20 for adventures and the like, so feel free to check us out... Here is our profile blurb. Please check out here: <a href="http://dungeons.wikia.com/wiki/E6_(3.5e_Sourceboo" rel="nofollow">http://dungeons.wikia.com/wiki/E6_(3.5e_Sourceboo</a>... No books? <a href="http://www.d20pfsrd.com/" rel="nofollow">http://www.d20pfsrd.com/</a> or google it, there are many sources. Summary:: E6 is a radical take on D&D 3.5, where level 6 is made the "epic" level. Characters stop leveling at level 6, and instead gain more feats as they continue to advance. This allows games to remain at a certain level of play for simplicity and ease of DMing. Setting: Multidimensional travel. PCs are taken to new worlds via portals. To keep the RP central though, they are on a massive starship to interact on. (see picture below) The ship is currently unnamed. Creation: All PCs start at lvl 1, with 200 gp. 32 point buy (3.5) or 25 (Pathfinder) Please note you may pick the most beneficial rules for your character, i.e. PF skills, or similar. Spells: Generally speaking, a caster can get a signature spell or manuever, that is 4th lvl as long as they have 6 lvls in that base class or caster class. Polymorph, and similar effects are not allowed. One-shot items, as well as ritual casting may also be used for higher level effects pending approval by the GM. On Allowing Feats : The Lean Upward approach Extra Feats: All are allowed (besides the villain one) including the following. Gestalt Feat Prerequisite: Level 6 Benefit: You gain gestalt level in the chosen class. Please refer to the gestalt rules. (this is also referred to wrap around gestalt) Basically, when the class is advantageous past the base class, stats rise. For example, a Fighter 4/Wizard 6 gets 4 base attack, due to fighter 4, but before then, they use 3 base attack due to the Wizard 6 (this applies to saves, skill points, etc). Special: These may only be used for base classes, and can only be taken a maximum of 6 times. The same base class used to reach level 6 may not be taken (i.e. a wizard 6/wizard 6 is not possible, the cap is still lvl 6 of a particular class). Prestige Class Prerequisite: Level 6 Benefit: You gain a level in the prestige class you qualify for. Up to a maximum of 6 times. Special: This does not allow access to 4th level spells, maneuvers, base attack, saves and skill points. Only the Prestige classes abilities are gained. Class Capstone Prerequisite: Level 6 in the class Benefit: You gain the class abilities of the 7th, and 8th levels in your chosen class. If you already have 6 levels in your chosen class, you do not gain further benefit. This does not include Hit Die, Save bonuses, and BaB. If you have full casting, you do not gain 4th level spell slots. If you have an ability similar to full casting (psionics, initiating, binding, etc) you do not advance those. You still count caster level and similar abilities as if they were level 8 or similar. Special: This can only be taken twice total. Mythic Tier Prerequisite: Level 6 Benefit: You gain a mythic tier as detailed in Pathfinder Mythic. This qualifies you for Mythic feats, special abilities etc. You may only select one path based off your base classes. Special: This costs 10k instead of 5k. This may only be taken 6 times total and the spell/manuever/psionic level restriction of E6 remains, i.e. 3rd lvl or lower. (Please consult Noel* for questions) Extra Mythic Feat Prerequisite: Mythic Tier Benefit: As Extra Mythic Feat, but there is no restriction on the limit this maybe taken per tier Special: This costs 10k instead of 5k. Alternative Tradition [General] Prerequisites: none Benefit: Select a class which has a class feature dependent on an ability score (such as spellcasting, manifesting, maneuvers, etc.) You may change the ability score to a different one. If the original was based on a physical score (Str, Dex, or Con) you may switch it to a different physical score. If the original was based on a mental score (Int, Wis, or Cha) you may switch it to a different mental score. In this way you can have intelligence based clerics or wisdom based sorcerers. Normal: Your spellcasting and similar effects is based on a score dictated by your class. Special: If you have a class which is based on two ability scores (such as Spirit Shaman being both Wisdom and Charisma based) you may select one of those, usually unifying them with the other, such as making Spirit Shaman an entirely Charisma or Wisdom based class. You may select this feat multiple times. Each time you select this feat, it applies to a different class ability. Action Limit: Players may do a maximum of 4 actions whether through factotum inspiration, summons, or similar. Combat: When combat begins players have a total of 20 minutes from when the GM ends the monster's posting and results, to post their own with rolling and save DCs involved after their post. As combat is hectic, things happen all at once, and if a player is idle, they are assumed to not react quick enough as the monsters will continue. Rewards: Wealth is static by level, except for one use items like potions or scrolls can be acquired as rewards for good roleplaying as well as on quests up to 3000 gp. Players will receive 1000 xp for every hour of active posting during an adventure or RP. A GM will also receive the same amount as players, which they may distribute to any of their PCs they have created. For example, 4 players, and GM for 1 hour = 5000 xp. GMing is vague but can include story line actions, dice rolling versus challenges (monster, traps, bluffing the guard, etc) and finally just good roleplaying that advances everyone's good time. Please note, anyone can GM once they have a character. Medium advancement and wealth by level (6 max in our case) Max hp per level <a href="http://www.d20pfsrd.com/classes/character-advancem" rel="nofollow">http://www.d20pfsrd.com/classes/character-advancem</a>... Crafting: Feats and the same will stretch your wealth double of what can be gained. Feats that lower the craft cost can also stretch your budget up to a maximum of 250% for wealth by level. Each day of real life is a week of crafting, so other PCs may pay a crafter to get items and similar. Conviction: We will be using the conviction system as well, your PC has 6 of them per day, and can also be raised by Action Point feats and similar, this recycles every 24 hours at midnight thekeep time. Charisma modifier is also added to any rerolls. A full attack option also takes 4 conviction points. This can also break the limits of actions per round. Action point usage for classes like Artificer can also use conviction points. The Death Flag and Raising the stakes: By consent of both PC and GM. Death: Is permanent, unless you GM the epic quest through Hades to revive your characters soul totaling 10000 xp (for the death), any excess xp can be awarded normally to your PCs. PvP: Must be consented by both parties, this includes but is not limited to, skill checks (like stealing), damage, spell casting, and any other things that might be considered disabling, killing, or similar. Profiles: Can lead to character sheets on the net like mythweavers or have all your stats. Either way, a log must be kept of who was interacted with for the xp gains. Sources must also be listed some place for everything on your sheet. Concepts can also be realized, for example, if you say you have a rifle instead that acts like a longbow for mechanics, that is fine. PunPun and Infinite Loops: No, that said, case by case basis will be reviewed for builds that are flagged by other PCs to the head mod. GM Rule 0: The GM is always right, just because we want to move the game along quicker, if you have an issue take it up AFTER the adventure, as I know some people will want to quicken the combat even more. All this said, I am looking forward to seeing many powerful builds and for your characters to feel heroic in this setting. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ (Introduction) The PCs, those that didn't have a means to get to the ship on their own, either through luck, magic, or similar, would experience something divine or mystical or technological, as they viewed in in their world. A flash of light would suddenly hit them from the heavens and their senses would be flooded by the feeling of weightlessness as they were wrenched from their home to travel through a swirling tunnel of different colored lights. This prism portal would continue, and if they examined it closely, they could see things, flashes of worlds passing by, some similar to their homeland, and others much more foreign to them, before they could focus on any of this though, their journey would end as they were unceremoniously dumped onto the ship. Where they ended up was generally close to another person and the flash of light as well as thunder rumble alerting all those present that a new arrival was there. For now though, your surroundings were..... (please insert where you end up on the ship) Story Updates The ship has shrank to accommodate the number of people better. Currently you can claim one of the numbers as your own as you general area you hang out on as you appear on the ship. We will add another level or similar as more PCs join in. (Please check profile by typing /whois E6dnd when you log into thekeep)
Date/time?
1398044236

Edited 1398049235
Small update, the original thekeep is up.. else feel free to contact me by PM.