In order to
function, E6 requires a few feats that are not listed in the books. These are
listed below. Please note that not all of the available classes (alchemist,
cavalier, summoner, oracle, witch, inquisitor, magus) have had expanded feats
created for them yet. I will be fixing that as we go and see which classes
people pick.
Class Advancement
You've spent a lot of time studying your class and skills.
Benefit: For the purposes of qualifying for Feats, you may consider the level of one favored class to be one level higher or your BAB as one higher than it is.
Special: You may take this feat twice.
Ability Advancement [Combat]
You've spent time perfecting one of your abilities.
Benefit: Choose one Ability Score; you gain a permanent +1 bonus to that ability score.
Special: You may take this feat multiple times, however, it may only be taken twice for each ability score.
Expansive Skill
Benefit: Upon taking this feat you acquire 4 skill ranks.
Special: You may select this feat multiple times.
Skill Beyond Your Years
Prerequisite: Level 6
Benefit: Upon taking this feat you select a skill. Your max ranks with the chosen skill rise from 6 to 8.
Caster Training
Prerequisite: Character level 6, Ability to cast Arcane or Divine spells.
Benefit: Choose a spell casting class that you have, your effective caster level for that class becomes equal to your total hit dice +2. This does not grant you additional spells or slots.
Special: You may take this feat multiple times, however, you are required to choose a class with which you have not taken this feat.
Expanded Spell Knowledge
Prerequisites: Spellcaster
Benefit: You learn 1 or more new spells known, with spell levels totalling to half of your caster level (round down, and treat a new 0th-level slot as 1⁄2). Thus, a sixth level Sorcerer could gain one 3rd level spell known, one 1st and one 2nd level spell, three 1st level spells, or 6 0th-level spells. This feat cannot provide spells known of a level higher than you can already cast.
Special: You may take this feat multiple times; each time you take it it provides more spells known.
Expanded Caster Stamina
Prerequisites: Spellcaster.
Benefit: You gain 1 or more new spell slots, with spell levels totalling to half of your caster level. Treat 0th level spells as 1⁄2. Thus, a sixth level Wizard could gain one 3rd level slot, one 1st and one 2nd level slot, three 1st level slots, or 6 0th-level slots. This feat cannot provide spell slots higher than you can already cast.
Special: You may take this feat multiple times; each time you take it it provides more slots.
School Specialist
Prerequisite: Wizard 6, Knowledge (Arcana) 6 ranks
Benefit: You gain the eighth level specialist power from your chosen school.
Metamagic Specialist
Prerequisites: Spellcaster class, Knowledge (Arcana or Religion) 6 ranks.
Benefit: For the purposes of applying metamagic feats, treat all spells as one level lower than they actually are.
Special: You may take this feat multiple times.
Awakened Bloodline
Prerequisite: Sorcerer 6
Benefit: You gain your bloodline's bonus 3rd level spell, and its 9th level granted bloodline power.
Martial Veteran
Prerequisite: Fighter 6
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.
Master Combatant
Mastery of your craft has increased the effectiveness of your fighter special abilities.
Prereq: Fighter 6
Benefit: You acquire Armor Training 2, and your Bravery increases to +3. You may also choose a second group of weapons with which to gain the Weapon Training Bonus, however, your bonus does not increase.
Barbaric Resilience
Prerequisite: Barbarian 6
Benefit: You gain DR 1/--
Special: You may take this feat a second time, improving your DR from 1 to 2.
Extra Wild Shape
Prerequisite: Wild Shape Class Feature
Benefit: You may Wild Shape one additional time each day.
Plant Shaping
Prereq: Druid 6, Knowledge (Nature) 6 ranks
Benefit: You may use Plant Shape I through your Wild Shape Class Feature.
Improved Elemental Form
Prerequisite: Druid 6, Knowledge (The Planes) 6 ranks
Benefit: You may use Elemental Body II through your Wild Shape Class Feature.
Extra Favored Terrain
Prerequisite: Ranger 3
Benefit: You may select a second Favored Terrain, but your terrain bonuses do not improve.
Step of the Wild Lands
Prerequisite: Ranger 6, Survival 6 ranks
Benefit: You gain the Woodland Stride, Swift Tracker and Camouflage class abilities.
Advanced Rogue Talent
Prerequisite: Rogue 6, Extra Rogue Talent feat
Benefit: You learn one Advanced Rogue of your choice.
Extra Domain
Prerequisite: Cleric 6, Knowledge (Religion) 6 Ranks, Skill Focus: Knowledge (Religion)
Benefit: You gain the domain power and spell list of one additional domain associated with your deity.
Domain Specialist
Prerequisite: Cleric 6, Knowledge (Religion) 6 ranks
Benefit: You gain the eighth level domain power from one of your chosen domains.
Divine Channeling
Prerequisite: Cleric 6
Benefit: Your channel energy dice change from d6 to d8.
Divine Aura
Prerequisite: Paladin 6
Benefit: You may select one of the following Paladin Abilities to acquire; Aura of Resolve, Aura of Justice, or Aura of Faith.
Special: You may take this feat twice.
Excelling Flurry
Prerequisite: Monk 6
Benefit: You use Flurry of Blows with no penalty to your attack bonus.
Flow Like Water
Prereq: Monk 6, Dex 13, Dodge, Mobility
Benefit: You gain the Improved Evasion special ability and your Monk AC Bonus increases to +2.
Enlightened Spirit
The order of the universe flows through your mastery of ki
Prerequisite: Monk 6
Benefit: You gain the Ki Pool (lawful) benefit.
Enlightened Body
Prerequisite: Monk 6
Benefit: Your gain the Wholeness of Body Monk ability.
Enlightened Fist
Prerequisite: Monk 6
Benefit: Your unarmed strike damage increases by one step.
Dirge of Doom
Prerequisite: Bard 6
Benefit: You gain access to the Bard Song ability Dirge of Doom.
Experienced Performer
Prerequisite: Bard 6, Perform (any) 6 ranks
Benefit: You may start a bardic performance as a move action instead of a standard action.
Master Performer
Prerequisite: Bard 6, Perform (any) 6 ranks, Experienced Performer, Skill Focus: Perform (any)
Benefit: You may start a bardic performance as a swift action.
Lingering Song
Your inspirational bardic music stays with the listeners even after the last note has died away.
Prerequisite: Bardic Music
Benefit: If you use Bardic Music to Inspire Courage or Inspire Competence, the effect lasts for a number of additional rounds equal to the number of rounds that your performance lasted.
Ritual Magic
You've become adept at cooperating with other casters to call upon higher magics.
Prerequisite: Ability to cast third level spells; Spellcraft 6 ranks; Skill Focus: Spellcraft, Spell Casting Ability Score of 15 or higher.
Benefit: Two or more spell casters of the same type (Divine or Arcane) who each have the Ritual Magic feat may work together in an elaborate ritual to invoke 4th, 5th, and 6th level spell effects.
Each person may only begin one ritual per day, though they may assist with any number of other rituals. A Ritual Spell takes a base of one hour to perform. Each additional caster involved in the ritual beyond the first two reduces its casting time by 20 minutes to a minimum casting time of 10 minutes with 5 participants.
Special: The spells which may be called upon are chosen by the GM.
You've spent a lot of time studying your class and skills.
Benefit: For the purposes of qualifying for Feats, you may consider the level of one favored class to be one level higher or your BAB as one higher than it is.
Special: You may take this feat twice.
Ability Advancement [Combat]
You've spent time perfecting one of your abilities.
Benefit: Choose one Ability Score; you gain a permanent +1 bonus to that ability score.
Special: You may take this feat multiple times, however, it may only be taken twice for each ability score.
Expansive Skill
Benefit: Upon taking this feat you acquire 4 skill ranks.
Special: You may select this feat multiple times.
Skill Beyond Your Years
Prerequisite: Level 6
Benefit: Upon taking this feat you select a skill. Your max ranks with the chosen skill rise from 6 to 8.
Caster Training
Prerequisite: Character level 6, Ability to cast Arcane or Divine spells.
Benefit: Choose a spell casting class that you have, your effective caster level for that class becomes equal to your total hit dice +2. This does not grant you additional spells or slots.
Special: You may take this feat multiple times, however, you are required to choose a class with which you have not taken this feat.
Expanded Spell Knowledge
Prerequisites: Spellcaster
Benefit: You learn 1 or more new spells known, with spell levels totalling to half of your caster level (round down, and treat a new 0th-level slot as 1⁄2). Thus, a sixth level Sorcerer could gain one 3rd level spell known, one 1st and one 2nd level spell, three 1st level spells, or 6 0th-level spells. This feat cannot provide spells known of a level higher than you can already cast.
Special: You may take this feat multiple times; each time you take it it provides more spells known.
Expanded Caster Stamina
Prerequisites: Spellcaster.
Benefit: You gain 1 or more new spell slots, with spell levels totalling to half of your caster level. Treat 0th level spells as 1⁄2. Thus, a sixth level Wizard could gain one 3rd level slot, one 1st and one 2nd level slot, three 1st level slots, or 6 0th-level slots. This feat cannot provide spell slots higher than you can already cast.
Special: You may take this feat multiple times; each time you take it it provides more slots.
School Specialist
Prerequisite: Wizard 6, Knowledge (Arcana) 6 ranks
Benefit: You gain the eighth level specialist power from your chosen school.
Metamagic Specialist
Prerequisites: Spellcaster class, Knowledge (Arcana or Religion) 6 ranks.
Benefit: For the purposes of applying metamagic feats, treat all spells as one level lower than they actually are.
Special: You may take this feat multiple times.
Awakened Bloodline
Prerequisite: Sorcerer 6
Benefit: You gain your bloodline's bonus 3rd level spell, and its 9th level granted bloodline power.
Martial Veteran
Prerequisite: Fighter 6
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.
Master Combatant
Mastery of your craft has increased the effectiveness of your fighter special abilities.
Prereq: Fighter 6
Benefit: You acquire Armor Training 2, and your Bravery increases to +3. You may also choose a second group of weapons with which to gain the Weapon Training Bonus, however, your bonus does not increase.
Barbaric Resilience
Prerequisite: Barbarian 6
Benefit: You gain DR 1/--
Special: You may take this feat a second time, improving your DR from 1 to 2.
Extra Wild Shape
Prerequisite: Wild Shape Class Feature
Benefit: You may Wild Shape one additional time each day.
Plant Shaping
Prereq: Druid 6, Knowledge (Nature) 6 ranks
Benefit: You may use Plant Shape I through your Wild Shape Class Feature.
Improved Elemental Form
Prerequisite: Druid 6, Knowledge (The Planes) 6 ranks
Benefit: You may use Elemental Body II through your Wild Shape Class Feature.
Extra Favored Terrain
Prerequisite: Ranger 3
Benefit: You may select a second Favored Terrain, but your terrain bonuses do not improve.
Step of the Wild Lands
Prerequisite: Ranger 6, Survival 6 ranks
Benefit: You gain the Woodland Stride, Swift Tracker and Camouflage class abilities.
Advanced Rogue Talent
Prerequisite: Rogue 6, Extra Rogue Talent feat
Benefit: You learn one Advanced Rogue of your choice.
Extra Domain
Prerequisite: Cleric 6, Knowledge (Religion) 6 Ranks, Skill Focus: Knowledge (Religion)
Benefit: You gain the domain power and spell list of one additional domain associated with your deity.
Domain Specialist
Prerequisite: Cleric 6, Knowledge (Religion) 6 ranks
Benefit: You gain the eighth level domain power from one of your chosen domains.
Divine Channeling
Prerequisite: Cleric 6
Benefit: Your channel energy dice change from d6 to d8.
Divine Aura
Prerequisite: Paladin 6
Benefit: You may select one of the following Paladin Abilities to acquire; Aura of Resolve, Aura of Justice, or Aura of Faith.
Special: You may take this feat twice.
Excelling Flurry
Prerequisite: Monk 6
Benefit: You use Flurry of Blows with no penalty to your attack bonus.
Flow Like Water
Prereq: Monk 6, Dex 13, Dodge, Mobility
Benefit: You gain the Improved Evasion special ability and your Monk AC Bonus increases to +2.
Enlightened Spirit
The order of the universe flows through your mastery of ki
Prerequisite: Monk 6
Benefit: You gain the Ki Pool (lawful) benefit.
Enlightened Body
Prerequisite: Monk 6
Benefit: Your gain the Wholeness of Body Monk ability.
Enlightened Fist
Prerequisite: Monk 6
Benefit: Your unarmed strike damage increases by one step.
Dirge of Doom
Prerequisite: Bard 6
Benefit: You gain access to the Bard Song ability Dirge of Doom.
Experienced Performer
Prerequisite: Bard 6, Perform (any) 6 ranks
Benefit: You may start a bardic performance as a move action instead of a standard action.
Master Performer
Prerequisite: Bard 6, Perform (any) 6 ranks, Experienced Performer, Skill Focus: Perform (any)
Benefit: You may start a bardic performance as a swift action.
Lingering Song
Your inspirational bardic music stays with the listeners even after the last note has died away.
Prerequisite: Bardic Music
Benefit: If you use Bardic Music to Inspire Courage or Inspire Competence, the effect lasts for a number of additional rounds equal to the number of rounds that your performance lasted.
Ritual Magic
You've become adept at cooperating with other casters to call upon higher magics.
Prerequisite: Ability to cast third level spells; Spellcraft 6 ranks; Skill Focus: Spellcraft, Spell Casting Ability Score of 15 or higher.
Benefit: Two or more spell casters of the same type (Divine or Arcane) who each have the Ritual Magic feat may work together in an elaborate ritual to invoke 4th, 5th, and 6th level spell effects.
Each person may only begin one ritual per day, though they may assist with any number of other rituals. A Ritual Spell takes a base of one hour to perform. Each additional caster involved in the ritual beyond the first two reduces its casting time by 20 minutes to a minimum casting time of 10 minutes with 5 participants.
Special: The spells which may be called upon are chosen by the GM.
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