- E6 Format
- Tome Classes
- Races of War Combat Rules
- One Feat per Level
Caster & Supernatural Feats
- Armored Mage You have no chance of failure when casting spells with somatic components in armor you are proficient in. You gain proficiency in light and medium armor.
Blood Painter At any time, you can cast any spell you know (including a spell book) by painting a magical diagram on a flat 10" square surface. This takes one minute per spell level, and deals 1 Con damage for every 3 spell levels (or a like amount of Blood Pool if available). If the caster's current Constitution or Blood Pool is less than double the spell's level, it cannot be cast. Any spells cast with this feat are considered Supernatural abilities.
Body Assemblage You may create skeletons & zombies that serve you alone, up to your unmodified Charisma modifier in undead, and no undead can have a CR greater than two less than your character level. A first or second level character can create undead equal to their own CR, but each undead creature counts as two for control purposes.
Child Necromancer All Necromancy spells you cast are at +4 CL, you gain the effects of Weapon Finesse for all Necromancy spells, you have a -4 Strength, and you are one size category smaller due to looking as a child despite your actual age.
Conductivity You gain electricity resistance 5 and, if struck for electricity damage, you may send a line of electricity arcing from your body at any single target within 30'. This bolt deals half the damage you just took (before applying resistance or immunity); a Reflex save (DC 16 + your Cha modifier) halves this damage.
Energy Immunity You are immune to a single energy type. You can only choose this feat once.
Live My Nightmare Whenever you are targeted with a divination spell or effect, you can send that caster a nightmarish vision. This vision functions as a phantasmal killer spell (DC 14 + Charisma modifier).
Residual Rebound If you roll a natural 20 or exceed the save DC by 5 or more against a targeted spell’s saving throw, you may redirect it back to the caster as if affected by spell turning. This works against touch spells.
Photosynthetic Skin While exposed to sunlight, you gain a +2 natural armor bonus. One hour of exposure is enough to feed you for the day.
Spell Focus Choose a school or spell descriptor. All spells and spell-like abilities you cast with this school or descriptor gains a +2 competence bonus to their save DCs
Tomb Tainted Soul You are healed by negative energy and damaged by positive energy
- Bladeproof Skin You gain DR 3/bludgeoning.
Blind Fight In melee, you are not flat-footed against invisible attackers, you get a single reroll on your miss chance against a target with concealment, and you have half the usual penalty to speed for being unable to see.
Boneblade Master You are proficient in any weapon made of Boneblade, enjoy the benefits of Improved Critical with any Boneblade weapon, and may craft weapons out of the material. Boneblade can only be made into light slashing or piercing melee weapons, ignore the DR of all undead, can hit incorporeal creatures as if it had the ghost touch property, & costs 1000gp/lb
Combat Brute If you charge and perform a Power Attack maneuver, you may adjust the penalty to attack to AC instead. In addition, after the charge, you retain the bonus damage from Power Attack for the following round against the target without the associated penalty.
Danger Sense You gain a +2 bonus to Initiative & can act during surprise rounds
Deep Freeze Whenever you deal cold damage, you deal an extra point of cold damage per die. Creatures with less than 50% of their maximum hit points remaining after taking at least one point of cold damage gain frostbite (fatigued until the cold damage is healed). Creatures brought to 0hp or lower by your cold damage can be turned into ice statues instead of being killed (at your choice), as as flesh to stone, but the target is made of ice rather than stone.
Diehard You do not die until -10hp less than normal. When your hit point total is below 0 or have more nonlethal damage than hit points, you automatically stabilize and may act as if disabled instead of unconscious.
Dodge You gain a +2 dodge bonus to AC and foes do not gain an attack bonus against you from flaking or higher ground
Demoralizing Shout When using demoralize, you target every foe within 10' past your reach or closer with a -5 check penalty.
Elusive Target Attacks that you are not flat-footed against do not gain bonus damage from Power Attack. The first attack of a round from a flanking foe automatically misses you and is directed against the other flanking foe (who is flat-footed).
Great Cleave When you drop an opponent with a melee attack, you may use an attack of opportunity to make another cleave attack against an opponent within reach. You may take a 5’ step before or after this attack.
Flyby Attack When flying, the creature can take a move action (including a dive) and another standard action at any point during the move. The creature cannot take a second move action during a round when it makes a flyby attack.
Great Fortitude You gain a +3 bonus to Fortitude saves
Iron Will You gain a +3 bonus to Will saves
Lighting Reflexes You gain a +3 bonus to Reflex saves
Marksman You take no penalty for firing into melee, your range increment is doubled, and the time it takes to reload a weapon to a free action
Mongol You gain an additional attack per round with a ranged weapon when making a full attack, it and all other attacks gaining a -2 penalty during that round. Once per round when your mount is hit in combat, you may make a Ride check as a reaction to negate the hit if it the attack roll is less than your Ride check. In addition, the penalty from using a ranged weapon while mounted is halved (-2 during a double move, -4 during a run).
Mounted Combat Once per round when your mount is hit in combat, you may make a Ride check as a reaction to negate the hit if it the attack roll is less than your Ride check. When you attempt to overrun an opponent while mounted, your target may not choose to avoid you, gaining a free hoof attack against any target you successfully knock down (at the +4 bonus against a prone target). While mounted and taking the charge action, you deal double damage with a melee weapon (triple with a lance).
Shock Trooper If you make a successful bull rush against a foe, you gain a +1 bonus to attack and damage rolls for each square your bull rush moved that foe. This bonus lasts for one round. If the bull rush forces a foe into the same square as another foe, you may make a free trip attempt against both foes at the same time, and neither foe gets a chance to trip you if the attempt fails.
Two Weapon Fighting When making an attack, you can make as many attacks with your off-hand as your main hand with the same attack bonus.
Up the Walls As a swift action, you can move along vertical surfaces as if they were normal wall until the end of your turn.
Weapon Finesse You may use your Dexterity modifier in place of Strength for attack bonus, and Intelligence for damage. Your attacks have the Edge against foes with lower Dexterity.
Whirlwind Attack As a full-attack action, you can make a single melee attack against each opponent within reach.
Zen Archery You may use Wisdom in place of Dexterity when making a ranged attack
- Break Trail You spend at least a minute indoors or five minutes outdoors to mask the trail of even an entire group's passage through an area. The first time a tracker reaches the spot where you used this ability, you make a Survival check against a DC 10 + tracker's ranks in Survival, success increasing the DC to track you by 5. If they fail this check, they must spend two hours outdoors (20 minutes indoors) searching to pick up the trail again. If you exceed the DC by 10 or more, the DC to track your party increases by 20 and the pursuer must spend eight hours outdoors (80 minutes indoors) to find the trail again.
Combat Looting You may sheath or store an object as a free action, and picking up an object does not provoke an AoO. You gain a +3 bonus to disarm attempts.
Command As a standard action, make a demand of a target that they may follow without question. The target must be able to clearly see and hear you, and may not be currently engaged in combat with you. The base DC is 15 + their HD + their Charisma modifier + any bonuses against fear effects + level difference (Target's level - Your level) + 10 per prior attempt. If successful, the target follows your orders for up to a minute, making a Will save (DC 10 + half your Intimidation bonus) each round they are away from you; or 20 minutes if you exceed the DC by 5 or more. This is a fear effect.
Darkstalker You show poorly against tremorsense and blindsense, and creatures must make a Spot or Listen check to locate you with these abilities.
Educated You are considered proficient with all Knowledge skills. Pick two Knowledge skills, you gain a +2 bonus with those two skills.
Endurance You gain a +4 bonus to checks and saves to resist nonlethal damage and fatigue from Swimming, running, forced marches, holding your breath, starvation, thirst, hot & cold environments, and resisting suffocation. You may sleep in light or medium armor without becoming fatigued. You can use your Constitution modifier in place of your Wisdom modifier for Will saves.
Heightened Awareness +3 to Spot & Listen checks
Hover When flying, the creature can halt its forward motion and hover in place as a move action. It can then fly in any direction, including straight down or straight up, at half speed, regardless of its maneuverability. If a creature begins its turn hovering, it can hover in place for the turn and take a full-round action. A hovering creature cannot make wing attacks, but it can attack with all other limbs and appendages it could use in a full attack. The creature can instead use a breath weapon or cast a spell instead of making physical attacks, if it could normally do so. If a creature of Large size or larger hovers within 20 feet of the ground in an area with lots of loose debris, the draft from its wings creates a hemispherical cloud with a radius of 60 feet. The winds so generated can snuff torches, small campfires, exposed lanterns, and other small, open flames of non-magical origin. Clear vision within the cloud is limited to 10 feet. Creatures have concealment at 15 to 20 feet (20% miss chance). At 25 feet or more, creatures have total concealment (50% miss chance, and opponents cannot use sight to locate the creature). Those caught in the cloud must succeed on a Concentration check (DC 10 + ½ creature’s HD) to cast a spell.
Orator With two full-round actions, you may attempt to fascinate an audience. Everyone within 20' of you must make a Sense Motive check against a DC equal to 10 + your Diplomacy modifier. If they fail, they are fascinated until you stop talking. Each minute, they get a reroll, each failure giving them a cumulative -3 penalty to all attempts to break free. In addition, you can Push an Agreement with an entire group, going against a DC of 13 + the group's EL + the highest Wis modifier of someone with authority in the group + the worst rapport modifier of someone in the group with authority.
Pierce Illusion With a standard action, you may choose a single sense and make a Notice check against a DC 15 + caster level. If your check result exceeds both that and the spell's save DC, the you penetrate the sense of the illusion for as long as you spend a swift action each round. For effects such as invisibility, this allows you to ignore the spell, while doing little against multi-sensory illusions. This counts as interaction and permits a saving throw against the illusion with a +4 bonus.
Resistant Lotion You can craft ointments that provide acid, cold, electricity, or fire resistance 5 in any color of the rainbow. These ointments require 1 minute to apply, in addition to the regular time to apply a disguise, and last for 24 hours. You suffer no penalty to Disguise checks for substantially different colors. The ointment is made in batches of 5 uses, requires a DC 16 Disguise check, and require either a complete day of work or 5 days of one hour shifts to produce.
Smuggle If you accept a -5 penalty to your stealth check, you may use your base check as the base result for every member of your group within 30 feet for the purposes of avoiding detection. Each member suffers penalties individually based on their actions for the round, though. Alternately, for every 1 point that you reduce your check by, you may increase the check of an ally within 30 feet by 2 (to a maximum of your final result).
Stealthy You gain a +2 bonus to Hide & Move Silently, with no penalty for moving at normal speed