A variant of E6 (Epic 6) using the Mythic rules, M6 stops at 6th level but offers further advancement through feats and Mythic abilities.

Why E6?

High level characters in Pathfinder are completely a world apart from the lower-level counterparts. This works well for some games, but M6 allows you to build a consistent world where great terrors aren't trivialized on the way through to 20th level.

Also, balance problems in d20 games, particularly 3rd Edition, start to crop up around 7th-8th level and increase from there. Although Pathfinder is better balanced than 3rd, many of the same issues still apply.

Finally, some low-level spells can break plots, but many mid-level and high-level spells rule out entire plot types or require heavy-handed GMing to make them function. Again, this isn't a problem for every game, but one that wants consistent challenges wants a small span of power.

Why M6?

The Mythic rules, as presented in Mythic Adventures, provide many new abilities and feats that act as "capstones" at any level of play. By integrating these powers into E6's feat structure, we can greatly expand its versatility.


After reaching 6th level, characters do not gain any further levels. Instead, they gain a new feat for every 10,000 XP.

They can also gain Tiers through Mythic Trials as detailed in the Mythic Adventures book.

See Using M6 for more information.


The core of E6 is feats and M6 is no different. Feats from various Pathfinder sources are available, but several new types of feats can be introduced to fill in gaps created by the six-level progression.

Capstone Feats

Feats that require six levels of a certain class that help define that class moving forward.

As a guideline, these tend to provide defining abilities that would normally be gained after 6th level that don't upset the balance of the game. However, each class should have one or more of these, so some new ones will need to be created.

See Capstone Feats

Multiclass Feats

Where single class characters have capstone feats, multiclass characters should also have feats that cater to their needs.

In general, these feats serve to shore up multiclass concepts and replace the capstones for those who opted not to focus on a single class. These also replace a number of multiclass enabling prestige classes.

See Multiclass Feats

Mythic Feats

Adapted from the Mythic rules, these add a new tier of abilities past the base classes and feats.

These can only be gained through gaining Mythic Tiers, so even a character with many feats gained through XP will only have a (relatively) small pool of Mythic Feats to draw on.

See more discussion at Mythic Feats

Prestige Feats

Adapted from prestige classes, these represent secret wisdom and highly specialized training. A character can only have one prestige feat, although certain prestige feats open an entire tree of new options.

These should have a role in the story. The societies should be meaningful to both the character and the setting. Multiclass patch feats should instead be multiclass feats (above).

See Prestige Feats

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