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<blockquote data-quote="Living Enworld Judge" data-source="post: 2922609" data-attributes="member: 13889"><p><strong>General Rules - N to Z</strong></p><p></p><p><strong><span style="font-size: 15px">Racial Paragon Classes</span></strong></p><p>In most campaigns, the ideas of class and race are separate concepts. But with racial paragon classes, the line between the two becomes blurred. Racial paragons are, as their name suggests, nearly ideal examples of the strengths and abilities of the character's race. Unlike members of other classes, however, racial paragons are more than merely powerful individuals. They are strong in all the ways that their race is strong, while still vulnerable in the ways that their race is vulnerable. Beyond that, they possess powers or capabilities that supersede those of normal members of their race. While any elf might rise in power, prestige, and (in game terms) level, most do so by gaining levels in the standard character classes—only a few are so much in tune with their heritage and racial abilities that they become racial paragons.</p><p></p><p>Racial paragons rarely undergo the rigorous training or study that members of other classes commonly undertake between levels. Their experience, wisdom, and heroic abilities simply manifest in the form of superior innate racial abilities. Despite this strong association with race, racial paragons need not have specific views or special dedication to their race's beliefs or typical attitudes (although many do).</p><p></p><p>Obviously, a character can only take levels in the racial paragon class associated with his race. A human cannot take levels in dwarf paragon—only dwarves are capable of reflecting the highest virtues of dwarfhood by gaining levels in the dwarf paragon class. (Half-elves and half-orcs are an exception; see the Half-Elf Paragon and Half-Orc Paragon sections below.)</p><p></p><p>Like the fighter, the wizard, and the other standard character classes, the racial paragon classes have no prerequisites (other than being a member of the appropriate race). Paragon class levels can be taken any time a character gains a new level, even at 1st level (in which case they receive four times the normal number of skill points gained at each succeeding level). A character can multiclass freely between standard character classes, prestige classes for which he or she qualifies, and the character's appropriate racial paragon class.</p><p></p><p>It's possible for a powerful magic effect such as shapechange, reincarnate, or wish to change a character's race. If a character has already taken racial paragon levels in his original race, he can never become a paragon of another race. However, such shapechanging and form-altering magics also cause no loss of a paragon's class abilities—the class abilities gained from racial paragon levels are affected no more or less drastically than benefits gained from having levels in any other class.</p><p></p><p>Levels in racial paragon classes never result in XP penalties for multiclass characters. See below for the currently available racial Paragon classes</p><p>-Derived from OGC</p><p></p><p><strong><span style="font-size: 15px">Ranger Variant: Scent</span></strong></p><p>At 4th level, the ranger can choose to either gain the Lesser Scent ability, or get an animal companion as per the normal progression.</p><p> </p><p><strong>Lesser Scent (Ex):</strong> This special quality allows a creature to detect approaching enemies, sniff out hidden foes, and track by sense of smell. Creatures with the scent ability can identify familiar odors just as humans do familiar sights.</p><p> </p><p>Unlike normal Scent, however, lesser scent does not allow the creature to automatically detect scents; it must focus on the attempt, and its range is slightly smaller.</p><p> </p><p>The creature can detect opponents within 20 feet by sense of smell by making a successful Search check against DC as per Table S-1. If the opponent is upwind, the range increases to 40 feet; if downwind, it drops to 10 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range.</p><p> </p><p> [code]Table S-1: Lesser Scent</p><p> Search DC Smell</p><p> -10 Troglodyte stench, skunk musk</p><p> 0 Smoke, rotting garbage</p><p> 5 Aromatic scents (burning bread, strong incense)</p><p> 10 Normal scents</p><p> 15 Subtle or vague scents</p><p> 20 Barely noticeable scent</p><p> </p><p> Search DC Modifier Condition</p><p> +5 Running water between creature with scent and source of scent</p><p> +1 Per 10 feet of distance</p><p> +5 Smeller distracted[/code]</p><p> </p><p> When a creature detects a scent, the exact location of the source is not revealed—only its presence somewhere within range. The creature can take a move action to note the direction of the scent.</p><p> </p><p> Whenever the creature comes within 5 feet of the source, the creature pinpoints the source’s location.</p><p> </p><p> A creature with the Track feat and the scent ability can follow tracks by smell, making a Wisdom (or Survival) check to find or follow a track. The typical DC for a fresh trail is 10 (no matter what kind of surface holds the scent). This DC increases or decreases depending on how strong the quarry’s odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Track feat. Creatures tracking by scent ignore the effects of surface conditions and poor visibility.</p><p></p><p>-Created by Gnomeworks</p><p></p><p><strong><span style="font-size: 15px">Wizard (Necromance) Variant: Undead Servant</span></strong></p><p>A 1st-level necromancer using this variant can begin play with an undead servant (a </p><p>human warrior skeleton). Obtaining this servant takes 24 hours and uses up magical </p><p>materials that cost 100 gp. </p><p></p><p>This creature is a loyal servant that follows the necromancer's commands and accompanies </p><p>him on adventures if desired. If the undead servant is destroyed, the necromancer </p><p>suffers no ill effects and may replace it by performing a ceremony identical to the one </p><p>that allowed him to obtain his first servant. </p><p></p><p>At 1st level, the skeleton is completely typical, but it gains power as the necromancer </p><p>gains levels. Consult the table below for details.</p><p>[code]</p><p>Necromancer HD NA bonus Str Bonus Special</p><p>Level</p><p>1-2 1 +0 +0 -</p><p>3-4 2 +1 +1 -</p><p>5-6 3 +1 +1 -</p><p>7-8 4 +2 +2 -</p><p>9-10 5 +2 +2 -</p><p>11-12 6 +3 +3 -</p><p>13-14 7 +3 +3 -</p><p>15-16 8 +4 +4 -</p><p>17-18 9 +4 +4 -</p><p>19-20 10 +5 +5 -</p><p>[/code]</p><p>A necromancer using this variant permanently gives up the ability to obtain a familiar.</p><p> - Adapted from OGC by Animus</p></blockquote><p></p>
[QUOTE="Living Enworld Judge, post: 2922609, member: 13889"] [b]General Rules - N to Z[/b] [B][size=4]Racial Paragon Classes[/size][/B] In most campaigns, the ideas of class and race are separate concepts. But with racial paragon classes, the line between the two becomes blurred. Racial paragons are, as their name suggests, nearly ideal examples of the strengths and abilities of the character's race. Unlike members of other classes, however, racial paragons are more than merely powerful individuals. They are strong in all the ways that their race is strong, while still vulnerable in the ways that their race is vulnerable. Beyond that, they possess powers or capabilities that supersede those of normal members of their race. While any elf might rise in power, prestige, and (in game terms) level, most do so by gaining levels in the standard character classes—only a few are so much in tune with their heritage and racial abilities that they become racial paragons. Racial paragons rarely undergo the rigorous training or study that members of other classes commonly undertake between levels. Their experience, wisdom, and heroic abilities simply manifest in the form of superior innate racial abilities. Despite this strong association with race, racial paragons need not have specific views or special dedication to their race's beliefs or typical attitudes (although many do). Obviously, a character can only take levels in the racial paragon class associated with his race. A human cannot take levels in dwarf paragon—only dwarves are capable of reflecting the highest virtues of dwarfhood by gaining levels in the dwarf paragon class. (Half-elves and half-orcs are an exception; see the Half-Elf Paragon and Half-Orc Paragon sections below.) Like the fighter, the wizard, and the other standard character classes, the racial paragon classes have no prerequisites (other than being a member of the appropriate race). Paragon class levels can be taken any time a character gains a new level, even at 1st level (in which case they receive four times the normal number of skill points gained at each succeeding level). A character can multiclass freely between standard character classes, prestige classes for which he or she qualifies, and the character's appropriate racial paragon class. It's possible for a powerful magic effect such as shapechange, reincarnate, or wish to change a character's race. If a character has already taken racial paragon levels in his original race, he can never become a paragon of another race. However, such shapechanging and form-altering magics also cause no loss of a paragon's class abilities—the class abilities gained from racial paragon levels are affected no more or less drastically than benefits gained from having levels in any other class. Levels in racial paragon classes never result in XP penalties for multiclass characters. See below for the currently available racial Paragon classes -Derived from OGC [B][size=4]Ranger Variant: Scent[/size][/B] At 4th level, the ranger can choose to either gain the Lesser Scent ability, or get an animal companion as per the normal progression. [B]Lesser Scent (Ex):[/B] This special quality allows a creature to detect approaching enemies, sniff out hidden foes, and track by sense of smell. Creatures with the scent ability can identify familiar odors just as humans do familiar sights. Unlike normal Scent, however, lesser scent does not allow the creature to automatically detect scents; it must focus on the attempt, and its range is slightly smaller. The creature can detect opponents within 20 feet by sense of smell by making a successful Search check against DC as per Table S-1. If the opponent is upwind, the range increases to 40 feet; if downwind, it drops to 10 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range. [code]Table S-1: Lesser Scent Search DC Smell -10 Troglodyte stench, skunk musk 0 Smoke, rotting garbage 5 Aromatic scents (burning bread, strong incense) 10 Normal scents 15 Subtle or vague scents 20 Barely noticeable scent Search DC Modifier Condition +5 Running water between creature with scent and source of scent +1 Per 10 feet of distance +5 Smeller distracted[/code] When a creature detects a scent, the exact location of the source is not revealed—only its presence somewhere within range. The creature can take a move action to note the direction of the scent. Whenever the creature comes within 5 feet of the source, the creature pinpoints the source’s location. A creature with the Track feat and the scent ability can follow tracks by smell, making a Wisdom (or Survival) check to find or follow a track. The typical DC for a fresh trail is 10 (no matter what kind of surface holds the scent). This DC increases or decreases depending on how strong the quarry’s odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Track feat. Creatures tracking by scent ignore the effects of surface conditions and poor visibility. -Created by Gnomeworks [B][size=4]Wizard (Necromance) Variant: Undead Servant[/size][/B][size=4][/SIZE] A 1st-level necromancer using this variant can begin play with an undead servant (a human warrior skeleton). Obtaining this servant takes 24 hours and uses up magical materials that cost 100 gp. This creature is a loyal servant that follows the necromancer's commands and accompanies him on adventures if desired. If the undead servant is destroyed, the necromancer suffers no ill effects and may replace it by performing a ceremony identical to the one that allowed him to obtain his first servant. At 1st level, the skeleton is completely typical, but it gains power as the necromancer gains levels. Consult the table below for details. [code] Necromancer HD NA bonus Str Bonus Special Level 1-2 1 +0 +0 - 3-4 2 +1 +1 - 5-6 3 +1 +1 - 7-8 4 +2 +2 - 9-10 5 +2 +2 - 11-12 6 +3 +3 - 13-14 7 +3 +3 - 15-16 8 +4 +4 - 17-18 9 +4 +4 - 19-20 10 +5 +5 - [/code] A necromancer using this variant permanently gives up the ability to obtain a familiar. - Adapted from OGC by Animus [/QUOTE]
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