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E6 variant Eberron Homebrew/Tomb of Horrors (Closed)


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I'm just making some additional clarifications (they may have already been stated but just making sure they are understood):

I'm using a variant of E6. Normally in E6 you get a bonus feat every time you earn 5,000 experience. My variant instead gives you "bonus levels" each time you gain 5,000 experience. Bonus levels give 1 hit point, 1 skill point, and 1 action point. In addition bonus levels give ability score and feat progression as if you were gaining ordinary character levels (so every 3 bonus levels you get a bonus feat).

My action points rules are also an amalgamation of multiple action point variants. The info is detailed in the player's guide.

Another (hopefully implicit) assumption is that "most" classes work for E6. I have, however, included some additional or variant classes in my player's guide document. As noted already, the dragonmarked heir.
 

Alright, I think I might actually mix a level of fighter in to make him a better bodyguard, because I realized that I don't really need Globe of Invulnerability (the Greater Sentinel Mark) twice per day when Lesser Globe (one of the lesser Sentinel Mark abilities) excludes all mortal magic :)
 




I'm assuming that you'll let us know whether to finish up the 1st level version or the 6th+4 level version?

Also, how will you handle an Artificer's Craft Reserve when he hits Epic levels? And how much of the past Reserve points will a starting 6th+4 character have access to? Can I use some of the XP in crafting of items?
 
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Alright, I worked up a 6+4th level version of a d'Deneith scion bodyguard of the Defender's Guild. If you go with the 1st level version I'll scale him back to level 1 quick.

[sblock]
Merren d'Deneith
Male Human Fighter 1/Dragonmarked Heir 5 (D/F/D/D/D/D)
Alignment: LN
Height: 5' 9''
Weight: 143lbs
Hair: Blond
Eyes: Blue
Skin: Tanned
Age: 21
XP: 36,000
Action Points: 8

Str: 18 (+4) [8 points, +1 level, +2 item]
Dex: 16 (+3) [8 points, +1 level]
Con: 10 (+0) [2 points]
Int: 14 (+2) [6 points]
Wis: 10 (+0) [2 points]
Cha: 10 (+0) [2 points]

Racial Abilities: 1 bonus feat, +1 skill point/level

Class Abilities: Bonus Feat, Weapon and Armor Proficiencies, Favored in House, Dragonmarked (Least, Lesser, Greater), Improved Dragonmark (Least, Lesser), House Status +5, Increased Action Points.

Hit Dice: 1d10 + 5d8 + 4 + 6
HP: 39/39
AC: 20 (+6 armor, +3 Dex, +1 Natural Armor)
Init: +3 (+3 Dex)
Speed: 30ft

Saves:
Fortitude +6 [+6 base, +0 Con]
Reflex +7 [+4 base, +3 Dex]
Will +4 [+4 base, +0 Wis]

BAB/Grapple: +4/+8
Melee Atk: Spiked Chain +9 [2d4+7, /x2]


Skills: 5 Fighter, 56 Dragonmarked Heir, 4 Bonus
Bluff +9 [9 ranks]
Diplomacy +9 [9 ranks]
Gather Information +9 [9 ranks]
Intimidate +5 [5 ranks, fighter]
Listen +4 [8 cc ranks]
Spot +4 [8 cc ranks]
Sense Motive +11 [9 ranks, +2 dragonmark ability]


Feats:
Combat Expertise (1st Level)
Improved Trip (1st Level)
Exotic Weapon Proficiency: Spiked Chain (Fighter Bonus Feat)
Combat Reflexes (3rd Level)
Favored in House (Dragonmarked Heir Bonus Feat)
Deft Opportunist (6th Level, Complete Adventurer)
Improved Toughness (Bonus Level Feat, Complete Warrior)

Languages: Common, Dwarven, Elven

Equipment:
Sentinel's Helmet (20,000gp)
Dragonshard Rod of Extending, Least (1,500gp)
+1 Mithril Breastplate (5,350)
Armor Enhancement Crystal: Restful (500)
Amulet of Natural Armor +1 (2,000)
+1 Spiked Chain (2,325)
Gloves of Strength +2 (4,000)

I wasn't sure if you were going to go with the 'no more than half your gold' rule (you didn't mention it), so I put in the Sentinel's Helmet. If you prefer, I can replace it with some stat-boosters and a bit more armor no trouble.

Money: 325gp

Spell-Like Abilities: 1/day, CL 6: Shield Other, Shield of Faith, CL 11: Lesser Globe of Invulnerability, Protection from Elements, CL 15: Globe of Invulnerability.

Lesser Globe of Invulnerability is contingency-activated if a spell is cast on me or my charge.
[/sblock]
 

Rough draft of a Valenar elf swordsage.

I have one more feat to pick, and was wondering if this would be acceptable for you (derived from the Dervish PrC):

Slashing Blades [Epic]
Character Level 6th, Valenar Elf
You treat Scimitars and Valenar Double Scimitars as light weapons.

I actually think its a bit weak, but any other Dervish feature I look at would make it too strong. It's more of a style issue for me anyway, to be honest.

[sblock="Tasmia Evaelathi"]
Tasmia Evaelathi
Valenar Elf Swordsage 6/Bonus 4 (35,210/40,000 XP)
CN Medium Humanoid (elf)
Init +6 (+2 Quick to Act) Senses low-light vision, Listen +5, Spot +5
Languages Common, Elven, Draconic

AC 25 (+5 armor, +4 Dex, +3 Wis, +1 Shield (TWD), +1 deflection, +1 NA), Touch 18, Flat-Footed 21
HP 38 (6d8+6+4)
Immune sleep, flanking
Fort +4, Ref +9, Will +8; +2 vs Enchantment

Speed 40' (8 squares)
BaB +4, Grp +4
Melee +1/+1 Valenar double scimitar +10 (1d6+1, 18x2)
OR
Melee +1/+1 Valenar double scimitar +8/+8 (1d6+1/1d6+1, 18x2) with Two-Weapon Fighting
OR
Ranged Shortbow +8 (1d6, x3, 60')

Swordsage Stances (IL 4th)
3rd (1) - Leaping Dragon Stance* (+10 Jump, jump as if running)
1st (2) - Hunter's Sense (Sent), Step of the Wind (ingore diffcult terrain)
Swordsage Maneuvers (IL 4th, 6 readied)
3rd (2) - Soaring Raptor Strike (larger foe, jump vs AC, +4 attack, +6d6+3 damage), Zephyer Dance* (+4 dodge)
2nd (3) - Claw at the Moon* (jump vs AC, +2d6+3 damage), Rabid Wolf Strike* (+4 atk, +2d6+3 damage, -4 AC), Mountain Hammer* (+2d6, ignore DR)
1st (6) - Wind Stride*, Mighty Throw, Sudden Leap*, Counter Charge*, Stone Bones, Charging Minotaur
* - readied

Abilities Str 10 Dex 18 Con 12 Int 12 Wis 16 Cha 12
Feats Two Weapon Fighting, Weapon Finesse, Two Weapon Defense, Slashing Blades
Skills Balance +16, Climb +4, Heal +5, Hide +13, Intimidate +5, Jump +17, K. History +2, K. Nature +2, K. Nobility +2, Martial Lore +11, Move Silently +13, Ride +6, Sense Motive +5, Swim +2, Tumble +19; Search +5, Listen +5, Spot +5

Special Qualities Quick to Act +2, Discipline Focus (Weapon Focus) [Desert Wind], AC Bonus (Wis), Discipline Focus (insightful Strike) [Tiger Claw]

Gear +1/+1 Valenar Double Scimitar of defense, Shortbow, 20 arrows, Amulet of Natural Armor +1, Skirt of Elvenkind, +1 Mithral Shirt, Belt of Resistance +1, Cloak of Elvenkind, Gloves of Dexterity +2, Ring of Protection +1, Ring of Sustenance, Boots of Striding and Springing, Backpack, Bedroll, Caltrops, Candle, Chalk, Fishhook, Flint and Steel, Grappling Hook, Ink, Inkpen, Oil flask, Rations x5, Silk Rope, Wax, Signet ring, Torch x2, Waterskin, Whetstone, Sunrod x3, Potion of Cure Light Wounds x5, Potion of Endure Elements x2, Potion of Jump x2

528.63 GP
[/sblock]
 
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