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EXEMPLAR OF THE BLOOD (epic racial prestige class)[/
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<blockquote data-quote="Qwillion" data-source="post: 1297426" data-attributes="member: 14641"><p><u><em><strong>EXEMPLAR OF THE BLOOD (epic racial prestige class)</strong></em></u></p><p></p><p><strong>Prerequsites:</strong> </p><p>Feats: Skill focus knowledge local, any one background feat, any one epic background feat.</p><p>Skills: Knowledge Local 28 ranks, Knowledge Religion 14 ranks </p><p>HD: by race see below</p><p>Skill points: by race see below</p><p></p><p>Level Special </p><p>1 Chosen Class, Exemplar Racial Template </p><p>2 </p><p>3 Exemplar Racial Template </p><p></p><p><strong>Chosen Class (Ex):</strong> At 1st level Choose a class or prestige class. Class Features that use the character’s chosen class level as part of a mathematical formula continue to increase using the character’s chosen class level + the character's Exemplar of the Blood prestige class level. Number of spells per day does not increase after 20th level. Nor does the character learn additional spells. Any class features of the chosen class that increase or accumulate as part of a repeated pattern also continue to increase or accumulate at the same rate. An exception to this rule is any bonus feat progression granted as a class feature. If a character gets bonus feats as part of a class feature these do not increase with Exemplar of the Blood prestige Class Levels.</p><p></p><p><strong>Exemplar Racial Templates (Ex):</strong> At 1st level a exemplar of the blood gains only the hit dice and skill points of her racial template according to her race. At 3rd level a exemplar gains all the remaining traits of her template according to her race. Other Racial templates are possible with your GM's permision. The GM will have to make the appropriate changes to the prerequsites depending on the racial template. (I.E. a minotaur racial template knowledge nature instead of knowledge local) unlisted bonus stack will all other bonuses including thoses given by the characters base race. Dodge bonuses vs. giants stack with those given by the characters bases race. Racial bonuses use the higher bonus given by the exemplar racial template. </p><p> </p><p>EXEMPLAR HUMANS </p><p>When determining HD and Skill points a exemplar human gains them according to his or her his or her highest-level class increase the HD by one die type (i.e. d4 to d6, d6 to d8 etc.) </p><p>Exemplar Human base land speed is increased by 30 feet. </p><p>Bonus epic feat</p><p></p><p>1 extra skill point at each additional level beyong 21st.</p><p>Low-light vision an Exemplar human can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions.</p><p></p><p>EXEMPLAR DWARVES</p><p>Hit Die: d12.</p><p>Skill Points at Each Additional Level: 4 + Int modifier.</p><p></p><p>+2 Constitution, -2 Charisma.</p><p>Exemplar Dwarf base land speed is increased by 20 feet. However, Exemplar dwarves can move at this speed even when wearing medium or heavy armor or when carrying a medium or heavy load (unlike other creatures, whose speed is reduced in such situations).</p><p>Darkvision: Dwarves can see in the dark up to 120 feet. Darkvision is black and white only, but it is otherwise like normal sight, and exemplar dwarves can function just fine with no light at all.</p><p>Stonecunning: This ability grants a dwarf a +4 racial bonus on Search checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn’t stone but that is disguised as stone also counts as unusual stonework. A dwarf who merely comes within 20 feet of unusual stonework can make a Search check as if he were actively searching, and a dwarf can use the Search skill at a +2 bonus to find stonework traps as a rogue can.</p><p> Stability: A exemplar dwarf gains an additional +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground).</p><p>+4 racial bonus on saving throws against poison.</p><p>+4 racial bonus on saving throws against spells and spell-like effects.</p><p>+2 racial bonus on attack rolls against orcs and goblinoids.</p><p>+4 dodge bonus to Armor Class against monsters of the giant type. Any time a creature loses its Dexterity bonus (if any) to Armor Class, such as when it’s caught flat-footed, it loses its dodge bonus, too. </p><p>+4 racial bonus on Appraise checks that are related to stone or metal items.</p><p>+4 racial bonus on Craft checks that are related to stone or metal.</p><p></p><p>EXEMPLAR ELVES</p><p>Hit Die: d6.</p><p>Skill Points at Each Additional Level: 4 + Int modifier.</p><p></p><p>• +2 Dexterity, -2 Constitution.</p><p>• Exemplar Elf base land speed is increased by 30 feet.</p><p>• a +4 racial saving throw bonus against enchantment spells or effects.</p><p>• Darkvision: An Exemplar elf can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and exemplar elves can function just fine with no light at all.</p><p>• +4 racial bonus on Listen, Search, and Spot checks. An exemplar elf who merely passes within 10 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for it.</p><p></p><p>EXEMPLAR GNOMES</p><p>Hit Die: d6.</p><p>Skill Points at Each Additional Level: 6 + Int modifier.</p><p></p><p>• +2 Constitution, -2 Strength.</p><p> A exemplar Gnomes base land speed is increased by 20 feet.</p><p>• Darkvision: An Exemplar gnome can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and exemplar elves can function just fine with no light at all.</p><p>• +4 racial bonus on saving throws against illusions.</p><p>• Add +1 to the Difficulty Class for all saving throws against illusion spells cast by exemplar gnomes. This adjustment stacks with those from similar effects.</p><p>• +2 racial bonus on attack rolls against kobolds and goblinoids.</p><p>• +4 dodge bonus to Armor Class against monsters of the giant type. Any time a creature loses its Dexterity bonus (if any) to Armor Class, such as when it’s caught flat-footed, it loses its dodge bonus, too.</p><p>• +4 racial bonus on Listen checks.</p><p>• +4 racial bonus on Craft (alchemy) checks.</p><p>• Spell-Like Abilities: additional use per day of all spell like abilites granted to him by his race. </p><p></p><p>EXEMPLAR HALF-ELVES</p><p>When determining HD and Skill points a Exemplar human gains them according to his or her his or her highest-level class increase the HD by one die type (i.e. d4 to d6, d6 to d8 etc.)</p><p></p><p>• Exemplar Half-elf base land speed is increased by 30 feet.</p><p>• Immunity to sleep spells and similar magical effects, and a +4 racial bonus on saving throws against enchantment spells or effects.</p><p>• Darkvision: An Exemplar half-elf can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and exemplar elves can function just fine with no light at all.</p><p>• +2 racial bonus on Listen, Search, and Spot checks.</p><p>• +4 racial bonus on Diplomacy and Gather Information checks.</p><p>• Human and Elven Blood: For all effects related to race, a half-elf is considered an elf and a human gaining the most favorable form of the effect.</p><p> </p><p>EXEMPLAR HALF-ORCS</p><p>Hit Die: d12.</p><p>Skill Points at Each Additional Level: 4 + Int modifier.</p><p></p><p>• +2 Strength, -2 Intelligence, -2 Charisma.</p><p>A exemplar half-orc’s starting Intelligence score is always at least 3. If this adjustment would lower the character’s score to 1 or 2, his score is nevertheless 3.</p><p>• Exemplar Half-orc's base land speed is increased by 30 feet.</p><p>• Darkvision: Exemplar Half-orcs can see in the dark up to 120 feet. Darkvision is black and white only, but it is otherwise like normal sight, and half-orcs can function just fine with no light at all.</p><p>• Human and Orc Blood: For all effects related to race, a exemplar half-orc is considered an human and an orc. Gaining the most favorable condition of the effect.</p><p></p><p>EXEMPLAR HALFLINGS</p><p>Hit Die: d8.</p><p>Skill Points at Each Additional Level: 8 + Int modifier.</p><p>• +2 Dexterity, -2 Strength.</p><p>• Exemplar Halfling base land speed is incresed by 20 feet.</p><p>• +4 racial bonus on Climb, Jump, and Move Silently checks.</p><p>• +2 racial bonus on all saving throws.</p><p>• +4 morale bonus on saving throws against fear: This bonus stacks with the halfling’s +2 bonus on saving throws in general.</p><p>• +2 racial bonus on attack rolls with thrown weapons and slings.</p><p>• +4 racial bonus on Listen checks.</p><p></p><p><strong>Example Epic Background Feat:</strong></p><p></p><p>PROGENY OF THE ILLREN [EPIC BACKGROUND FEAT]</p><p><strong>Prerequsites:</strong> Human, Illren background </p><p>Choose any two non-epic feats that you meet the prerequsites for and gain the benfits of those two feats. You may also exchange stat points gained by level advancement for non-epic feats though you are still required to meet the prerequsites. </p><p><strong>Special:</strong> You do not possess any of these feats for purposes of meeting prerequsites </p><p>Note: Idiom's haven can be replaced with any other planer spanning human empire.</p></blockquote><p></p>
[QUOTE="Qwillion, post: 1297426, member: 14641"] [u][i][b]EXEMPLAR OF THE BLOOD (epic racial prestige class)[/b][/i][/u] [b]Prerequsites:[/b] Feats: Skill focus knowledge local, any one background feat, any one epic background feat. Skills: Knowledge Local 28 ranks, Knowledge Religion 14 ranks HD: by race see below Skill points: by race see below Level Special 1 Chosen Class, Exemplar Racial Template 2 3 Exemplar Racial Template [b]Chosen Class (Ex):[/b] At 1st level Choose a class or prestige class. Class Features that use the character’s chosen class level as part of a mathematical formula continue to increase using the character’s chosen class level + the character's Exemplar of the Blood prestige class level. Number of spells per day does not increase after 20th level. Nor does the character learn additional spells. Any class features of the chosen class that increase or accumulate as part of a repeated pattern also continue to increase or accumulate at the same rate. An exception to this rule is any bonus feat progression granted as a class feature. If a character gets bonus feats as part of a class feature these do not increase with Exemplar of the Blood prestige Class Levels. [b]Exemplar Racial Templates (Ex):[/b] At 1st level a exemplar of the blood gains only the hit dice and skill points of her racial template according to her race. At 3rd level a exemplar gains all the remaining traits of her template according to her race. Other Racial templates are possible with your GM's permision. The GM will have to make the appropriate changes to the prerequsites depending on the racial template. (I.E. a minotaur racial template knowledge nature instead of knowledge local) unlisted bonus stack will all other bonuses including thoses given by the characters base race. Dodge bonuses vs. giants stack with those given by the characters bases race. Racial bonuses use the higher bonus given by the exemplar racial template. EXEMPLAR HUMANS When determining HD and Skill points a exemplar human gains them according to his or her his or her highest-level class increase the HD by one die type (i.e. d4 to d6, d6 to d8 etc.) Exemplar Human base land speed is increased by 30 feet. Bonus epic feat 1 extra skill point at each additional level beyong 21st. Low-light vision an Exemplar human can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions. EXEMPLAR DWARVES Hit Die: d12. Skill Points at Each Additional Level: 4 + Int modifier. +2 Constitution, -2 Charisma. Exemplar Dwarf base land speed is increased by 20 feet. However, Exemplar dwarves can move at this speed even when wearing medium or heavy armor or when carrying a medium or heavy load (unlike other creatures, whose speed is reduced in such situations). Darkvision: Dwarves can see in the dark up to 120 feet. Darkvision is black and white only, but it is otherwise like normal sight, and exemplar dwarves can function just fine with no light at all. Stonecunning: This ability grants a dwarf a +4 racial bonus on Search checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn’t stone but that is disguised as stone also counts as unusual stonework. A dwarf who merely comes within 20 feet of unusual stonework can make a Search check as if he were actively searching, and a dwarf can use the Search skill at a +2 bonus to find stonework traps as a rogue can. Stability: A exemplar dwarf gains an additional +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground). +4 racial bonus on saving throws against poison. +4 racial bonus on saving throws against spells and spell-like effects. +2 racial bonus on attack rolls against orcs and goblinoids. +4 dodge bonus to Armor Class against monsters of the giant type. Any time a creature loses its Dexterity bonus (if any) to Armor Class, such as when it’s caught flat-footed, it loses its dodge bonus, too. +4 racial bonus on Appraise checks that are related to stone or metal items. +4 racial bonus on Craft checks that are related to stone or metal. EXEMPLAR ELVES Hit Die: d6. Skill Points at Each Additional Level: 4 + Int modifier. • +2 Dexterity, -2 Constitution. • Exemplar Elf base land speed is increased by 30 feet. • a +4 racial saving throw bonus against enchantment spells or effects. • Darkvision: An Exemplar elf can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and exemplar elves can function just fine with no light at all. • +4 racial bonus on Listen, Search, and Spot checks. An exemplar elf who merely passes within 10 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for it. EXEMPLAR GNOMES Hit Die: d6. Skill Points at Each Additional Level: 6 + Int modifier. • +2 Constitution, -2 Strength. A exemplar Gnomes base land speed is increased by 20 feet. • Darkvision: An Exemplar gnome can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and exemplar elves can function just fine with no light at all. • +4 racial bonus on saving throws against illusions. • Add +1 to the Difficulty Class for all saving throws against illusion spells cast by exemplar gnomes. This adjustment stacks with those from similar effects. • +2 racial bonus on attack rolls against kobolds and goblinoids. • +4 dodge bonus to Armor Class against monsters of the giant type. Any time a creature loses its Dexterity bonus (if any) to Armor Class, such as when it’s caught flat-footed, it loses its dodge bonus, too. • +4 racial bonus on Listen checks. • +4 racial bonus on Craft (alchemy) checks. • Spell-Like Abilities: additional use per day of all spell like abilites granted to him by his race. EXEMPLAR HALF-ELVES When determining HD and Skill points a Exemplar human gains them according to his or her his or her highest-level class increase the HD by one die type (i.e. d4 to d6, d6 to d8 etc.) • Exemplar Half-elf base land speed is increased by 30 feet. • Immunity to sleep spells and similar magical effects, and a +4 racial bonus on saving throws against enchantment spells or effects. • Darkvision: An Exemplar half-elf can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and exemplar elves can function just fine with no light at all. • +2 racial bonus on Listen, Search, and Spot checks. • +4 racial bonus on Diplomacy and Gather Information checks. • Human and Elven Blood: For all effects related to race, a half-elf is considered an elf and a human gaining the most favorable form of the effect. EXEMPLAR HALF-ORCS Hit Die: d12. Skill Points at Each Additional Level: 4 + Int modifier. • +2 Strength, -2 Intelligence, -2 Charisma. A exemplar half-orc’s starting Intelligence score is always at least 3. If this adjustment would lower the character’s score to 1 or 2, his score is nevertheless 3. • Exemplar Half-orc's base land speed is increased by 30 feet. • Darkvision: Exemplar Half-orcs can see in the dark up to 120 feet. Darkvision is black and white only, but it is otherwise like normal sight, and half-orcs can function just fine with no light at all. • Human and Orc Blood: For all effects related to race, a exemplar half-orc is considered an human and an orc. Gaining the most favorable condition of the effect. EXEMPLAR HALFLINGS Hit Die: d8. Skill Points at Each Additional Level: 8 + Int modifier. • +2 Dexterity, -2 Strength. • Exemplar Halfling base land speed is incresed by 20 feet. • +4 racial bonus on Climb, Jump, and Move Silently checks. • +2 racial bonus on all saving throws. • +4 morale bonus on saving throws against fear: This bonus stacks with the halfling’s +2 bonus on saving throws in general. • +2 racial bonus on attack rolls with thrown weapons and slings. • +4 racial bonus on Listen checks. [b]Example Epic Background Feat:[/b] PROGENY OF THE ILLREN [EPIC BACKGROUND FEAT] [b]Prerequsites:[/b] Human, Illren background Choose any two non-epic feats that you meet the prerequsites for and gain the benfits of those two feats. You may also exchange stat points gained by level advancement for non-epic feats though you are still required to meet the prerequsites. [b]Special:[/b] You do not possess any of these feats for purposes of meeting prerequsites Note: Idiom's haven can be replaced with any other planer spanning human empire. [/QUOTE]
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