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<blockquote data-quote="Living Enworld Judge" data-source="post: 2464055" data-attributes="member: 13889"><p><strong>General Rules - N to Z</strong></p><p></p><p><strong><span style="font-size: 15px">Paladin Option: Righteous Charge</span></strong></p><p><strong>Prerequisite:</strong> Paladin level 5</p><p><strong>Description:</strong> When a paladin charges while not mounted and uses the Smite Evil ability, he gets a damage bonus equal to twice his paladin level.</p><p><strong>Normal:</strong> A paladin gets a damage bonus equal to his paladin level when he smites evil.</p><p><strong>Special:</strong> This feature replaces the paladin ability to get a Special Mount.</p><p>-Created by Animus</p><p></p><p><strong><span style="font-size: 15px">Paladin Variants: Paladins of other Alignments.</span></strong></p><p>The <a href="http://www.d20srd.org/srd/variant/classes/variantCharacterClasses.htm#paladinVariantsFreedomSlaughterAndTyranny" target="_blank">Paladin of Freedom and Paladin of Tyranny</a> variants are available to be played. The Paladin of Slaughter variant is not available for play.</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">Racial Paragon Option: Human Paragon</span></strong></p><p>The human paragon may apply his or her spellcasting advancements to psionic classes as well.</p><p>-Created by Velmont</p><p></p><p><strong><span style="font-size: 15px">Ranger Option: Favored Enemy: Shapechanger</span></strong></p><p>Rangers may choose Shapechanger as a favored enemy, affecting all creatures with that particular subtype. As with the normal rules for favored enemies, if a specific creature falls into more than one category of favored enemy, the ranger’s bonuses do not stack; he simply uses whichever bonus is higher.</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">Ranger Variant: Urban Ranger</span></strong></p><p>The <a href="http://www.d20srd.org/srd/variant/classes/variantCharacterClasses.htm#rangerVariantUrbanRanger" target="_blank">Urban Ranger</a> is available for play.</p><p></p><p><strong><span style="font-size: 15px">Recharging Magic Items</span></strong></p><p></p><p>A staff, wand, or other charged item (like a ring of wishes) may be recharged by paying a fraction of the cost of creating the item equal to the ratio of cost per charge. The person recharging the item must meet all requirements for creating the item in question (including any feats, spells, or other requirements). You must devote time equal to 1 day per 1000gp involved. When recharging an item, you must pay an additional up front cost of 10% of the creation cost (in gp only).</p><p></p><p>For example if a Wand of Cure Light Wounds needed recharging. The wand has an initial market price of 750gp for 50 charges. Each charge then costs 7.5gp, with an up front cost of 37.5gp. If a caster were trying to recharge this wand 40 of its 50 charges, the caster would have to pay 337.5gp, 24XP, and 1 day. The caster must have Craft Wand and Cure Light Wounds available.</p><p></p><p>Another example, if a Ring of Three Wishes needed recharging. The ring has an initial market price of 97,950gp for 3 charges. Each charge costs 3825gp and 5306xp. If a caster were trying to recharge this ring 2 of its charges, the caster would have to pay 8797.5gp and 10,612xp, and 66 days. The caster must have Forge Ring and Wish or Miracle available.</p><p></p><p><span style="font-size: 12px">Notes:</span> Both items above mention 'Days' in LEW we use Craft Points. Substitute the appropriate number of craft points based on associated costs as per the rules.</p><p></p><p>Here are the two examples listed in recharging</p><p><em><strong>Wand of Cure Light Wounds</strong></em></p><p><strong>Max Charges</strong>: 50</p><p><strong>Base Cost</strong>: 750gp</p><p><strong>Creation Cost</strong>: 375gp + 30xp + 1 day (or some craft points)</p><p><strong>Creation Cost per charge</strong>: 7.5gp + 0.6xp + 1 day (or some craft points)</p><p><strong>Up Front Cost</strong>: 37.5gp</p><p><strong>Current Charges</strong>: 10</p><p><strong>Desired Charges</strong>: 40</p><p><strong>Creation Cost for 40 charges</strong>: 337.5gp + 24xp + 1 day (or some craft points)</p><p></p><p><em><strong>Ring of Wishes</strong></em></p><p><strong>Max Charges</strong>: 3</p><p><strong>Base Cost</strong>: 97,950gp</p><p><strong>Creation Cost</strong>: 11,475 gp + 15,918 XP + 98 days (or some craft points)</p><p><strong>Creation Cost per charge</strong>: 3825gp + 5306xp + 33 days (or some craft points)</p><p><strong>Up Front Cost</strong>: 1147.5gp</p><p><strong>Current Charges</strong>: 1</p><p><strong>Desired Charges</strong>: 2</p><p><strong>Creation Cost for 2 charges</strong>: 8797.5gp + 10,612xp + 66 days (or some craft points) </p><p></p><p>- Created by Erekose13</p><p></p><p><strong><span style="font-size: 15px">Rogue Variant: Wilderness Rogue</span></strong></p><p>The <a href="http://www.d20srd.org/srd/variant/classes/variantCharacterClasses.htm#rogueVariantWildernessRogue" target="_blank">Wilderness Rogue</a> is available for play.</p><p></p><p><strong><span style="font-size: 15px">Soulknife Ruling</span></strong></p><p>A soulknife who uses the shape mindblade ability to alter his mindblade will maifest his mindblade in the chosen shape until and unless he uses the shape mindblade ability again to change the shape chosen.</p><p>-Created by Bront</p><p></p><p><strong><span style="font-size: 15px">Wizard (Conjurer) Variant: Rapid Summoning</span></strong></p><p>This Conjurer <a href="http://www.d20srd.org/srd/variant/classes/specialistWizardVariants.htm#rapidSummoning" target="_blank">variant</a> is permitted.</p><p></p><p><strong><span style="font-size: 15px">Wizard (Necromancer) 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: 2464055, member: 13889"] [b]General Rules - N to Z[/b] [B][size=4]Paladin Option: Righteous Charge[/size][/B] [B]Prerequisite:[/B] Paladin level 5 [B]Description:[/B] When a paladin charges while not mounted and uses the Smite Evil ability, he gets a damage bonus equal to twice his paladin level. [B]Normal:[/B] A paladin gets a damage bonus equal to his paladin level when he smites evil. [B]Special:[/B] This feature replaces the paladin ability to get a Special Mount. -Created by Animus [B][size=4]Paladin Variants: Paladins of other Alignments.[/size][/B] The [URL=http://www.d20srd.org/srd/variant/classes/variantCharacterClasses.htm#paladinVariantsFreedomSlaughterAndTyranny]Paladin of Freedom and Paladin of Tyranny[/url] variants are available to be played. The Paladin of Slaughter variant is not available for play. [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]Racial Paragon Option: Human Paragon[/size][/B] The human paragon may apply his or her spellcasting advancements to psionic classes as well. -Created by Velmont [B][size=4]Ranger Option: Favored Enemy: Shapechanger[/size][/B] Rangers may choose Shapechanger as a favored enemy, affecting all creatures with that particular subtype. As with the normal rules for favored enemies, if a specific creature falls into more than one category of favored enemy, the ranger’s bonuses do not stack; he simply uses whichever bonus is higher. [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]Ranger Variant: Urban Ranger[/size][/B][size=4][/SIZE] The [url=http://www.d20srd.org/srd/variant/classes/variantCharacterClasses.htm#rangerVariantUrbanRanger]Urban Ranger[/url] is available for play. [B][SIZE=4]Recharging Magic Items[/SIZE][/B] A staff, wand, or other charged item (like a ring of wishes) may be recharged by paying a fraction of the cost of creating the item equal to the ratio of cost per charge. The person recharging the item must meet all requirements for creating the item in question (including any feats, spells, or other requirements). You must devote time equal to 1 day per 1000gp involved. When recharging an item, you must pay an additional up front cost of 10% of the creation cost (in gp only). For example if a Wand of Cure Light Wounds needed recharging. The wand has an initial market price of 750gp for 50 charges. Each charge then costs 7.5gp, with an up front cost of 37.5gp. If a caster were trying to recharge this wand 40 of its 50 charges, the caster would have to pay 337.5gp, 24XP, and 1 day. The caster must have Craft Wand and Cure Light Wounds available. Another example, if a Ring of Three Wishes needed recharging. The ring has an initial market price of 97,950gp for 3 charges. Each charge costs 3825gp and 5306xp. If a caster were trying to recharge this ring 2 of its charges, the caster would have to pay 8797.5gp and 10,612xp, and 66 days. The caster must have Forge Ring and Wish or Miracle available. [SIZE=3]Notes:[/SIZE] Both items above mention 'Days' in LEW we use Craft Points. Substitute the appropriate number of craft points based on associated costs as per the rules. Here are the two examples listed in recharging [I][B]Wand of Cure Light Wounds[/B][/I] [B]Max Charges[/B]: 50 [B]Base Cost[/B]: 750gp [B]Creation Cost[/B]: 375gp + 30xp + 1 day (or some craft points) [B]Creation Cost per charge[/B]: 7.5gp + 0.6xp + 1 day (or some craft points) [b]Up Front Cost[/b]: 37.5gp [B]Current Charges[/B]: 10 [B]Desired Charges[/B]: 40 [B]Creation Cost for 40 charges[/B]: 337.5gp + 24xp + 1 day (or some craft points) [I][B]Ring of Wishes[/B][/I] [B]Max Charges[/B]: 3 [B]Base Cost[/B]: 97,950gp [B]Creation Cost[/B]: 11,475 gp + 15,918 XP + 98 days (or some craft points) [B]Creation Cost per charge[/B]: 3825gp + 5306xp + 33 days (or some craft points) [B]Up Front Cost[/B]: 1147.5gp [B]Current Charges[/B]: 1 [B]Desired Charges[/B]: 2 [B]Creation Cost for 2 charges[/B]: 8797.5gp + 10,612xp + 66 days (or some craft points) - Created by Erekose13 [B][size=4]Rogue Variant: Wilderness Rogue[/size][/B][size=4][/SIZE] The [url=http://www.d20srd.org/srd/variant/classes/variantCharacterClasses.htm#rogueVariantWildernessRogue]Wilderness Rogue[/url] is available for play. [B][SIZE=4]Soulknife Ruling[/SIZE][/B] A soulknife who uses the shape mindblade ability to alter his mindblade will maifest his mindblade in the chosen shape until and unless he uses the shape mindblade ability again to change the shape chosen. -Created by Bront [B][size=4]Wizard (Conjurer) Variant: Rapid Summoning[/size][/B][size=4][/SIZE] This Conjurer [url=http://www.d20srd.org/srd/variant/classes/specialistWizardVariants.htm#rapidSummoning]variant[/url] is permitted. [B][size=4]Wizard (Necromancer) 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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