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Rizban
2013-08-05, 11:01 PM
Rizban's E6 Census of Peoples and Races

This project is under ongoing development, so check back often for updates and discussions.


Table of Contents

Introduction
Why this Census of Peoples and Races?
Classes, Archetypes, and Backgrounds
Paragons and Alternate Class Features


Chapter 1: (still working out how I want to organize this project)

3Introduction

I have long enjoyed playing low level D&D and found E6 back when it was first published years ago. For those of you who have never heard of E6, it can be summed up as a gritty, semi-heroic way of playing D&D where characters never progress to a level beyond 6th. More about E6, its rules, and its philosophy can be found here: E6: The Game Inside D&D (http://www.enworld.org/forum/showthread.php?206323-E6-The-Game-Inside-D-amp-D).


Why this Census of Peoples and Races?

First of all, I enjoy creating new material. I've spent the past almost three years running a massive play by post game here on these very forums and have created a massive amount of material for it. Many of you may be aware of Aldhaven: Vicious Betrayals or seen the AVB prefix on threads in the play by post forums. That game starts at 6th level, where this project will end, but it is very much rooted in the same philosophy as E6, a harsh, heroic fantasy where the heroes are beyond normal men but are less than demigods.

I have spent a fair amount of time working on the core of this project, namely the R'E6 Player's Guide (http://www.giantitp.com/forums/showthread.php?t=273643). Throughout the development of that guide, I had many ideas and received many suggestions that were wonderful but simply did not have a place within the core of the project. As such, this second guide has been created as a place for many of those ideas.

The R'E6 Census of Peoples and Races will cover many alternative rules and options focused on the humanoid races of the world. It will not include any new classes, but it will contain some new Archetypes, Feats, and Backgrounds as well as some new ideas, namely Paragons and Alternate Class Features.


Classes, Archetypes, and Backgrounds

As a design philosophy, characters are defined by three core elements, their class, archetype, and background.

The class is the basic chassis for your character, the basic skeleton of what a character can do. The archetype defines the character, the muscles, or how a character does things. The background forms the skin, lesser “surface” features, minor but potentially significant. For more information on these three concepts, please refer to the R'E6 Player's Guide (http://www.giantitp.com/forums/showthread.php?t=273643). The Census assumes you have read and understand the Player's Guide.


Paragons and Alternate Class Features

In this guide, I am introducing a new concept, the Paragon. A paragon is an archetype; however, it is a very specific archetype that is available only to one specific race. As such, it is much more restricted than the basic archetypes. So, for example, a dwarf could choose any class and then choose Dwarf Paragon as his archetype. No race other than a dwarf may ever be a Dwarf Paragon. It's a unique and special archetype that only dwarves may choose. Paragon archetypes always focus on what a particular races is and does as a race and improves those innate abilities to make a Paragon character a truly exemplary member of his race.

Alternate Class Features are much like paragons in that they are generally restricted to a particular race. However, unlike a paragon, they only replace one feature of a class or archetype rather than taking the place of the entire archetype.

Rizban
2013-08-05, 11:02 PM
Chapter 1:

Rizban
2013-08-05, 11:03 PM
Chapter 2: Racial Paragons

All racial paragon archetypes follow the standard format for archetypes.


Paragon Name
The paragon's description and purpose are given in the first paragraph.

Prerequisites: Any special requirements needed to select a particular paragon, usually in the form of levels in a particular class.
Paragon Skills: Any skills that are added to your class skill list by the chosen paragon.
Paragon Proficiencies: Any weapon or armor proficiencies added to your class proficiencies by the chosen paragon.

Paragon Features
These are the mechanical effects of the paragon's abilities.

1
Racial Paragons{table=head]Paragon|Prerequisites|Benefits
Dwarf Paragon|Dwarf, Combat or Skillful|Improved racial abilities, favored enemy, defensive focus
Elf Paragon|Elf, Skillful or Magic|Improved racial abilities, spellcasting, weapon focus[/table]


Racial Paragon Descriptions

Dwarf Paragon

Prerequisites: Dwarf Paragon is available to a dwarf with any Combat or Skillful class.
Archetype Skills: A dwarf paragon gains Craft as a class skill if he does not already possess it.
Archetype Proficiencies: A dwarf paragon gains proficiency with all martial dwarf racial weapons and with light armor and shields (but not tower shields).

Archetype Features
Lesser Archetype Power Improved Stonecunning (Ex): The bonus gained from a dwarf's stonecunning ability increases to +5, and the range increases to 20 feet.
Dwarven Expertise (Ex): A dwarf paragon may add his class level as a circumstance bonus on Appraise and Craft checks that are related to stone or metal items and on Knowledge (architecture) checks.
Favored Enemy (Ex): A dwarf paragon gains the favored enemy ability with either humanoid (orc), humanoid (goblinoid), or giant.
Moderate Archetype Power Stalwart Defender (Ex): In any round that the dwarf paragon does not move more than a 5-foot step, he adds his Constitution modifier (if positive) as a competence bonus to his Armor Class, minimum +1.
Dwarven Determination (Su): A dwarf paragon's racial bonuses from stability and against poison and spells increase by +2.
Greater Archetype Power Ability Boost (Ex): A dwarf paragon's Constitution increases by 2. This is a racial bonus.
Capstone: A dwarf paragon adds one additional option to his class' capstone ability. Brawler – Foe Bane (Ex): For three rounds, the brawler deals an additional +2 damage to his favored enemies and gains a +4 bonus to confirm critical threats against them.
Gladiator – Dwarven Maneuvers (Ex): For three rounds, the gladiator gains a bonus on all disarm, feint, sunder, and trip attacks equal to his Constitution modifier (if positive). If he successfully makes one of these attacks while wielding a dwarf racial weapon, he may use a swift action to make a normal attack with that weapon against the same opponent.
Sentinel – Dwarfven Defender (Ex): For three rounds, the sentinel gains +2 Strength, a +2 resistance bonus to all saves, and a +2 dodge bonus to AC. He may take a 5-foot step on his turn, but if he moves more than 5 feet for any reason, this ability ends. He may use his In Harm's Way ability without risk of this ability ending.
Acrobat – Stone Stride (Ex): For three rounds, the acrobat can move through scree and dense rubble and up steep slopes and stairs at her normal speed without incurring any movement penalties. Additionally, as long as she is moving on stone of some kind, her land speed increases by 10 feet.
Expert – Dwarven Insight (Ex): As a swift action, the expert gains points of insight equal to his Constitution modifier. These points of insight last until they are used or until the end of the encounter.
Troubadour – Stone Mind (Su): For three rounds, the troubadour's mind becomes as stone. He becomes immune to Enchantment (charm) spells and any mind-affecting ability. If the troubadour is already under the effects of such a spell or ability, the effects are negated for three rounds. If the spell is still in effect after three rounds, its normal effects resume. A troubadour may activate this ability as an immediate action.
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Elf Paragon

Prerequisites: Elf Paragon is available to an elf with any Skillful or Magic class.
Archetype Skills: An elf paragon gains all Knowledge skills as class skills if he does not already possess them.
Archetype Proficiencies: An elf paragon gains proficiency with all simple and martial elf racial weapons but not with armor or shields.

Archetype Features
Lesser Archetype Power Acute Senses (Ex): An elf's racial bonuses to Listen, Search, and Spot increase to +5, and he may notice secret or concealed doors within 10 feet. Additionally, his low-light vision improves to allow him to see three times as far as a human.
Nimble (Ex): Adept in combat but reliant on lighter armor to maintain mobility, an elf learns to avoid lethal blows. He gains a +1 dodge bonus to AC. At 4th level, this bonus increases to +2. This benefit applies only when he is wearing no armor or light armor, and not carrying a heavy load.
Spellcasting: An elf paragon casts arcane spells drawn from the elf paragon spell list.
If an elf paragon does not have levels in a Magic class, he instead knows a number of 0-level spells equal to his class level and may spontaneously cast any of these spells a total number of times per day equal to 1 + his Intelligence modifier (if positive). At 6th level, he learns one 1st-level spell which he may cast once per day.
Moderate Archetype Power Martial Expertise (Ex): By focusing on a particular weapon, an elf paragon becomes more proficient with it. He chooses one elf racial weapon to use with this ability, gaining a +1 insight bonus to attack rolls made with that weapon. This bonus increases to +2 at 6th level.
Elven Aloofness (Su): An elf paragon's racial bonuses against enchantment spells or effects increases by +2.
Greater Archetype Power Ability Boost (Ex): An elf paragon's Intelligence increases by 2. This is a racial bonus.
Capstone: An elf paragon adds one additional option to his class' capstone ability. Acrobat – Treetop Dancer (Ex): For three rounds, an acrobat gains a +5 bonus to all Balance and Jump checks, gains a +2 dodge bonus to AC against anyone at a different elevation, and gains a Climb speed equal to her land speed, giving her a +8 racial bonus on Climb checks and allowing her to always choose to take 10 on Climb checks, even if rushed or threatened. She also retains her Dexterity bonus to AC while climbing.
Expert – Magical Insight (Sp): As a swift action, the expert may expend one of his daily spellcasting uses. He immediately gains points of insight equal to his Intelligence modifier. These points of insight last until they are used or until the end of the encounter.
Troubadour – Elfin Magic (Sp) : By expending two uses of his paragon spellcasting ability or his troubadour magic aptitude ability, a troubadour may spontaneously cast any 1st-level spell from the elf paragon spell list.
Augur – Star Sight (Su): As an immediate action, an augur may spend any number of motes up to her maximum. For the next three rounds, the augur gains a +1 divine bonus to Listen, Search, and Spot checks for each mote spent. If the augur spends at least 4 motes, she also gains the benefits of the true seeing spell for those three rounds.
Magus – Elfin Esoterica (Ex): If the magus uses a full-round action to make an esoteric knowledge check, he gains a +4 bonus to his roll, and the check does not count against his maximum daily uses of esoteric knowledge.
Spellblade – Eldritch Prowess (Su): A spellblade may maintain the damage bonus gained from his arcane prowess ability for up to three rounds, if he spends a swift action each round to keep it active. Using this ability does not extend the time he must wait to use the expended spell again.
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Rizban
2013-08-05, 11:05 PM
Reserve #4

Rizban
2013-08-05, 11:06 PM
Chapter 3:

Rizban
2013-08-05, 11:07 PM
Reserve #6

Rizban
2013-08-05, 11:17 PM
3Changelogs

08-05-2013

Started Project!
Archetypes: Added Dwarf and Elf Paragon.

Jeriah
2013-08-08, 11:29 AM
Exciting! Love the core work and can't wait to see how you develop this.

planswalker
2013-08-10, 01:38 PM
looks absolutely fabulous!

stack
2013-08-13, 08:02 PM
So, will you adapt my magician archetype to the dirty, stinking gnomes, or do something else?

I'd love to see the archetype in play, I just don't like gnomes.

Rizban
2013-08-13, 08:47 PM
Not sure yet, Stack...