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Zman
2014-01-01, 10:27 PM
E10 Variant

What?

My E10 Variant offers an alternative way to look at character advancement and play dnd. It's meant to accompany my Zman's DnD Overhaul (http://www.giantitp.com/forums/showpost.php?p=14687166&postcount=1) and Zman's Minor Magic Fix (http://www.giantitp.com/forums/showpost.php?p=14465593&postcount=1), but can be used for similar effect as a stand alone variant.

Characters level alternating between a Primary class and a Gestalt class which is designed to slow vertical and especially exponential power accumulation while focusing on a more lateral and gentler accumulation of power. The goal is to create less focused broader characters and limiting the "rocket tag" arms race. This is not a rule variant everyone will like, but if you are looking for a game with broader characters and limitations on Casters this may be an alternative for you.

This also includes a wide variety of E10 classes with Alternate Class Features designed to be used with the E10 Variant. These classes are power balanced, do not gain access to 5th level Spellcasting, eliminate "Dead" levels, and focuses on increasing the versatility of the classes with a richer and more immersive feel than the original DnD classes.


Why?

Linear Fighter vs Quadratic Wizard
Tier 5 vs Tier1
Etc...

We've all heard these arguments and discussions and most have their own solutions and house rules. The power Wizards can wield at higher levels is undeniable and often game breaking. The Tippyverse is an example of such problems pushed to their logical conclusions.

E6 is one such remedy, effectively capping power at 6th level and advancing characters with feats only, but it always felt limiting to me. Characters sprint towards lvl6 then advancement comes to a crawl. The goal of E6 is to play in a lower powered game where the difference in tiers is much less noticeable and characters maintain a "believable" level of power.

My E10 is meant to do the same thing, but push the power ranges wider while utilizing a 20 level class system which by default creates less specialized and more varied characters.


Characters start at first level with a single class. Characters gain alternating levels between their primary class and their gestalt class.

Follow the Gestalt Rules located here (http://www.d20srd.org/srd/variant/classes/gestaltCharacters.htm) to determine Hit Dice, BAB, Saves, and Class Features. In addition each time a character gains a Gestalt level they gains additional Skill Points equal to theirs Skill Points per Level + their Int Modifier for that class. For first level, only your Primary Class recieves the x4 bonus for Skill Points.

Hit Dice: Primary Class/ Gestalt Class
HD10:19//20
HD9:17//18
HD8:15//16
HD7:13//14
HD6:11//12
HD5:9//10
HD4:7//8
HD3:5//6
HD2:3//4
HD1:1//2

Core
E10 Barbarian (http://www.giantitp.com/forums/showpost.php?p=16706582&postcount=1)
E10 Bard (http://www.giantitp.com/forums/showpost.php?p=16706742&postcount=1)
E10 Cleric (http://www.giantitp.com/forums/showpost.php?p=16707798&postcount=1)
E10 Druid (http://www.giantitp.com/forums/showpost.php?p=16708017&postcount=1)
E10 Fighter (http://www.giantitp.com/forums/showpost.php?p=16708056&postcount=1)
E10 Monk (http://www.giantitp.com/forums/showpost.php?p=16708153&postcount=1)
E10 Paladin (http://www.giantitp.com/forums/showpost.php?p=16708678&postcount=1)
E10 Ranger (http://www.giantitp.com/forums/showpost.php?p=16708762&postcount=1)
E10 Rogue (http://www.giantitp.com/forums/showpost.php?p=16708815&postcount=1)
E10 Sorcerer (http://www.giantitp.com/forums/showpost.php?p=16708918&postcount=1)
E10 Wizard (http://www.giantitp.com/forums/showpost.php?p=16708983&postcount=1)

Non Core
E10 Beguiler (http://www.giantitp.com/forums/showpost.php?p=16709512&postcount=1)
E10 Duskblade (http://www.giantitp.com/forums/showpost.php?p=16709556&postcount=1)
E10 Factotum (http://www.giantitp.com/forums/showpost.php?p=16732219&postcount=1)
E10 Warlock (http://www.giantitp.com/forums/showpost.php?p=16709729&postcount=1)
E10 Warmage (http://www.giantitp.com/forums/showpost.php?p=16709872&postcount=1)
E10 Wu Jen (http://www.giantitp.com/forums/showpost.php?p=16731548&postcount=1)

Character level for determining level dependent benefits such as feats and ability increases use the total of all class levels including Gestalt Levels.

Max skill Ranks is determined by Hit Dice +3 and half for Cross Class Skills.


Zman's E10 Wealth By Level

Level:Wealth
1:Starting
2:250gp
3:750
4:1750
5:2750
6:5000
7:8000
8:11500
9:15500
10:20000
11:27500
12:36000
13:45000
14:54500
15:65000
16:80000
17:96000
18:113000
19:126000
20:145000


Zman's E10 Experience Table
Use Unearthed Arcana for Monster XP Worth


1:0Xp
2:1000
3:2000
4:4000
5:7000
6:11000
7:16000
8:22000
9:30000
10:40000
11:55000
12:75000
13:100000
14:130000
15:165000
16:205000
17:250000
18:300000
19:355000
20:410000
1:0Xp
2:1000
3:3000
4:6000
5:10000
6:15000
7:21000
8:28000
9:36000
10:45000
11:60000
12:80000
13:105000
14:135000
15:170000
16:210000
17:255000
18:305000
19:360000
20:420000

For every 60000xp after 420000, a character gains one feat. Alternatively, a character can gain a Tristalt progression every 60k, 70k, 80k, 90k, 100k, 110k, 120k, 130k, 140k, and 150k XP.


Use Ritual Spellcasting for Spell Effects beyond 4th Level.

Ritual Spellcasting Examples


Examples of Ritual Spellcasting

Salve of Seeing
Divination
Effective Level: 2th
Skill Check: Knowledge(Arcanna) DC 17, 2 Successes
Success: Fatigue, See Invisibility as per Spell(CL1)
Failure: Loss of Material Components
Casting Time: 10 Minutes per Check
Caster Requirements: None
Components: Material, Failure
Material Cost: 100gp of Rare Herbs and ingredients per person.
Experience Cost: None

Ritual of Restoration
Conjuration
Effective Level: 4th
Skill Check: Knowledge(Religion) DC 19, 4 Successes
Success: Fatigue, Restoration as per Spell
Failure: Exhaustion
Casting Time: 10 Minutes per Check
Caster Requirements: Divine Caster Level 3rd
Components: Verbal, Somatic, Material, Failure, Experience Points
Material Cost: 250gp worth of Diamond Dust
Experience Cost: 250xp

Ritual of Raise Dead
Conjuration
Effective Level: 5th
Skill Check: Knowledge(Religion) DC20, 5 Successes
Success: Exhaustion, Raise Dead as per Spell
Failure: Coma, d4 days
Casting Time: 1 hour per Check
Caster Requirements: Divine Caster Level 8th
Components: Verbal, Somatic, Material, Failure, Experience Points
Material Cost: Diamonds worth 5000gp, 7500gp for Hired Spellcaster
Experience Cost: 500xp, 0 if Hired Spellcaster

Ritual of Teleport
Conjuration
Effective Level: 5th
Skill Check: Knowledge(Arcane), DC20, 5 Successes
Success: Fatigue, Teleport as per Spell
Failure: Exhaustion, Teleport(Off Target) as per Spell
Casting Time: 10 Minutes per Check
Caster Requirements: Arcane Caster 8th Level, Divine Caster(Travel Domain) 8th Level
Components: Verbal, Somatic, Material, Failure, Experience Points
Material Cost: Rare Gem worth 100gp per traveler,
Experience Cost: 1000xp


Magic Items

Magic Items requiring spells beyond 4th level have their cost increased ad are not readily available as Items with spells requirements beyond 4th Level require the use of Rituals and specialized knowledge.

Required Spell Level: Cost Multiplier
5th: 2x
6th: 3x
7th: 4x
8th: Items are Minor Artifacts
9th: Items are Major Artifacts

Items with a +X Bonus
Items with a +X Bonus ie Rings of Protection, Armor and Weapon Enhancement Bonuses, Amulet of Natural Armor, Bracers of Armor, Cloaks of Resistance, etc are subject to a CL/3 maximum for item creation.

+1 Bonus: Caster Level 3 Required
+2 Bonus: Caster Level 6 Required
+3 Bonus: Caster Level 9 Required
+4 Bonus: Minor Artifacts
+5 Bonus: Major Artifacts

Zman
2014-01-01, 10:30 PM
Change Log

1-3-14
Added Magic Item Limitations

1-5-14
Added Wu Jen
Added Factotum

1-6-14
Added Additional feat gain post Lvl 20 and alternate Tristalt.

5-13-14
Tweaked XP Table for ease of early level leveling.

ddude987
2014-01-02, 03:39 PM
Cool idea. My current playgroup and I enjoy e10. What we do is level to 8 and then gain feats as e6. After a certain amount of feats level to 9 then repeat to get to 10

SowZ
2014-01-02, 03:46 PM
To actually change the tiers is going to require a major rebuild of most classes, though, not just PF level tweaks and alterations to the classes. It's a neat idea, and I like the idea of limiting the game to 10 then gestalting, but it won't balance the game without sweeping changes.

Zman
2014-01-02, 08:42 PM
To actually change the tiers is going to require a major rebuild of most classes, though, not just PF level tweaks and alterations to the classes. It's a neat idea, and I like the idea of limiting the game to 10 then gestalting, but it won't balance the game without sweeping changes.

Many of the classes have enough alterations to change tiers, Casters have been lessened, and with an alternating gestalt you play 14 levels before the first caster gets a 4th level spell. That brings the Tier 1s and 2s down, not completely, but my minor magic fix helps there as well. The worst Tier 5s have gotten more to bring them up. It certainly isn't perfect, but the gap will be narrowed significantly.