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  1. - Top - End - #1
    Firbolg in the Playground
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    Apr 2012
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    Default Zman's E10 Variant(3.5)

    E10 Variant

    What?
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    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 and Zman's Minor Magic Fix, 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?
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    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 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
    E10 Bard
    E10 Cleric
    E10 Druid
    E10 Fighter
    E10 Monk
    E10 Paladin
    E10 Ranger
    E10 Rogue
    E10 Sorcerer
    E10 Wizard

    Non Core
    E10 Beguiler
    E10 Duskblade
    E10 Factotum
    E10 Warlock
    E10 Warmage
    E10 Wu Jen

    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

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    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

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    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
    Spoiler: 1st Try
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    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
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    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

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    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
    Last edited by Zman; 2014-05-13 at 10:24 AM.

  2. - Top - End - #2
    Firbolg in the Playground
    Join Date
    Apr 2012
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    Default Re: Zman's E10 Variant(3.5)

    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.
    Last edited by Zman; 2014-05-13 at 10:24 AM.

  3. - Top - End - #3
    Bugbear in the Playground
     
    ddude987's Avatar

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    Default Re: Zman's E10 Variant(3.5)

    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
    4/10/2013 is this first day I used blue text. Isn't that soooo cool
    Quirble muffins - with credit to Xervous and myself. Now with 50 cent royalties
    I just learned about dawn of worlds and its so cool! Anyone who likes group worldbuilding, check it out!
    Official member of the Rudisplorker guild, the new guy of the bunch. All hail Orcus!

  4. - Top - End - #4
    Troll in the Playground
     
    SowZ's Avatar

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    Default Re: Zman's E10 Variant(3.5)

    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.
    Homebrew PrC: The Performance Artist
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  5. - Top - End - #5
    Firbolg in the Playground
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    Default Re: Zman's E10 Variant(3.5)

    Quote Originally Posted by SowZ View Post
    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.

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