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    Titan in the Playground
     
    drack's Avatar

    Join Date
    Nov 2006
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    warming your deathbed

    Default Nations of a Broken World D&D 3.5 kingdom game

    "Raise your arms I says.
    Fight em dead I says.
    Whoses theys anyways?
    Some kinda maggot filth thinkin' they can kill 's all 'n' take us our lands?
    Our foods? Our horseses?
    No, kills them all me says!"

    Crude words spoken by an orkish herder to rally his fellows to war. Famed in the orcish community as just the words to say when you want to end up like Oshgar, on a spit over a fire by the end of the day.

    But yours, your words were greater, they inspired the masses and brought them to their knees before your throne! They made your people cry your name, shriek it in the night whether in the joyous shrieks that can be heard over the ruckus of a feast hall, or the mournful cries of a mother who's son you slew for being too weak to serve you. This realm is not the petty sty of Oshgar, but a proper kingdom with castles with banners, armies that could slay Oshgar's men like the pig filth they were. But what will become of your nation? That's on you. Everything's on you from now on from the sweat and tears of your people to the smiles of joy as they see their children grow to their death wails as they lay dieing everywhere for you to see.



    OK, I'm gonna level with you. I love nations games. Only downside is that they're always so slow that you're never content with just one, so lets get another going here.

    Fluff of the world
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    A lesson in ancient world history
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    Blood magic is perhaps the oldest of all magic, and thoroughly dead in the modern world. Before the gods came and remade the world, where the old one no longer ever existed, it was the primary form of magic. Of it there were countless verities, those who's blood would summon animals, and those who could bless the lands through the blood simply pumping in their veins. Of these there were five bloodlines feared above the others. These were known as Dreamweavers, Immortals, Giants, Elders, and the Dead-ones. The gods saw that these race once were, and so they mimicked their magics in their own creation. Dreamweavers once feared everywhere as body-less entities that traveled the world of dreams were the second to die out. This magic was incorporated into young girls who's talent for various witchcrafts would only fully develop at a late age, and could learn to freely traverse the world of dreams planting suggestions that would continue to manifest in their waking lives. The third of these great races were the Dead-ones, beings who would return from death hungering, and with supernatural strengths. Nowadays some necromancers decorate the dead they command with runes to grant them further strength without ever knowing the true reason why. The first of the great bloodlines to die out, attacked by the joined might of the Dreamweavers and Dead-ones that began the war. The elder ones were beings of nature that encourage the arts, and spread joy. All the same they were mighty beings. Once human they would root themselves to one spot singing, or painting, even sculpting for hundreds of years until thick vegetation would grow over them, and they would control the might of the most ancient of trees. The new gods created Nymphs and Satyrs to continue this roll of bringing a natural merriment to man. The Giants were the last to die out. They were beings of immense power, with control over the elements that made them the most dangerous of them all. The Giants took to the front lines in the war, and in fighting the weaklings that would rise up to fight what would remain of the "noble five bloodlines" after the war it is said that giants that had gone mad shattered the earth killing even their allies that remained. For their great might, and their well deserved ego the Giants were remade as the dragons of today, with a fraction of their former might, but still more then a match for the greatest magi of today, relying still on the might of their elemental magic, and their instincts tailored to kill. The immortals... now there is a tale. the immortals were always the weakest an most human of the five, except that they possessed the most remarkable natural healing. Immortals similarly would not age normally, allowing them to perfect all of the arts over countless eons. Yet this was not to say that they didn't age, so much as that they didn't age normally. At any time an immortal could expend some of their own life force to heal their wounds, which would in turn age them. While this would happen vary slowly, it would still age them. For instance an immortal could heal a fatal wound, or restore the youth of the elderly loosing only a few minutes of their life span, but were they to heal a giant, or care for all the wounded at a battlefield they would likely end up aging quicker then any mortal. Rare as they were, there were seven immortals alive at the start of the blood war due to the great times of peace prior to the war. Immortals were remade in the new world as ten divine beings that appear much as will-o-wisps gifted with the ability to produce small quantities of a substance called manna over time, a component essential for healing magics. So far only two have been documented as dead.


    Magic in the world.
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    Magic is a lost art, it died with the elders and the immortals, and only so much exists these days. Or at least that's what some nieve fools will tell you.

    Some people are suspicious of mages, and nobody looks twice when one is beaten in the streets, taking action only when the body begins to rot. Still some hold the favor of kings, and for that they're ignored by the common thugs. you may employ magi as you will, though necromancers tend to wind up dead regardless of their standing in the king's graces... except of course in the Umbra Lands held at bay by the Teeth of Steel. Healing magic is rarer still. As stated above it can only be cast by a mage using manna to augment their magic, beyond which there is no magic in the world that can mend flesh.


    Regions
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    The Umbra Lands
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    The Umbra Lands are a darkened wasteland covered by a light mist through which the dead roam, in which night is unending, and evil rules the hearts of man and beast alike, held at bay only by the Teeth of Steel, an endless ring of blades that protrude from the ground all about the Umbra Lands, all stronger then steel and born of the earth, having claimed the lives of countless men and...... things that have tried to cross in the past. There is one pass through the Teeth of Steel, and that is the justly named "path of death" where dead men go to meet their ends. It is a narrow pass through the teeth which the fog is too low to cover a man even if he crawls, with a fortress on either end. One is manned by the living, and the other by dead soulless men.

    The Shattered Lands to the Northwest
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    The Shattered Lands is a belt of islands across which it is said witches seek refuge and solitude to practice their crafts and to damn the world. Their hatred mixes with their magic to cause foul storms to endlessly wreck the Shattered Lands, who's name comes from a myth that once they were but one land that was shattered by the gods for some foul act. Any nations here are likely to survive off fish and the weeds of the seas.

    The Golden Planes
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    The planes to the south are rich and bountiful, perfect lands for a great king to demand service of his people, perhaps even bountiful to feed half the world, yet it's bounty is it's downfall, as raiders are all too attracted by the bounty of plentiful wheat, and a few horsemen in such planes could pose quite a threat.

    the western woodlands
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    Where it is said the will o' the wisps travel, haunting the darkened woods at night. Lumber is plentiful, but game is scarce. A hard living where the trees must be cleared to make room for fields before any king can truly prosper.

    The fields to the southwest.
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    These are not the fields of grain, but the fields of wildflowers. Grain can be grown with some success, but it is well known that some flowers are poisonous, and that the thorns hide well under the tall grass. Still game is plentiful, and the civilized areas are more then hospitable.

    The Drudge pits of Garthor
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    The southern end of the Umbra lands are filled with mires and bogs from which who knows what is spawned. Certainly alligator attacks are not the least of your concerns.

    Nations rules explained
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    OK, lets flush out some of these rules, or at least clarify since it seems I've stated this all somewhat ambiguously. I've also left some things open ended since I wanted to see if there was any interest first.

    The peasant population
    "A nation is it's people" ~some old dusty quote

    Your nation is made of the individuals you "buy". The cost is the cost to sustain them as children, train them to their profession, or recruit experienced individuals from the gangs around you. Workers will almost without exception cost 20 gold. They will produce one "unit" of the good they specialize in procuring. a unit is defined as the amount of the given type of good that one man working for a month can produce. These people make up your peasant population.

    Clear so far?

    One unit of food can feed five people each for one month (and for the sake of simplicity we'll assume they can produce food through the winter.) This is in addition to any upkeep costs and applies to workers as well as warriors. You don't feed people for a month, they'll either starve and die, or turn to banditry. Light horses eat three times as much as a person, and heavy horses eat four times as much as a person.
    Food will be expected to last several years, so don't worry overmuch over it rotting.

    Yes quite naturally this suggests that food production will be a large part of your economy. As you might expect player to player trades will largely set the trade value of goods, and more often then not it won't be gold that's passing hands.

    Next, infrastructure.
    You have people, but where to put them, what to do with them?

    You'll recall the "Builder" above. Well homes are expencive so lets make him a bit more productive.


    {table=head]Unit name|Cost|Upkeep|time to train|Equivalent
    Builder|20gp|+0|1month|+20gp of buildings/turn
    [/table]

    Thus for every builder you have, every week you get 20gp to spend on buildings and the like. Generally the roads that connect them will be made by foot traffic, so no need to worry too much about those. At the start of your game, if you so choose to have a community of workers all in the same area, that becomes known as a "city". A city is quite simply a place where peasants have gathered and actively practice their craft, molding the land with pic and hoe.

    Buildings may placate the masses, such as building houses for the common folk, or they may honor gods such as grand cathedrals, or provide a strategic advantage as a well placed fort might give your troops. These bonuses are as much "fluff" as your strategies and tactics. If you're having your druids all exhaust their summon nature's ally spells in a wave to soften the enemy lines, then charge in with ax wielding berserkers swiftly followed by crossbowmen against a heavy wall of stone that rains arrows on you, you may not fare so well.

    You'll recal that part of your wealth was "100 free gold diggers, 5 outposts, seven cities, a castle, and six towers."

    The "gold diggers" are workers who mine gold for a living, the outposts, castle, and towers are defensive structures much akin to the fort mentioned above. These are important as this game will not be using the SRD craft, profession, or other easy money ponzi schemes in this game... well except maybe killing people and taking all their money, but in D&D that's a given.


    {table=head]Unit name|Cost|Upkeep|time to train|Equivalent
    Gold Digger|20gp|+0|1month|+1gp/turn
    [/table]

    The seven cities are cities in which you may place workers and have solid roofs over their heads. Villages and any of these structures can be razed to the ground by an occupying force to prevent an opponent from gaining hold.

    Furthermore while building your nations, if you wish to add any other sort of person, be it a worker for another resource, or a soldier who doesn't use an ax and isn't a ranger, give me a heads up and I add em to the list. You will end up doing this several time while figuring out your nation.



    {table=head]Unit name|Cost|Upkeep|time to train|Equivalent
    light horse|87gp|+0|1month|mount with saddle&bit
    light warhorse|162gp|+0|1month|mount with saddle&bit
    heavy horse|212gp|+0|1month|mount with saddle&bit
    heavy warhorse|412gp|+0|1month|mount with saddle&bit
    [/table]

    I'll be trying to keep all these tables of units in one table in the first post.





    Well go nuts, mine and what not. I'll be designing the nation mechanics while we recruit. For now I can say it'll be resource driven with more bartering with your neighbors for goods then gold.

    I'll be putting prices on people to produce things, and on soldiars, they'll be in this format:

    Master Table
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    {table=head]Unit name|Cost|Upkeep|time to train|Equivalent
    retired Commander|N/A|N/A|N/A|Lvl 5 marshal
    retired Savage Shaman|N/A|N/A|N/A|Lvl 5 druid
    retired Mage|N/A|N/A|N/A|Lvl 5 sorcerer or wizard
    retired Performer|N/A|N/A|N/A|Lvl 5 Bard
    retired Priest|N/A|N/A|N/A|Lvl 5 cleric
    retired Blade Master|N/A|N/A|N/A|Lvl 5 fighter
    retired Ranger|N/A|N/A|N/A|Lvl 5 Ranger
    retired Savage|N/A|N/A|N/A|Lvl 5 barbarian
    retired thief|N/A|N/A|N/A|Lvl 5 Rogue
    retired nun|N/A|N/A|N/A|Lvl 5 Monk
    retired veteran Hero of Justice|N/A|N/A|N/A|Lvl 5 Paladin
    dragon egg|20,000|+0|at start of game|a dragon egg of an unknown breed
    veteran Commander|5000|+500|12 months|Lvl 4 marshal
    veteran Savage Shaman|4300|+430|12 months|Lvl 4 druid
    veteran Mage|4050|+405|12 months|Lvl 4 sorcerer or wizard
    veteran Performer|3980|+398|12months|Lvl 4 Bard
    veteran Priest|3600|+360|12 months|Lvl 4 cleric
    Professional Savage mage|3560|+356|6 months|Lvl 3 warlock
    retired Court Mage|3550|+355|12 months|Lvl 5 adept
    Professional Commander|3500|+350|6 months|Lvl 3 marshal
    Professional Savage Shaman|2600|+260|6 months|Lvl 3 druid
    Professional Mage|2400|+240|6 months|Lvl 3 sorcerer or wizard
    Professional Performer|2330|+233|6months|Lvl 3 Bard
    Professional Priest|2200|+220|6 months|Lvl 3 cleric
    veteran Blade Master|1780gp|+178|12 months|Lvl 4 fighter
    retired Street Mage|1750|+175|12 months|Lvl 5 magewrite
    veteran ranger Ranger|1700gp|+170|12 months|Lvl 4 Ranger
    Savage mage|1620gp|+162|5 months|Lvl 2 warlock
    veteran Savage|1590gp|+159|12months|Lvl 4 barbarian
    veteran thief|1570gp|+157|12months|Lvl 4 Rogue
    retired generalist|1420|+142|12 months|Lvl 5 expert
    Commander|1410|+141|5 months|Lvl 2 marshal
    Myconid Guard|1400 gp|+140gp|6months|Guard, no equipment
    Savage Shaman|1390|+139|5 months|Lvl 2 druid
    veteran nun|1380gp|+138|12 months|Lvl 4 Monk
    Mage|1360|+136|5 months|Lvl 2 sorcerer or wizard
    Performer|1320|+132|5months|Lvl 2 Bard
    Priest|1250|+125|5 months|Lvl 2 cleric
    Myconid Elder Worker|1200 gp|+120gp|6months|Elder Worker, no equipment
    veteran Hero of Justice|1170gp|+117|12 months|Lvl 4 Paladin
    veteran Court Mage|1100|+110|12 months|Lvl 4 adept
    Professional Blade Master|1050gp|+105|6 months|Lvl 3 fighter
    Professional Ranger|1000gp|+100|6months|Lvl 3 Ranger
    Professional Savage|920gp|+92|6months|Lvl 3 barbarian
    veteran soldier|900 gp|+45gp|8 months|Lvl 4 Warrior
    Professional thief|870gp|+87|6months|Lvl 3 Rogue
    Professional nun|860gp|+86|6 months|Lvl 3 Monk
    Professional Hero of Justice|780gp|+78|6 months|Lvl 3 Paladin
    Novice Savage mage|760|+76|3 months|Lvl 1 warlock
    veteran generalist|720|+72|8 months|Lvl 4 expert
    Professional Court Mage|710|+71|6 months|Lvl 3 adept
    Novice commander|700|+70|3 months|Lvl 1 marshal
    veteran Street Mage|690|+69|8 months|Lvl 4 magewrite
    Novice Savage Shaman|680|+68|3 months|Lvl 1 druid
    Novice psychic|660|+66|3 months|Lvl 1 psion
    Novice Mage|650|+65|3 months|Lvl 1 sorcerer or wizard
    Novice Performer|640|+64|3months|Lvl 1 Bard
    soldiar|630 gp|+32gp|1 month|Lvl 3 Warrior
    Blade Master|620gp|+62|5 months|Lvl 2 fighter
    Novice Priest|610|+61|3 months|Lvl 1 cleric
    Ranger|600gp|+60|5 months|Lvl 2 Ranger
    Novice Psychic Blade Master|590gp|+59|3 months|Lvl 1 Ranger
    nun|570gp|+57|5 months|Lvl 2 Monk
    Savage|560gp|+56|5months|Lvl 2 barbarian
    thief|550gp|+55|5months|Lvl 2 Rogue
    Professional generalist|500|+50|6 months|Lvl 3 expert
    Hero of Justice|490gp|+49|5 months|Lvl 2 Paladin
    Professional Street Mage|480|+48|6 months|Lvl 3 magewrite
    Novice untamed psychic|470|+47|3 months|Lvl 1 wilder
    Court Mage|460|+46|5 months|Lvl 2 adept
    Novice psychic Blade|360gp|+36|3 months|Lvl 1 soulknife
    Novice Blade Master|300gp|+30|3 months|Lvl 1 fighter
    basic soldiar|270gp|+13gp|1 month|Lvl 2 Warrior
    generalist|260|+26|5 months|Lvl 2 expert
    Novice Ranger|250gp|+25|3 months|Lvl 1 Ranger
    Street Mage|240|+24|4 months|Lvl 2 magewrite
    Novice Court Mage|230|+23|3 months|Lvl 1 adept
    Novice hero of justice|220gp|+22|3 months|Lvl 1 Paladin
    Novice savage|210gp|+21|3months|Lvl 1 barbarian
    Novice thief|200gp|+15|3months|Lvl 1 rogue
    Novice generalist|190|+19|3 months|Lvl 1 expert
    Novice nun|180gp|+18|3 months|Lvl 1 Monk
    Myconid Avg. Worker|150 gp|+15gp|1month|Avg. Worker without equipment
    Novice Street Mage|130|+13|3 months|Lvl 1 magewrite
    axmen|100 gp|+5gp|1 month|Lvl 1 Warrior with an ax
    Drafted Woodsman|20 gp|+1gp|1 month|Lvl 1 commoner with an ax
    Myconid Jr. Worker|15 gp|+1gp|1month|Jr. Worker without equipment
    Trained axman|20gp|+0|1 month|+1unit wood/turn
    Builder|20gp|+0|1month|+20gp of buildings/turn
    Merchant|20gp|+0|1month|+1gp/turn
    Gold Digger|20gp|+0|1month|+1gp/turn
    light horse|87gp|+0|1month|potential mount with saddle&bit
    light warhorse|162gp|+0|1month|potential mount with saddle&bit
    heavy horse|212gp|+0|1month|potential mount with saddle&bit
    heavy warhorse|412gp|+0|1month|potential mount with saddle&bit
    Fletcher|20 gp|+0|1 month|Worker that makes bows&arrows*
    Sword smith|20 gp|+0|1 month|Worker that makes blades of all sorts*
    Armor smith|20 gp|+0|1 month|Worker that makes armors*
    Shield smith|20 gp|+0|1 month|Worker that makes shields*
    Spear smith|20 gp|+0|1 month|Worker that makes spears*
    shipwright|20 gp|+0|1 month|Worker that makes ships*
    blacksmith|20 gp|+0|1 month|Worker that makes miscellaneous metal goods*
    Huntsman|20gp|+0|1 month|+1unit food/turn
    Tanning Huntsman|20gp|+0|1 month|+1unit furs and leathers/turn
    Iron Miner|20|0gp|1 month|1 unit processed iron/month
    Reed gatherer|20|0gp|1 month|1 unit reeds/month
    Bug hunter|20|0gp|1 month|1 unit shells&exoskeletons/month
    battlefield scrounger|20|0gp|1 month|2 units bones/month (only directly after a battle with 100+ deaths)
    Shell&bone&reed armorer|20|0gp|1 month|Worker that makes shell and bone focused armor*
    Luxury good producer|20|0gp|1 month|Worker that makes luxury goods for the people
    [/table]
    [/table]
    * Workers with this symbol produce 1gp of product/month +3gp of product per contributing resource used up to a max of 10gp of product/month Contributing resources should be OKed if not self evident

    If not specified assume no equipment.


    Please point out inconsistencies as they arise
    (so we all know it's covered, yes I know I gave you a woodsman and am charging you in gold )

    16
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    1. What game system are you running (D&D, Call of Cthulu, Palladium, GURPS, etc.), and if applicable what edition (Original, Classic, Revised, 1st, 2nd, 3rd, 5th, 10th, etc.)?
    D&D 3.5&nations rules brewed as we recruit

    2. What 'type' or variant of game will it be (i.e. "Shadow Chasers" or "Agents of Psi" for d20 Modern)? What is the setting for the game (eg. historic period, published or homebrewed campaign setting, alternate reality, modern world, etc.)?
    6e Nations game

    3. How many Players are you looking for? Will you be taking alternates, and if so, how many? Probably 6.
    Up to two nations/region (region being one of the climates described below), nations may recruit player supporters

    4. What's the gaming medium (OOTS, chat, e-mail etc.)?
    here


    5. What is the characters' starting status (i.e. experience level)?
    level 6 flat

    6. How much gold or other starting funds will the characters begin with?
    A kingdom, 1,000,000gp, 100 free gold diggers, 5 outposts, seven cities, a castle, and six towers. 2,000 extra for your gear, feel free to embezzle nation funds to yourself if you think that wise.

    You will also each have a family catacombs holding 2,000 dead men and women. You may honor your fallen warriors by allowing them to lie with your family, but the catacombs only hold up to 20,000 dead. (public opinion will be important)


    7. Are there any particular character classes, professions, orders, etc. that you want... or do not want? What are your rules on 'prestige' and/or homebrewed classes?
    Multyclassing is fine, but more then one level/class.

    8. What races, subraces, species, etc. are allowed for your game? Will you allow homebrewed races or species? 'Prestige' races or species?
    You have free reign, just ask me stuff

    9. By what method should Players generate their attributes/ability scores and Hit Points?
    roll all levels
    Abilities are roll 4d6b3 for each ability (assign them after rolling)
    You may take average for either. For abilities that means 10, 10, 10, 11, 11, 11.

    10. Does your game use alignment? What are your restrictions, if so?
    Anything, I want some across the board.

    11. Do you allow multi-classing, or have any particular rules in regards to it?
    answered above

    12. Will you be doing all of the die rolling during the course of the game? Will die rolls be altered, or left to the honor system?
    Roll here, I get some private ones

    13. Are there any homebrewed or optional/variant rules that your Players should know about? If so, list and explain them, or provide relevant links to learn about these new rules.
    Nations rules'll be made up as we go. Mass combat will be resolved by you informing me of your strategy, them informing me of theirs, and me making a ruling as to victory and casualties. This seemed like a good idea when I saw it last.

    14. Is a character background required? If so, how big? Are you looking for anything in particular (i.e. the backgrounds all ending up with the characters in the same city)?
    Write out a healthy thing, though you can PM it if you don't ant others seeing publicly post all accessible knowledge others can access


    15. Does your game involve a lot of hack & slash, puzzle solving, roleplaying, or a combination of the above?
    RP is important, there will likely be hack and slash, minimal puzzling, but battlefield tactics with huge legions is it's own puzzle as is the game of politics quite naturally.

    16. Are your Players restricted to particular rulebooks and supplements, or will you be allowing access to non-standard material? What sources can Players use for their characters?
    If in doubt ask. Common things like core, spell compendium, and complete should be fine, but some classes or tricks you just know that you should ask anyways, and it never hurts to follow that instinct. It may however hurt to have to rewrite a character.

    Stuff I need from you:
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    |>Nation name/fluff/awesomeness
    Location (region off the list in the first post)
    your personal level 6 sheet (may be PMed)
    *Once we get a map we'll be able to mark where all your things are
    |>Full list of all units under your command
    any secret info/backstory on your nation or character (optional PM)
    |>Sheets of all non-workers (since workers have no real stats, may be PMed)
    General idea of nation (since you just know this is going on a table somewhere...)
    |>A classic D&D portfolio of any new gods if any
    |>A list of any players working under you
    ... I always forget a few, so lets see with time.





    key
    *=to be done later
    |>=In it's own spoiler

    e6 feats
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    Looking through feats from here http://dungeons.wikia.com/wiki/E6_%2...ebook%29/Rules

    I assume all the e6 feat lists are the same, but if it's D&D wiki you can count on them having the full list (and several brewed ones slipped in there)
    =approved
    =case by case
    =not approved
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    Barbaric Resilience [Capstone]
    Prerequisite: Barbarian level 6th
    Benefit: You gain DR 1/-
    (I'll allow repeats)
    Bardic Inspiration [Capstone]
    Prerequisite: Bard level 6th
    Benefit: The bonus granted by your inspire courage ability increases to +2.

    Craft Rod [Item Creation]
    Change caster level requirement from 9th to 6th.
    just changed the requirement, nothing else
    Craft Staff [Item Creation]
    Change caster level requirement from 12th to 6th.
    as above
    Excelling Flurry [Capstone]
    Prerequisites: Monk level 6th.
    Benefit: You use Flurry of Blows with no penalty to your attack bonus. In addition, you qualify for feats that a Monk may take as 6th level bonus feats.

    Expanded Casting
    Prerequisite: Character Level 6th
    Benefit: Choose a spellcasting class in which you have levels. You gain an additional spell slot for that class at any one level you can already cast.

    Expanded Knowledge
    Prerequisite: Character Level 6th
    Benefit: Choose a spellcasting class in which you have levels. You gain an additional spell known from that class's spell list at any level you can cast.

    Extra Domain Access [Capstone]
    Prerequisites: Wis 18 +, Cleric level 6, Knowledge (religion) 9 ranks, Extra Domain Power, Skill Focus: Knowledge (religion)
    Benefit: You gain access to the domain spell list of one additional domain associated with your deity. This domain must be the same one as that chosen for the Extra Domain Power feat. You may only take this feat once.

    Extra Domain Power [Capstone]
    Prerequisites: Wis 18 +, Cleric level 6, Knowledge (religion) 9 ranks, Skill Focus: Knowledge (religon)
    Benefit: You gain the domain power of one additional domain associated with your deity. You may only take this feat once.

    Forge Ring [Item Creation]
    Change caster level requirement from 12th to 6th.

    Holy Strikes [Capstone]
    Prerequisite: Paladin level 6th.
    Benefit: Your melee attacks are considered good for the purpose of overcoming damage reduction.

    Improved Extra Invocation [Capstone]
    Prerequisites: Extra Invocation
    Benefit: You gain a new invocation of the best type you can cast.
    Special: You may take this feat multiple times, but not more times than you have taken Extra Invocation.
    (not a fan of invocations, though unfair to deny I suppose)
    Magical Talent
    Prerequisites: Ability to cast spells.
    Benefit: Treat your key casting ability score as though it were four higher for the purpose of bonus spells. This applies to only a single class that you choose when you take this feat.
    Special: You can take this feat multiple times. It stacks with itself.

    Martial Veteran [Capstone]
    Prerequisites: Fighter level 6th.
    Benefit: You may select feats with a requirement of up to fighter level 8, and with a Base Attack Bonus requirement of up to +8.
    Special: A fighter may select Martial Veteran as one of his bonus feats.

    Mighty Wild Shape [Capstone]
    Prerequisite: Druid level 6
    Benefit: Choose 1 Large animal. You can wild shape into that animal, subject to all normal wild shape restrictions other than size.

    Open Minded [General]
    You are naturally able to reroute your memory, mind, and skill expertise.
    Benefit: You immediately gain an extra 5 skill points. You spend these skill points as normal. If you spend them on cross-class skills they count as ˝ ranks. You cannot exceed the normal maximum ranks for your level in any skill.
    Special: You can gain this feat multiple times. Each time, you immediately gain another 5 skill points.

    Psionic Body [Psionic]
    The hit points you gain from this feat cannot exceed two times your psionic class's key manifesting ability score modifier. If you have multiple psionic classes or key ability scores, use your highest key ability score to determine your benefit from this feat.
    did this get cut off?
    Psionic Talent [Psionic]
    Prerequisites: Ability to manifest powers.
    Benefit: Treat your key casting ability score as though it were four higher for the purpose of bonus PP. This applies to only a single class that you choose when you take this feat.
    Special: You can take this feat multiple times. It stacks with itself.

    Restoration [Spell]
    Prerequisites: ability to cast 3rd level divine spells, Wisdom 18, Healing 9 Ranks
    Benefit: You can use Restoration as the spell (paying the material component) once per day with a casting time of 1 hour.

    Roguish Ability [Capstone]
    Prerequisite: Rogue level 6th.
    Benefit: You learn one rogue special ability.

    Skill Beyond Your Years
    Prerequisites: Character Level 6th
    Benefit: Choose a skill that is a class skill for you. Your maximum ranks in that skill increases from Character Level plus 3 to Character Level plus 6.

    Step of the Wild Lands [Capstone]
    Prerequisites: Ranger level 6th
    Benefit: You gain the Woodland Stride and Swift Tracking class abilities.

    Stone to Flesh [Spell]
    Prerequisites: 6th level, ability to cast 3rd level arcane spells, Intelligence 18, Craft (Alchemy) 9 Ranks
    Benefit: You can use stone to flesh, as the spell, with an expensive and secret magical ingredient with a market value of 1000 gp and a casting time of 1 day.

    Swift Metamagic
    Prerequisite: Metamagic feats (see below), Caster Level 6th
    Benefit: When you take this feat, select a metamagic feat you possess. Once per day, you may apply this metamagic feat to a spell you cast with no adjustment to the level of the spell cast and no increase in casting time.
    Special: You must have a number of Swift metamagic feats equal to the level increase of your chosen metamagic, minus one, to take this feat. For example, Empower Spell, which boosts the level of a spell by 2, has a prerequisite of 1 Swift feat. Split Ray, which has an increase of 1, would have no prerequisites. This feat may be taken multiple times.
    Optional Feats Edit

    Atonement [Spell]
    Prerequisite: Spellfocus (abjuration), Knowledge (religion) 4 ranks, divine caster level 6th.
    Benefit: You can use atonement, as the spell (paying focus and XP costs normally), with a casting time of 1 hour.

    Improved Skill Focus
    Prerequisite: Skill Focus in the skill in question:
    Benefit: Take any one skill you have the skill focus feat in. Your effective rank is considered 2 points higher for determining if you qualify for a feat. In addition, you may decide to reroll any check made with the skill. You must take the reroll result, even if it is worse.
    reroll once/day
    Greater Skill Focus
    Prerequisite: Improved Skill Focus in the skill in question
    Benefit: Take any one skill you have the Improved Skill Focus feat in. Your effective rank is considered 2 points higher for determining if you qualify for a feat (this benefit stacks with Improved Skill Focus). In addition, you may always choose to reroll the skill and take the higher result.
    reroll highest ability mod times/day
    Improved Skill Mastery
    Prerequisite: Skill Mastery
    Benefit: Choose a number of skills equal to 3 + your Int Modifier in which you have the Skill Mastery for.You may now take 15 on the skill, which works identically as taking 10, except that your result is 5 points higher.

    Greater Skill Mastery
    Prerequisite: Improved Skill Mastery
    Benefit: Choose a number of skills equal to 3 + your Int Modifier in which you have the Skill Mastery feat. When taking 20, you require only half the usual time.

    Skill Beyond Your Years
    Prerequisite: Level 6
    Benefit: Pick a skill. Your max ranks rise from Level+3 to Level +6.
    Extra Feats For Ability Advancement Edit

    If you want your characters to be able to improve their abilities slightly above their natural aptitudes, then you can use the following.

    Ability Training (General)
    You spend time honing one of your Abilities: Strength, Dexterity, Constitution, Intelligence, Wisdom, or Charisma.
    Benefit: Choose one Ability; treat that Ability as having a +2 bonus to that Ability Score whenever you are making an Ability Check. This bonus does not count when making a skill check or for any other use of that ability.
    Special: You can gain this feat multiple times, its effects do not stack. Each time you take this feat it applies to another ability.
    may only be taken once
    Ability Advancement (General)
    Your training pays off, and one of your Abilities increases.
    Prerequisite: Ability Training in the same ability.
    Benefit: Choose one Ability. You gain a permanent +2 bonus to that ability. This bonus does nto stack with the benefit from Ability Training.
    Special: You can gain this feat multiple times, its effects do not stack. Each time you take this feat it applies to another ability.
    For Villains Only Edit
    may only be taken once
    Mental Domination (General)
    You're able to subjugate certain people's mind.
    Prerequisite: Having charmed humanoid with HD equal or less than your caster level.
    Benefit: Choose a humanoid with HD equal your caster level or less, you have currently charmed. Treat charm person as dominate person against this person.
    Special: This feat can be taken several times. It applies to a different humanoid each time.


    Now that I have a better feel for it, lets cap spell/power/ect levels at 4 so long as you reach that level through legal means using the rules and such, and cap it at 3 for NPCs/followers/ect. (To clarify if you're under a PC but you yourself are a player with a character you get the 4 cap)

    Well lets see what people want for their kingdoms and for themselves here before we start stating up troops. people who want to be in the Umbra Lands, PM me.

    Ah yes, and any troops, summoned, necromancer, tamed, or bred must be paid for by unit price to deter any silliness.

    Myconid advancement feats
    Spoiler
    Show


    In any case it can be started with the e6 feats already. HD probably won't advance. Abilities beyond the +4 obtainable via the e6 feats will be +1/feat given that they fit the myconid racial advancement, scents will advance in order one feat each, the +2DC will be a feat, and the +1 another. The potion making... I'll have to give it a bit more thought, it'll certainly be there, just thinking how many steps to make it. A while before then though, so may as well procrastinate.


    Bandit player rules:
    Spoiler
    Show


    Bandits are notorious for their love of coin, and their brutal ways, savaging any settlement they attack. Bandits are known for their unlawful practices from extortion and theft to rape and murder. Everything under the sun from storming forts to plundering villages and sorry little merchant wagons in the open is a job for bandits.

    What bandits are not however are soldiars. They require no caring for their quarters, or their food. Only good hard coin and someone to keep them in line. Bandits can be attracted by Bandit Lords for the standard hiring price for a unit of their type, but only take a single month to attract. They must be paid their monthly upkeep gold, and given all spoils of any raid short of the actual golden coins plundered which go to the Bandit Lord to pay them. In addition, a Bandit lord must make an intimidate check each month of a DC equal to a third the total levels of all followers divided by five. In order to instil such terror Bandit Lords may begin with the trophy collector feat for free, and have the intimidation bonus from the feat stack with itself. If this check fails, a group of their the highest level bandits in the group who's levels sum to five times the number by which the check failed fight you to overthrow your leadership of the group.

    Bandit lords gain a cumulative -1 penalty on this intimidate check for every month it's been since the bandits last plundered goods, and a +1 bonus for each bandit the Bandit Lord personally slew in the last coup.

    Assassinations
    Spoiler
    Show


    At any time a player may place a bounty on another nation. This bounty is placed in gold which is sent to the former Bandit Lord and master assassin Kazmatz, who is known to faithfully hold a bounty regardless of it's size until the head of the target is disposed at his feet. While these offers often attract other Bandit Lords to earn some extra gold, the leaders of other nations may also have as many of their men as they'd like, forsake their sigils and turn rogue in hopes of returning the bounty to their king. These men are not paid for their time in exile, both in order to keep up appearances, and because chances are that within a month or two they are either returning with the gold or dead.
    Last edited by drack; 2014-02-21 at 10:01 PM.
    That mystical swirling of multicolored leaves as they dance in the air, that fresh fall smell, the perfect weather that makes you feel so very alive. You can almost forget that you're watching dead tissue accumulate as winter claims the world and floods it with the calming scent of death.

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    Default Re: Nations of a Broken World D&D 3.5 kingdom game

    For abilities HP, you say "roll at all levels", does this mean not maxed at first level?

    Also, you just tell us to roll ability scores, you haven't specified a method.
    Last edited by rweird; 2014-01-25 at 09:37 PM.

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    Default Re: Nations of a Broken World D&D 3.5 kingdom game

    Correct roll at first for HP (you said abilities)
    Abilities will be 4d6b3.
    (you may take average)
    Last edited by drack; 2014-01-25 at 09:37 PM.
    That mystical swirling of multicolored leaves as they dance in the air, that fresh fall smell, the perfect weather that makes you feel so very alive. You can almost forget that you're watching dead tissue accumulate as winter claims the world and floods it with the calming scent of death.

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    Default Re: Nations of a Broken World D&D 3.5 kingdom game

    This being E6, does this mean the max CL of items we can get is 6 and all that? Also, are the special E6 feats in use?

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    Default Re: Nations of a Broken World D&D 3.5 kingdom game

    No, there are little things like artificers crafting at a higher CL. That'd boost it to 8 or so, from there I'm sure there's more.

    I've also been asked how often a strategy of attack can be altered. If you're personally there then you can keep changing strategy, if you're several miles off or more then you can't really adapt your strategy as freely beyond saying "if X I do Y"
    That mystical swirling of multicolored leaves as they dance in the air, that fresh fall smell, the perfect weather that makes you feel so very alive. You can almost forget that you're watching dead tissue accumulate as winter claims the world and floods it with the calming scent of death.

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    Default Re: Nations of a Broken World D&D 3.5 kingdom game

    Will the E6 feats be used in this?

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    Default Re: Nations of a Broken World D&D 3.5 kingdom game

    Interested. I'm thinking seafaring halflings of the Shattered Lands.
    "On another note, good job, Stormageddon; planting the seeds of doubt and mistrust now will go a long way towards culturing an atmosphere of paranoia and neuroticism, perfect for any evil masterminding which your devious plans might require; it hearkens backs to the hoary days when E.G. Gygax himself strode among us." - White Drake Under The Red Sky Campaign

    Under the Red Sky Pathfinder e6

    My homebrew:

    Stormageddon's Pathfinder/E6... P6 Compendium

    (PF) Mistborn, Allomancer

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    Default Re: Nations of a Broken World D&D 3.5 kingdom game

    E6 feats: I have not looked over them yet, but for now I will say "yes".

    Halflings: sounds like a nifty idea. Any interest in witches, or just islands for the sake of islands?

    Oh yeah, and also Cartographers Welcome.
    That mystical swirling of multicolored leaves as they dance in the air, that fresh fall smell, the perfect weather that makes you feel so very alive. You can almost forget that you're watching dead tissue accumulate as winter claims the world and floods it with the calming scent of death.

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    Default Re: Nations of a Broken World D&D 3.5 kingdom game

    Hmmm Sea Witch seems interesting.... maybe wizard 5/ sea witch 1. Damn I wish D&D 3.5 had a witch class.
    "On another note, good job, Stormageddon; planting the seeds of doubt and mistrust now will go a long way towards culturing an atmosphere of paranoia and neuroticism, perfect for any evil masterminding which your devious plans might require; it hearkens backs to the hoary days when E.G. Gygax himself strode among us." - White Drake Under The Red Sky Campaign

    Under the Red Sky Pathfinder e6

    My homebrew:

    Stormageddon's Pathfinder/E6... P6 Compendium

    (PF) Mistborn, Allomancer

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    Default Re: Nations of a Broken World D&D 3.5 kingdom game

    DMG p.175
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    Default Re: Nations of a Broken World D&D 3.5 kingdom game

    Hmmm interesting.... Would I get to spontaneously cast all the spells on that list as a sorcerer?
    "On another note, good job, Stormageddon; planting the seeds of doubt and mistrust now will go a long way towards culturing an atmosphere of paranoia and neuroticism, perfect for any evil masterminding which your devious plans might require; it hearkens backs to the hoary days when E.G. Gygax himself strode among us." - White Drake Under The Red Sky Campaign

    Under the Red Sky Pathfinder e6

    My homebrew:

    Stormageddon's Pathfinder/E6... P6 Compendium

    (PF) Mistborn, Allomancer

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    Default Re: Nations of a Broken World D&D 3.5 kingdom game

    Or I could go Druid and call myself a witch.
    "On another note, good job, Stormageddon; planting the seeds of doubt and mistrust now will go a long way towards culturing an atmosphere of paranoia and neuroticism, perfect for any evil masterminding which your devious plans might require; it hearkens backs to the hoary days when E.G. Gygax himself strode among us." - White Drake Under The Red Sky Campaign

    Under the Red Sky Pathfinder e6

    My homebrew:

    Stormageddon's Pathfinder/E6... P6 Compendium

    (PF) Mistborn, Allomancer

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    Default Re: Nations of a Broken World D&D 3.5 kingdom game

    Rolling

    (4d6b3)[14]
    (4d6b3)[11]
    (4d6b3)[12]
    (4d6b3)[10]
    (4d6b3)[10]
    (4d6b3)[13]

    Damn :(
    Last edited by Stormageddon; 2014-01-26 at 04:03 AM.
    "On another note, good job, Stormageddon; planting the seeds of doubt and mistrust now will go a long way towards culturing an atmosphere of paranoia and neuroticism, perfect for any evil masterminding which your devious plans might require; it hearkens backs to the hoary days when E.G. Gygax himself strode among us." - White Drake Under The Red Sky Campaign

    Under the Red Sky Pathfinder e6

    My homebrew:

    Stormageddon's Pathfinder/E6... P6 Compendium

    (PF) Mistborn, Allomancer

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    Default Re: Nations of a Broken World D&D 3.5 kingdom game

    To clarify, that's up to two nations/area. For instance there can be two in the Umbra Lands, two in the Golden Planes, Western Woodlands, ect.
    That mystical swirling of multicolored leaves as they dance in the air, that fresh fall smell, the perfect weather that makes you feel so very alive. You can almost forget that you're watching dead tissue accumulate as winter claims the world and floods it with the calming scent of death.

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    Default Re: Nations of a Broken World D&D 3.5 kingdom game

    Ah, two nations per area, not two nations or areas. That makes a lot more sense. Reading failure on my part I suppose.

    EDIT: For undead/called creatures/constructs, do you need a way to control them in addition to paying for them? Is there a distinction between intelligent an non-intelligent ones?
    Last edited by rweird; 2014-01-26 at 12:57 PM.

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    Default Re: Nations of a Broken World D&D 3.5 kingdom game

    HP (1d8)[8]
    (1d8)[7]
    (1d8)[6]
    (1d8)[4]
    (1d8)[2]
    (1d8)[8]
    "On another note, good job, Stormageddon; planting the seeds of doubt and mistrust now will go a long way towards culturing an atmosphere of paranoia and neuroticism, perfect for any evil masterminding which your devious plans might require; it hearkens backs to the hoary days when E.G. Gygax himself strode among us." - White Drake Under The Red Sky Campaign

    Under the Red Sky Pathfinder e6

    My homebrew:

    Stormageddon's Pathfinder/E6... P6 Compendium

    (PF) Mistborn, Allomancer

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    Default Re: Nations of a Broken World D&D 3.5 kingdom game

    I don't suppose you'd consider me?

    Couple of things:

    Is homebrew allowed? The way you've worded things kind of imply that it isn't and kind of imply that it might be on request. What about firearms? PF things? PF firearms? PF homebrew firearms?

    Also, I don't really want to be ruling a nation, but I like being in nations games (go figure). Can I be a mercenary, subordinate, minor deity or otherwise person who doesn't have a kingdom? If so, could I have WBL rather than the otherwise relatively titchy amount of personal wealth that I'd get if I didn't have the kingdom.

    Sorry about crazy-huge number of questions - I can be a fighter king if needed, though.

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    Default Re: Nations of a Broken World D&D 3.5 kingdom game

    Speaking in bold (with broken quotes for ease of quoting)[QUTE=rweird;16869107]Ah, two nations per area, not two nations or areas. That makes a lot more sense. Reading failure on my part I suppose.
    no worries
    EDIT: For undead/called creatures/constructs, do you need a way to control them in addition to paying for them?
    Yes, though it's mostly fluff. There will be a tent of mages fo the respective kind to command them, which serves as a capless command limit assuming the units are bought and upkeep paid, and a point of command for enemies to target if you aren't careful

    Mind you such things will probably be rarer as they'll cost more for their exotic nature.

    Is there a distinction between intelligent an non-intelligent ones?
    Quite naturally in how you command them, what you can command them to do, the necessity of having a commander, and the complexity of commands they can carry out.
    [/QUOTE]

    [QUOTE=Jormengand;16869382]I don't suppose you'd consider me?
    Unless you can give me a good reason not to.
    Couple of things:

    Is homebrew allowed? I will allow it for players themselves by request, though there will not be brewed armies charging about The way you've worded things kind of imply that it isn't and kind of imply that it might be on request.Yeah, was sorta skirting around it. What about firearms?no, a more midevil stance on technoology PF things?pathfinder? no, though brew that fits either system will be concidered. PF firearms? noPF homebrew firearms?no

    Also, I don't really want to be ruling a nation, but I like being in nations games (go figure). Can I be a mercenary, subordinate, minor deity or otherwise person who doesn't have a kingdom?correct, no player deities, but I was intending to add a few such options. If so, could I have WBL rather than the otherwise relatively titchy amount of personal wealth that I'd get if I didn't have the kingdom. yes

    Sorry about crazy-huge number of questions - I can be a fighter king if needed, though. no worries, comes with GMing.[/QUOE]

    Additional options:
    one can play under a ruler as a level 6 character with WBL
    Also if we get several nations going I intend to introduce roles as bandit kings. Still I'd rather first get some kings in and have them start requesting units so things start falling into place.

    I was asked via PM how players expand. Hiring more people to your cause and building more infrastructure can be done, and political expansion can be completed through conquest as usual for such games.

    {table=head]Unit name|Cost|Upkeep|time to train|Equivalent
    Builder|20gp|+0|1month|+5gp of buildings/turn
    [/table]
    (turns will be one month long)
    Last edited by drack; 2014-01-26 at 02:26 PM.
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    Default Re: Nations of a Broken World D&D 3.5 kingdom game

    Quote Originally Posted by drack View Post
    I will allow it for players themselves by request, though there will not be brewed armies charging about...no, a more midevil stance on technoology...pathfinder? no, though brew that fits either system will be concidered....yes
    All right, so, using some of my sigged homebrew, character ideas:

    - A Mechanical Warrior who is powered by magic, rather than technology.
    - A Spellslinger or Pslinger (Psionics allowed, by the way?) who uses repeating hand crossbows instead of revolvers (they're explicitly stated to run on magic rather than run on making sense, so this one shouldn't be too terrible, right?)
    - An Honour Guard Antimagus who seeks to destroy all of the heathen spellcasters.
    - A Worldspeaker who seeks to protect the remnants of the knowledge of magic in this world (AKA all of the heathen spellcasters). Seems like the kind of thing a Worldspeaker would do.

    How many of these are Good, how many are Just About Okay and how many are Don't Even Go There?

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    Default Re: Nations of a Broken World D&D 3.5 kingdom game

    To you need to pay for things like Animal Companions or followers? I presume so, though that takes pretty much all benefit out of such things.

    I assume that by "summoned", you mean "called" as well, though not all summoned (paying the celestial boar you summon with Summon Monster, for its six round appearance is just silly).

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    Default Re: Nations of a Broken World D&D 3.5 kingdom game

    Quote Originally Posted by Jormengand View Post
    All right, so, using some of my sigged homebrew, character ideas:

    - A Mechanical Warrior who is powered by magic, rather than technology.
    - A Spellslinger or Pslinger (Psionics allowed, by the way?) who uses repeating hand crossbows instead of revolvers (they're explicitly stated to run on magic rather than run on making sense, so this one shouldn't be too terrible, right?)
    - An Honour Guard Antimagus who seeks to destroy all of the heathen spellcasters.
    - A Worldspeaker who seeks to protect the remnants of the knowledge of magic in this world (AKA all of the heathen spellcasters). Seems like the kind of thing a Worldspeaker would do.

    How many of these are Good, how many are Just About Okay and how many are Don't Even Go There?
    These I'll be looking over in a few hours since I need to go through the homebrew to yaysay/naysay them.
    Quote Originally Posted by rweird View Post
    To you need to pay for things like Animal Companions or followers? I presume so, though that takes pretty much all benefit out of such things.

    I assume that by "summoned", you mean "called" as well, though not all summoned (paying the celestial boar you summon with Summon Monster, for its six round appearance is just silly).
    companions are not bought separately and come with rangers/druids that should have them, but remain relatively chose to their ranger/druid companions at all times.

    I was thinking not to use leadership in this game, so that should simplify the conflict between the two systems.

    Yes, by summoned I mean things that may stay for a day or more. Celestials, demons, ect. Summon animal will bring you an animal for a time, summon spells to create a celestial/fiend will make the creature of the caster's malevolence or purity. (So the celestial boar will be a boar from the nearby woodlands augmented by the summoner's purity of spirit)

    In this game the gods will be less the battling warlords of D&D and Greek myths, and more the subtle players of a great game occasionally twisting fate when insulted or making it rain the day before the battle. Not casting lightening bolts from the skies or typhoons from the seas. Everyone feel free to make up a deity as needed to fit your nation's beliefs.
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    Default Re: Nations of a Broken World D&D 3.5 kingdom game

    Quote Originally Posted by drack View Post
    These I'll be looking over in a few hours since I need to go through the homebrew to yaysay/naysay them.
    That's fair enough.

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    Emboldened again
    Quote Originally Posted by Jormengand View Post
    All right, so, using some of my sigged homebrew, character ideas:

    - A Mechanical Warrior who is powered by magic, rather than technology.
    - A Spellslinger or Pslinger (Psionics allowed, by the way?) who uses repeating hand crossbows instead of revolvers (they're explicitly stated to run on magic rather than run on making sense, so this one shouldn't be too terrible, right?)
    - An Honour Guard Antimagus who seeks to destroy all of the heathen spellcasters.
    - A Worldspeaker who seeks to protect the remnants of the knowledge of magic in this world (AKA all of the heathen spellcasters). Seems like the kind of thing a Worldspeaker would do.

    How many of these are Good, how many are Just About Okay and how many are Don't Even Go There?
    I prefer spellslinger and honor guard's style, wanna pick one before I begin nit-picking?
    That mystical swirling of multicolored leaves as they dance in the air, that fresh fall smell, the perfect weather that makes you feel so very alive. You can almost forget that you're watching dead tissue accumulate as winter claims the world and floods it with the calming scent of death.

  24. - Top - End - #24
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    Default Re: Nations of a Broken World D&D 3.5 kingdom game

    (double post for subscribers)


    OK, lets flush out some of these rules, or at least clarify since it seems I've stated this all somewhat ambiguously. I've also left some things open ended since I wanted to see if there was any interest first.

    The peasant population
    "A nation is it's people" ~some old dusty quote

    Your nation is made of the individuals you "buy". The cost is the cost to sustain them as children, train them to their profession, or recruit experienced individuals from the gangs around you. Workers will almost without exception cost 20 gold. They will produce one "unit" of the good they specialize in procuring. a unit is defined as the amount of the given type of good that one man working for a month can produce. These people make up your peasant population.

    Clear so far?

    One unit of food can feed five people each for one month (and for the sake of simplicity we'll assume they can produce food through the winter.) This is in addition to any upkeep costs and applies to workers as well as warriors. You don't feed people for a month, they'll either starve and die, or turn to banditry. Light horses eat three times as much as a person, and heavy horses eat four times as much as a person.
    Food will be expected to last several years, so don't worry overmuch over it rotting.

    Yes quite naturally this suggests that food production will be a large part of your economy. As you might expect player to player trades will largely set the trade value of goods, and more often then not it won't be gold that's passing hands.

    Next, infrastructure.
    You have people, but where to put them, what to do with them?

    You'll recall the "Builder" above. Well homes are expencive so lets make him a bit more productive.


    {table=head]Unit name|Cost|Upkeep|time to train|Equivalent
    Builder|20gp|+0|1month|+20gp of buildings/turn
    [/table]

    Thus for every builder you have, every week you get 20gp to spend on buildings and the like. Generally the roads that connect them will be made by foot traffic, so no need to worry too much about those. At the start of your game, if you so choose to have a community of workers all in the same area, that becomes known as a "city". A city is quite simply a place where peasants have gathered and actively practice their craft, molding the land with pic and hoe.

    Buildings may placate the masses, such as building houses for the common folk, or they may honor gods such as grand cathedrals, or provide a strategic advantage as a well placed fort might give your troops. These bonuses are as much "fluff" as your strategies and tactics. If you're having your druids all exhaust their summon nature's ally spells in a wave to soften the enemy lines, then charge in with ax wielding berserkers swiftly followed by crossbowmen against a heavy wall of stone that rains arrows on you, you may not fare so well.

    You'll recal that part of your wealth was "100 free gold diggers, 5 outposts, seven cities, a castle, and six towers."

    The "gold diggers" are workers who mine gold for a living, the outposts, castle, and towers are defensive structures much akin to the fort mentioned above.


    {table=head]Unit name|Cost|Upkeep|time to train|Equivalent
    Gold Digger|20gp|+0|1month|+1gp/turn
    [/table]

    The seven cities are cities in which you may place workers and have solid roofs over their heads. Villages and any of these structures can be razed to the ground by an occupying force to prevent an opponent from gaining hold.

    Furthermore while building your nations, if you wish to add any other sort of person, be it a worker for another resource, or a soldier who doesn't use an ax and isn't a ranger, give me a heads up and I add em to the list. You will end up doing this several time while figuring out your nation.



    {table=head]Unit name|Cost|Upkeep|time to train|Equivalent
    light horse|87gp|+0|1month|potential mount with saddle&bit
    light warhorse|162gp|+0|1month|potential mount with saddle&bit
    heavy horse|212gp|+0|1month|potential mount with saddle&bit
    heavy warhorse|412gp|+0|1month|potential mount with saddle&bit
    [/table]

    I'll be trying to keep all these tables of units in one table in the first post.
    Last edited by drack; 2014-01-26 at 11:10 PM.
    That mystical swirling of multicolored leaves as they dance in the air, that fresh fall smell, the perfect weather that makes you feel so very alive. You can almost forget that you're watching dead tissue accumulate as winter claims the world and floods it with the calming scent of death.

  25. - Top - End - #25
    Troll in the Playground
     
    NinjaGuy

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    Default Re: Nations of a Broken World D&D 3.5 kingdom game

    1. Expression of interest.

    2. Dice rolls. Let's see how seriously the RNG would like me involved in this.
    "Rollin, rollin, rollin.
    Keep those dice a rollin'
    Rollin, rollin, rollin,
    Rawhide!"
    Spoiler
    Show
    (4d6b3)[14]
    (4d6b3)[15]
    (4d6b3)[11]
    (4d6b3)[13]
    (4d6b3)[16]
    (4d6b3)[17]

    3. I'm noting one inconsistency already: if builders produce 20 gp of goods (buildings) each turn, while gold miners produce only 1 gp and yet have the same cost, I would recruit masses of builders and offer their services to other players. If I loan them out at only 1/10 their cost ("pay me 2 gp for each 20 gp of building they do for you") the buyer gets a the bargain of conducting more construction faster than otherwise without having to carry the long-term overhead, and I get twice the return I would get from gold miners.

    I suggest some classic economics: everyone produces the same basic value of goods each turn, regardless of their profession. If lumbermen produced greater value, more people would become lumbermen, produce more lumber, until the price would fall back to an equilibrium. Just assume we are already at an equilibrium.

    Just a thought. Now, let's see how those dice rolls went . . .
    EDIT: Oh, a 45-point buy! It's the song, I tell you. Singing a silly song seems to please the RNG.

    For a nation, I've always favored an island nation. May I get into the broken lands?
    Last edited by Stegyre; 2014-01-26 at 11:43 PM.

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    drack's Avatar

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    Default Re: Nations of a Broken World D&D 3.5 kingdom game

    1) nifty
    2) the dice stopped rolling!
    3) not exactly. You see buildings in D&D are naturally expensive. Take for instance the standard house for a peasant is 1000gp. A torwe costs 50,000gp, and a huge castle costs 1,000,000gp. Since buildings cost so much and people will need infrastructure and the like to house their people and the like. I figure war tends to do a number on infastructure too so I decided to let them be built easier. You don't however get a cash value from it, so chances are people will hardly be willing to spend a whole gold peace for 1/50 of a house, let alone the 1/100th that you're charging.

    Edit: yup, the singing seems to work.

    Yup, you'll be the second and last one there then.
    Last edited by drack; 2014-01-26 at 11:50 PM.
    That mystical swirling of multicolored leaves as they dance in the air, that fresh fall smell, the perfect weather that makes you feel so very alive. You can almost forget that you're watching dead tissue accumulate as winter claims the world and floods it with the calming scent of death.

  27. - Top - End - #27
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    Default Re: Nations of a Broken World D&D 3.5 kingdom game

    Welcome Neighbor!

    My nation will be called "Coventree."

    Working out the details. Here's a over view of the history.

    When the Witches arrived at the broken lands they found a civilization of peaceful seafaring halflings. That welcomed the Witches with open arms, and the witches brought their culture to the halflings. Helping them from the nation of Coventree. After the original witches died out the halflings continued on the traditions of the witches practicing the ways of the witch.

    Coventree is now a nation of 7 cities spread across 5 islands. Their society is a theocracy with the leader of the Coventree being raised up by the Coven as the most religious and powerful in the ways of natural order.

    Coventree is not just a nation of halflings, but welcomes all that practice magic as a safe heaven for those seeking refuse form a world that rejects them. But Halflings do make up the greatest amount of the population.

    More to come.
    "On another note, good job, Stormageddon; planting the seeds of doubt and mistrust now will go a long way towards culturing an atmosphere of paranoia and neuroticism, perfect for any evil masterminding which your devious plans might require; it hearkens backs to the hoary days when E.G. Gygax himself strode among us." - White Drake Under The Red Sky Campaign

    Under the Red Sky Pathfinder e6

    My homebrew:

    Stormageddon's Pathfinder/E6... P6 Compendium

    (PF) Mistborn, Allomancer

  28. - Top - End - #28
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    Default Re: Nations of a Broken World D&D 3.5 kingdom game

    Stuff I need from you:

    |>Nation name/fluff/awesomeness
    Location (region off the list in the first post)
    your personal level 6 sheet (may be PMed)
    *Once we get a map we'll be able to mark where all your things are
    |>Full list of all units under your command
    any secret info/backstory on your nation or character (optional PM)
    |>Sheets of all non-workers (since workers have no real stats, may be PMed)
    General idea of nation (since you just know this is going on a table somewhere...)
    |>A classic D&D portfolio of any new gods if any
    |>A list of any players working under you
    ... I always forget a few, so lets see with time.





    key
    *=to be done later
    |>=In it's own spoiler
    That mystical swirling of multicolored leaves as they dance in the air, that fresh fall smell, the perfect weather that makes you feel so very alive. You can almost forget that you're watching dead tissue accumulate as winter claims the world and floods it with the calming scent of death.

  29. - Top - End - #29
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    DrK's Avatar

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    Default Re: Nations of a Broken World D&D 3.5 kingdom game

    So first stats...
    Spoiler
    Show

    (4d6b3)[9]
    (4d6b3)[17]
    (4d6b3)[18]
    (4d6b3)[14]
    (4d6b3)[12]
    (4d6b3)[12]

    HD
    (6d8)[4][7][4][5][6][8](34)
    (6d10)[10][1][10][3][5][8](37)
    (6d12)[12][1][10][11][12][9](55)
    -- Use as required


    So some questions...
    1. With the starting 1000000gp are we buy all of our population?
    e.g. 10'000 famers, 5'000 "mothers", 1000 brewers etc...

    2. Do we need to buy buildings? If so is it PHB prices or Stronghold builder prices?

    3. Are soldiers just the price listed in the A&EG?

    4. How big are the starting "cities"? In terms of buildings and capacity

    Thinking of a nomadic/ druidic tribes folk nation living amidst the flower field. With reptile riding rather than horse riding. If so could I use some of the "domestic" dinos from the Talenta plans in Eberron?
    Thanks to Emperor Ing for the nice Avatar

  30. - Top - End - #30
    Firbolg in the Playground
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    Default Re: Nations of a Broken World D&D 3.5 kingdom game

    (4d6b3)[7]
    (4d6b3)[7]
    (4d6b3)[13]
    (4d6b3)[11]
    (4d6b3)[10]
    (4d6b3)[10]

    Ouch… It qualifies for a reroll with the net result being -3.
    Last edited by rweird; 2014-01-27 at 08:25 AM.

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