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  1. - Top - End - #1
    Troll in the Playground
    Join Date
    May 2009
    Location
    Hobart, Australia
    Gender
    Male

    Exclamation Master Thread for FoB Little world III

    Master Thread!


    Current Turn: 1
    Current Season: ?
    Current Week: ?
    Next Turn on: ?

    Calendar Current World Events and Fluff Thread

    Great Big Thread of World Artwork!!

    Spoiler: Resource Table for settlement civilian type
    Show

    Human Elf Desert Elf Dwarf Orc Hobgoblin Halfling Corrupted Human Imaskari Gnomes Kobold
    Desert 2 2 5 2 3 2 2 4 3 1 6
    Forest 4 8 5 2 5 2 3 2 3 3 2
    Hill 4 2 3 5 3 4 6 2 2 6 1
    Marsh 2 3 1 1 3 2 2 6 1 1 2
    Mountain 2 2 2 8 3 6 1 2 6 6 8
    Plains 6 3 4 2 3 4 6 4 5 3 1



    Spoiler: DRAGONS!!
    Show

    These are all of the Dragons. No others exist except these, and the Cohorts of Sid'Jax.

    Dragon Status:
    Type Wyrmlings Young Adult/Adult Location Status
    Black 5 1 XXX na
    Blue 5 1 XXX na
    Green 5 1 XXX na
    Red 5 1 XXX na
    White 5 1 XXX na
    Brass 5 1 XXX na
    Bronze 5 1 XXX na
    Copper 5 1 XXX na
    Gold 5 1 XXX na.
    Silver 5 1 XXX na
    Sand 5 1 XXX na


    Divine tables

    Spoiler: Short Divine Beings
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    LE King of Gods, Major God of Tyranny and Suffering: Rassl'eth Tyranny, Law, Evil, Thirst, Pain, Madness, Suffering, Vermin, Dream
    NG Queen of Gods, Major Goddess of Healing and Protection: Sophia Healing, Strength, Protection, Luck, Celestial, Good, Liberation
    TN Major God of The Balance: The Martyr Death, Animals, Plants, Balance, Sun, Weather
    CN Major God of War and Magic: Sid'Jax/Wn'uf'cew Fn'yar War, Magic, Knowledge, Summoner, Artifice
    NG Minor God of Shadow and Merchants: Eril Trade, Darkness, Shadow, Travel
    CN Minor God of Change and Chaos: Kyrrus Chaos, Transformation, Fey, Oracle
    LN Minor God of Water and Undeath: Inautia Undeath, Blackwater, Watery Death, Ocean, Necro
    LG Minor God of Dwarves and Smithing: Nordi Glory, Family, Dwarf, Destiny, Spell
    NE Minor God of Bravery and Pride: Saddad Courage, Sin-Pride, Mental, Force


    Spoiler: Long Divine Beings
    Show

    Name Image Player Race Domains/Portfolios Alignment Divine Rank Pantheon Rank
    Rassl'eth the Dread Emperor NPC Ruin Swarm Tyranny, Law, Evil, Thirst, Pain, Madness, Suffering, Vermin, Dream Lawful Evil ? King of the Gods
    Sophia, the White Lady NPC Asimaar Healing, Strength, Protection, Luck, Celestial, Good, Liberation Neutral Good ? Queen of the Gods
    Sid'Jax/Wn'uf'cew Fn'yar NPC Thri Kreen War, Magic, Knowledge, Summoner, Artifice Chaotic Neutral ? God of Magic and War
    The Martyr in progress Drack TBA Death, Animals, Plants, Balance, Sun, Weather True Neutral ? God of The Balance
    Inautia, the Undead Lord NPC Illumian Lich Undeath, Blackwater, Watery Death, Ocean, Necro Lawful Neutral ? Minor God of Undeath and Water
    Eril in progress NPC Human Trade, Darkness, Shadow, Travel Neutral Good ? Minor God
    Kyrrus, Lord of Chaos and Change in progress NPC Doppleganger Chaos, Transformation, Fey, Oracle Chaotic Neutral ? Minor God
    Nordi the Smith, Firstdwarf, Forger of Thorunudin, Dwarf All-Father[/URL] NPC Earth Midgard Dwarf Glory, Family, Dwarf, Destiny, Spell Lawful Good ? Minor God of Dwarves and Smiths
    Saddad the Brave NPC Half Fey Halfling Courage, Sin-Pride, Mental, Force Neutral Evil ? Minor God of Bravery and Insults



    Spoiler: Vestiges
    Show


    Vestige Name Short description
    Roland Vestige of a fallen Paladin in service to Sophia. Banished by his own Goddess.
    Tyrannus Vestige of a fractured and dead God seeking to still influence the Dragon-kind of the world.

    Spoiler: Roland
    Show

    Roland, The Fallen King

    Vestige Level: 3
    Binding Check: DC20

    Granted Powers: Roland grants you powers that boost your fields of blood units, and gives them great power when fighting undead.

    Today We Stand
    The binder's unit gains a +1 bonus to MaB as long as he remains within that unit. This bonus is doubled when the attack is directed against an undead unit.

    We Shall Not Falter
    While this Vestige is Bound the binder gains a +2 bonus to command and any friendly unit within 200ft of him gains a +2 bonus to morale

    Turn Undead
    Once per day if the binder's unit successfully hits an undead unit, the binder may opt to do no damage and instead cause the undead to suffer from the panicked conditions or a number of rounds equal to the binders charisma modifier

    None Escape My Grasp
    The binders unit may make a Kill them all action against any undead unit or any unit that willingly associates with any undead units without using an action. The morale DC is reduced to 15 for good units and is removed for neutral units

    Blaze Of Glory
    Whenever the Binder hp is reduced below zero or is killed by a spell, he is revived at half health. He gains a +2 bonus to str, con, dex and cha. He gains a 30ft flight speed. He gains DR 5/- and fast healing 1 and his weapon gains either the holy or unholy quality [binders choice]. He also gains the ability to smite evil [if good] or smite good [if evil] as if he were a paladin of his binder level. After a number of rounds equal to d4+cha mod he dies and his soul is shattered, leaving him unable of being revived except by a miracle spell or the gift of life divine ability.


    Spoiler: Tyrannus
    Show

    TBA




    Realms: Realms OOC
    Spoiler: Realms
    Show

    Realm Name Ruler Primary Race Theme Free Champion Slots
    The Dark Empire Tchar'Ka'Nak the Dark One Corrupted Humans and Hobgoblins Eevil Evil Empire of Tyranical Supreme Evil 2
    Empire of Markovia Basilissa Serra Humans Slightly Benevolent, but Evil, Vampire Lords ruling over the Human cattle 2
    The Darkened Grove The Council Rule instead All manner of things. No cohesive race. Peaceful Merchant Republic, dedicated the balance of all things and making stupid volumes of money 4
    Mavcerith WIP Kobolds and Elves Good Aligned Nomadic Tribes. 3
    Haven WIP Humans Good Aligned Empire. Arch enemies of the Dark Empire. 3
    The Tohr-Kreen Kra'Chin, Scion of Sid'Jax Thri-Keen and Diopsids Neutral Thri-Keen servants of Sid'Jax 3


    Mercenary Market OOC

    Mercenaries can be contacted either through direct ic contact on the field, or via succeeding in sending them a message by passing a Gather Information check, DC 10+Merc Level. If available they will respond. PCs may determine their own responses.

    Merc level = ECL of highest level character, +1 if leader is a spellcaster, +1 per unit. +1 extra if contains elite unit or war machines etc..

    NPC Mercs/Assassins/Spies!
    Spoiler: NPC Mercenaries
    Show

    Name Race Merc Level Units Type Available Restrictions
    Fulrim's Companions Human 4 1 Regular Medium Human Spearmen Mercenary Yes None.
    Gullon's Elite Human 4 1 Regular Medium Human Swordsmen Mercenary Yes None.
    Badgar's Seawatchers Human 4 1 Regular Light Human Swordsmen Mercenary Yes None.
    Hearth-helm's Defenders Halfling 6 2 Regular Light Halfling Archers Mercenary Yes Non-Evil only.
    Gutter's Goblin Riders Goblin 9 2 Regular Medium Goblin Cavalry Mercenary Yes Evil or Orc/Goblin/Hobgoblin only.
    Maggahass the terror in the dark's Knights Ghouls 19 8 Regular Heavy Ghoul Units Mercenary Yes Wont work for anti-undead sides
    Devalia Winsome's Shieldguard Aasimar 19 6 Elite Heavy Aasimar Infantry Mercenary Yes Non-Evil only.
    Darvstar Redblade Human 10 None Assassin or Spy Yes None.
    Rousillon, Relics of the Empire Draconian 24 1 Elite Draconian Ninja Unit Assassins Yes None.
    Maegar the Fabulous! Elf 11 None Spy Yes Any non-evil.


    PC Mercs/Bandits/Pirates/Assassins/Spies!
    Spoiler: PC Mercenaries
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    Name Player Merc Level Type Available
    Jynx Morbis Meh 7 Spy/Assassin Yes


    PC Merchants!
    Spoiler: Merchants
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    Name Player Base Settlement
    Teivel thethird ?


    Maps

    Spoiler: Numbered Terrain
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    Spoiler: Resource Terrain
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    Spoiler: Political Map
    Show


    Last edited by Gaiyamato; 2015-09-11 at 06:40 PM.

  2. - Top - End - #2
    Troll in the Playground
    Join Date
    May 2009
    Location
    Hobart, Australia
    Gender
    Male

    Default Re: Master Thread for FoB Little world III

    Spoiler: Special note on Unit scores
    Show

    Ok. To clear this up as it has come up in a number of threads I have contradicted myself a couple of times (lol).

    Units use either of these arrays by the choice of the unit creator:

    Standard (10, 10, 10, 11, 11, 11), or non-elite (13, 12, 11, 10, 9, 8).

    Elite units or powerful units may use (15, 14, 13, 12, 10, 8) upon request or just go with all 12.

    Major NPCs such as Cohorts also tend to use the 15, 14, 13, 12, 10, 8 array also.


    Spoiler: Ruler Specific stuff
    Show

    A Ruler is a level 9 character using E20 (E6, but all 20 levels) for advancement. You begin play with a Realm of your own to rule and up to 3 Champions to assist you in your government.
    Only 8 Rulers will be initially recruited at most. The Fields of Blood rules are used by Rulers and it is required to have access in order to apply for a Ruler position.

    New Realms begin with the following:
    1 Free Village. 1 Free Regular Infantry Unit with no special and sticks for weapons.
    The Village gains a free Garrison so you can hire new units there. It does not increase maintenance costs.
    1 Seasons Income from the village (do not count upkeep or government maintenance) plus 10,000RP.

    Rulers who were forced to restart from the previous game gain a bonus Thorpe and a second free unit if they restart as Rulers.

    Note: Rulers and Champions should note that I am sticking with the default that 100 gp = 1 RP and 1RP = 100gp. Feel free to pump your WBL into starting RPs. You may keep excess RPs gained this way in your "coffers".


    Spoiler: Champion Specifics
    Show

    For Recruitment details please refer to the chosen Ruler!

    Champions may only be recruited by ACTIVE Rulers into the game. You may apply to be a Champion and remain in a queue until someone wants you. You might be waiting a while though.
    All champions are a level 6 E6 character unit under the leadership of one of the Rulers. You believe in the ruler utterly and are 100% loyal (can be waived for evil characters).
    Champions not only help to form a vital part of the Realm government, but they also bring a bonus to the new Realm.

    Spoiler: Champion Realm Bonus
    Show

    • A combat/leadership role character may bring one unit with them. This is your personal field unit. The Unit is a Regular military unit, at full strength. fighting style will be the same as the Champion. It begins with the Personal subtype for free. It also begins with the Unbreakable Feat for free. Upkeep is still required. The unit cost should be capped at 1000RPs.
    • A caster erects a free level 1 building of their appropriate type in the Capital. (Stone Circle for Druids, Arcane Tower for Arcane casters, Chapel for Clerics/Paladin's). If the Capital already has this building it gains a level for free. Upkeep is still required.
    • A character using Aristocrat 5 and 1 level of an Aristocrat Prc (See Quintessential Aristocrat book), or approved thematic Prc (or 6 levels of Aristocrat) brings a free Thorpe of their own with them and 200 RPs of their own. They are a sworn vassal of their Ruler and not a Ruler in their own right.
    • A character dedicated to Spying or Rogue-like activity (playing a Rogue will assure you this option) adds a free level 1 Gang in the capital. Upkeep is still required. Swashbucklers, Aristocrats, Ninjas etc. can all qualify for this easily with the right feats and prestige class choices.
    • A character with a single level of Merchant prince (See Powers of Faerun Book) gains access to up to two Resources added to the Capital. In addition I will convert profits made from the businesses being run by the champion into RPs for the Champion to use how they wish (and to be more easily taxed by the ruler....)

    Note: I am pretty flexible on some of this. We can work out what would suit you best.



    Spoiler: Everyone else!
    Show

    All start at as level 6 E6 characters, just like a champion. However they gain different bonuses and do not start the game loyal to any Ruler. You can chose any part of the map to begin play in.

    • Mercenary Bands gain 1000RP to spend on military units and supplies. Mercenary Bands can be contacted as if they were an NPC Mercenary, so will get job offers from Rulers from time to time.
    • Bandits gain 500RP worth of military units and supplies and a hideout.
    • Pirates gain 500RP worth of military units and a free pirate ship!
    • Assassins/Spies may select a bonus Espionage specific feat (See Espionage Rules) and gain +25% starting WBL to spend on relevant equipment for their trade. They also gain free membership to their relevant guild. Assassins and Spies can be contacted as if they were an NPC Mercenary, so will get job offers from Rulers from time to time.
    • Merchants gain a Merchant Business for free (See DMGII Running a Business rules), a single Regular unit of guards with value no greater than 200RP and a Trade Caravan of goods to assist with the business with 200RP. Merchants provide bonus economic income to Rulers and tend to be well looked after. Successful Merchants may even find themselves in positions of power very easily.



    Spoiler: E6 Big 16
    Show

    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.)?
    DnD 3.5 Using the Fields of Blood book.

    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.)?
    Fields of Blood.

    3. How many Players are you looking for? Will you be taking alternates, and if so, how many?
    Anyone may join as a Mercenary at any time. Kingdoms are limited to 3 Champions per Ruler so excess players may play as a Mercenary.
    Only 8 rulers will be ever recruited to start with. The Kingdoms can split and lower level characters can become rulers.

    4. What's the gaming medium (OOTS, chat, e-mail etc.)?
    Giantitp forums and email when required.

    5. What is the characters' starting status (i.e. experience level)?
    Rulers are level 9 E20 characters.
    Everyone else are Level 6 E6 Characters.


    Epic 6 Rules Here


    6. How much gold or other starting funds will the characters begin with?
    Standard WBL for your level.

    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?
    Only already approved homebrew or homebrew you made yourself may be used. Feel free to ask, but also feel free for me to say no.
    Other than that knock yourself out.

    8. What races, subraces, species, etc. are allowed for your game? Will you allow homebrewed races or species? 'Prestige' races or species?
    Any race that works. Prefer if you chose one of the races from the existing player kingdoms as defined by the Rulers however.

    Racial LA adjusts point buy points in order to offset the LA:
    +0 42
    +1 35
    +2 28
    +3 20
    +4 10
    +5 00


    9. By what method should Players generate their attributes/ability scores and Hit Points?
    42 Point buy. Max HP all levels.

    10. Does your game use alignment? What are your restrictions, if so?
    Yep, normal DnD alignment.

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

    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? If players can make die rolls, which ones do they make, how should they make the rolls, and how should they report them?
    Roll on the forums.

    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.
    See the Master Thread. Subscribe to the Master Thread.

    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)?
    As much as you feel like.

    15. Does your game involve a lot of hack & slash, puzzle solving, roleplaying, or a combination of the above?
    I really don't know.. Whatever comes up comes up. Very sandboxish. A lot of hack and slash can occur.

    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?
    No, but there is a list of things that are fine out of the box, everything else needs to be asked for.


    Spoiler: Other important details
    Show

    This will be a small scale sand-box game using the Fields of Blood - Book of War by Eden Studios. EDIT: Obtain the Fields of blood pdf legally for $7.50.
    Outside of anything in the SRD and standard Core books for D&D 3.5, plus the Fields of Blood book (required!! A player MUST have the SRD (available online for free....) + Fields of Blood book in order to play as a Ruler or Champion.) the following books are allowed by default:

    • Book of Erotic Fantasy (limited given the rules for this forum. But some classes and feats are useful and can apply.)
    • Book of Exalted Deeds
    • Book of Vile Darkness (broken rules/classes wont be used)
    • All of the Complete Books
    • Deities and Demigods
    • Elder Evils
    • Frostburn
    • Heroes of Battle (Some of the feats and prestige classes and equipment only. The rest of it is not compatible)
    • Heroes of Horror (Not using Taint rules however - anything that requires Taint is unsable)
    • Libris Mortis
    • Lords of Madness
    • Magic of Incarnum
    • All of the Monster Manuals (though much of the playable races wont be allowed)
    • Planar Handbook
    • Player's Handbook II
    • All of the "Races of" books except Races of the Dragon (Really.. no player Dragons please. :P)
    • Sandstorm
    • Stormwrack
    • Tome of Battle
    • Tome of Magic
    • Weapons of Legacy (Encouraged! Nothing like a ruler with a mighty weapon. I am willing to work with players if they wish to design their own weapons. )


    Special note: Any of the 3.5 Compatible Quintessential Guide books are also allowed. However some things I will say no to. I WILL be using the Quintessential Aristocrat, but you are not required to do so yourselves.

    I am willing to use any actual published book so long is does not break anything and fits fine with the Fields of Blood rules.

    Anything on this page is usable.

    The Quintessential Aristocrat book is freely available in html format here.

    NOTE: Merchant Prince prestige class (Powers of Faerun) does not require the Guild feat for entry.


    ---------------------------------------------------------------

    Leadership Responsibilities


    Spoiler
    Show

    Each Realm may assign leadership positions within the Realm. In order to gain the bonuses for their Role, the character must spend a total of 4 weeks each Season dedicated to their task. A character is only allowed 1 Role.

    A new leader may be assigned to a role by using one of the Realm's Martial actions for the week and paying the given amount of RPs. The new leadership role is active after the completion time has passed.

    Each Role may only be assigned to one character at a time.

    Ruler
    Titles: King, Queen, Emperor, Emperess, Autocrat, Tsar/Czar/Csar/Tzar, Caesar/Kaiser, Basileus, Cheif, Shah, Samraat
    Requirements: Must be the Ruler of the Realm.
    Benefit: Grants the standard 2 Regeant and 2 Kingdom actions on the first week of each season. Without a Ruler you get no Regeant or Kingdom actions and suffer from a lack of leadership (See FoB for other effects).
    Note: This is not granting extra effects, this just grants what you already get.

    Cost to assign: 200RP. Completion: 13 weeks.

    Consort
    Titles: Queen, Emperess, Dutchess, Mistress. A male might be called Consort.
    Benefit: May maintain Ruler's roles should the Ruler be incapacitated. Should they do this they require twice the time a Ruler must dedicate for the first season in order to 'get the hang of the job'.

    Cost to assign: 50RP. Completion: 1 week.

    Heir
    Can either a natural Heir (child) or appointed.
    Benefit: May assume the Ruler position immediately (if able) should the Ruler be indisposed or slain. Should they do this they require twice the time a Ruler must dedicate for the first season in order to 'get the hang of the job'.

    Cost to assign: 30RP. Completion: 1 week.

    Special: If the kingdom has both a Consort and an Heir and the Ruler dies they may work together each spending only the normal time dedicating themselves to the Ruler position. Children who are not of age yet will be ruled by the Consort if any or another appointee from another position must take the Consort role.

    Grand Diplomat
    Requirement: Hold a title granted to you within a Realm. Diplomacy 9, Bluff 9, Knowledge(Nobility) 9, Knowledge(Local) 6.
    Benefit: The Grand Diplomat may perform one of the following actions per week. This requires the Diplomat to dedicate himself to the task for that entire week. Clearly any of these actions will require discussion with the Realm Ruler before hand.

    Actions:
    Declare War
    Declare Peace
    Forge Alliance
    Trade

    In addition a Grand Diplomat receives a +5 bonus on Diplomacy, Sense Motive and Bluff Checks when negotiating for the Realm.

    Cost to assign: 100RP. Completion: 2 weeks.

    ------------------------------------------------------

    Titles of Nobility
    Lots of options.

    Titles of Nobility can be given out to any PC or noteworthy NPC loyal to the Realm. These serve little purpose other than they may immediately fill a vacancy should one open up without needing to spend any time or money on the process. Aristocrats may select a title for free when making their character.

    Cost to assign: 10RP. Completion: 1 week.

    Spoiler: New Feat
    Show

    Note: Feats that grant a Realm an additional action only count once per Realm. Should more than one character hold the same feat, it's effects only apply once.

    Dedicated Ruler
    Requirement: Hold the Ruler title to a Realm. Spend 2 additional weeks per season tending to Ruler duties.
    Benefit: Your Realm gains an additional Regeant action at the start (during week 1) of each Season.

    Involved Mistress/Master
    Requirement: Hold the Consort title to a Realm. Knowledge(Nobility & Royalty) 8
    Benefit: If the Ruler is killed you may fulfill the role as normal. You require only to spend 1 week less than normal learning the new Leadership roles (so 5, not 6 each season). While the Ruler is alive you must spend 1 week working with them on Ruling the Realm each month. This feat qualifies you for the Dedicated Ruler Feat.
    Note: The Dedicated Ruler feat will have no effect unless you are the Ruler.

    The Power Behind the Throne
    Requires: Hold a title granted to you within a Realm. Gather Information 8, Espionage 8. Dedicated Marshal, Spymaster.
    Benefit: You have spies everywhere, everyone knows your name and whispers it with dread. Every settlement in your Realm counts as having you personally counterspying with a penalty of 1 per settlement the Realm controls to your Espionage Skill bonus to a minimum of 1.

    Dedicated Marshal
    Requirement: Hold a title granted to you within a Realm. BAB 5+. Command 9
    Benefit: Your Realm gains an additional Martial action every 4 turns (so weeks 1, 5, 9 and 13).

    Expert Researcher
    Requires: Hold a title granted to you within a Realm. Caster Level 6+. Spellcraft 9, Knowledge(Arcana) 9
    Benefit: May undertake dedicated research on large magical realm-wide topics. Either unlocking a major idea/concept or developing a new Arcane Realm Spell. Each week of dedication to the task allows 1 roll (rules TBA).

    Enigmatic Prosthelytizer
    Requires: Hold a title granted to you within a Realm. Religious Leader. Knowledge(Religion) 9.
    Benefit: Your Realm gains 1 additional Preach Faith Action every 4 turns (so weeks 1, 5, 9 and 13).

    Energetic inquisitor
    Requires: Hold a title granted to you within a Realm. Savvy Inquisitor. Knowledge(Religion) 9.
    Benefit: Your Realm gains 1 additional Quash Faith Action every 4 turns (so weeks 1, 5, 9 and 13).

    Magical Priest
    Requires: Hold a title granted to you within a Realm. Able to cast at least 3rd level Divine spells. Spellcraft 9.
    Benefit: Chose Divine or Druid Realm spells when taking this feat. If chosing Divine spells you must be able to cast spells from the Cleric or Paladin lists. If chosing Druid spells you must be able to cast spells from the Druid list.
    When your Realm is using an Action to cast a Realm spell, your Realm may count it's buildings as 1 level higher for 1 Spell cast within that week.
    Each character with this feat may apply it to a separate Realm Spell being cast only. The level increases never stack.

    Economic Diplomat
    Requires: Hold a title granted to you within a Realm. At least 1 level of Aristocrat Class. Business Savvy. Diplomacy 8, Profession(Merchant) 8.
    Benefit: Trade agreement implementation costs are halved for your Realm. This may only be counted once for your Realm. This does not affect the costs for other Realms building Trade Routes to your Realm.



    Realm Government Ideology and Styles Structure


    Spoiler
    Show

    In addition to Government style realms have a basic underlying Ideology in the way they approach solving problems within the realm, and who is seen as the ruling class of the society. This Ideology style can be easily changed at the start of any season by the current Ruler for free. Though at DM discretion it may result in some civil strife.

    complete options for Realms:

    Civilization
    Nomad (Cannot select Technocrat style)
    Barbarian
    Cultured
    Civilized

    Government
    Despot
    Warlord
    Noble
    Neutral (Must select none for Secular/Theocratic Religious Ideology)
    None (Must select none for Secular/Theocratic Religious Ideology and Style)

    Style
    All options other than "none" increase settlement base upkeep (not improvement upkeep however) by 10%.
    None
    Mercantilist - Decreases the cost of Assets by 10%, +1 Trade Caravan from the Capital per turn.
    Technocratic - Decreases the cost of Guilds and Assets by 10%
    Aristocratic - Raising Elite Units costs 10% less. This affects their upkeep costs also.

    Religious Ideology
    None
    Secular
    Theoractic

    Secular and Theocratic governments
    Secular Governments do not have a favoured religion and do not need to reserve 10% of Religion Slots to dedicate to any faith, spreading slots evenly instead when founding settlements. Chapels and improvements, cost 25% more.

    Theocratic Governments must chose one favoured religion. All Quash Faith actions must "violently" (through denial of civil rights/civil justice etc., does not need to be literally violent) persecute faiths that differ from the national faith. All standard spread religion rolls each turn are treated as a Quash Faith action in addition to the normal roll, against all religions other than the selected religion. Noble Theocratic Realms only trigger violent persecution when actively performing the action, and not during normal rolls each week, though normal rolls still count as a Quash Faith action roll.
    Chapels etc. cost 10% less and provide double the bonus to spread religion rolls for the settlement.


    COMPLETE DIVINE RULES

    Spoiler
    Show

    Religions Available:
    Num Religion Max Slots that can be allotted to a new settlement
    1 Rassl'eth the Dread Emperor any
    2 Sophia, the White Lady any
    3 Sid'Jax/Wn'uf'cew Fn'yar any
    4 The Martyr any
    5 Inautia, the Undead Lord max if a coastal province. 1 otherwise.
    6 Eril 1. If Chosen national faith up to 10% of total slots plus +2 is allowed.
    7 Kyrrus, Lord of Chaos, Change 1. If Chosen national faith up to 10% of total slots plus +2 is allowed.
    8 Nordi the Smith, Firstdwarf, Forger of Thorunudin, Dwarf All-Father Any if dominant race is Dwarf, else 1. yes
    9 Sadad the Brave Any if dominant race is a small-sized race, else 1 yes
    10 Distrust the Gods/Dislike the Gods Any, must always be assigned last unless national "Religion". May be chosen second if Atheism is the national "Religion".
    11 Atheist (Gods don't exist) 2, must always be assigned last unless national "Religion". If national "Religion" then max slots are 8. May be chosen second if Distrust the Gods/Dislike the Gods is the national "Religion".

    Population Centres
    Population Centre Type Production Modifier Max Units Pop Slots Religion Slots Slot weight Max Caster level available
    Thorpe 0.25 5 7 63 1 3
    Hamlet 0.5 8 12 96 1 6
    Village 1 12 24 168 1 9
    Small town 2 16 48 288 1 12
    Large Town 2.5 24 84 420 1 15
    Small City 3 36 144 504 1 17
    Large City 4 50 250 750 1 20
    Metropolis 5 100 600 1200 1 20
    Small Camp 1 14 28 84 2 3 +2 for Druid
    Medium Camp 1.5 21 43 86 3 9 + 3 for Druid
    Large Camp 2 30 90 90 5 16 + 4 for Druid

    Religion Slots: These represent a portion of the population who worship a particular faith. Each different religious belief option (including none and all of the main pantheon) is assigned a slot with all new settlements. Remaining slots are then assigned by the Ruler who founded the settlement. These directly influence how much power each God has.

    When assigning slots 10% of the total slots first go to the national religion. Then assign slots 1 at a time until all religions are assigned 1 slot (in any chosen order. Ignore religions you cannot assign slots to ie: because you have reached the maximum number of slots in that religion already), then repeat until all slots are allotted (using the same order you began in) until all slots are assigned.

    A Ruler may chose 5 Religions before assigning slots. These Religions are reduced to a maximum of 1 slot each (so only need to be assigned once).

    Spread Religion Roll: As each new week is declared by the GM, the GM rolls a D20 for every religion for every settlement in the game against a DC of 10. Failure indicates that that faith is waning. Success indicates a gain for that faith. The GM will rank the results with highest at the top and lowest at the bottom. Those who succeeded on a result of 10-15 are removed from the table. Then those who failed will lose 1 slot, working upward and awarding a slot to the Faiths who succeeded, working downward and removing each one as processed from the top and bottom. Excess faiths who failed/succeeded are ignored for this week without change.

    Modifiers
    Modifier Bonus/Penalty Applies on..
    God personally appeared within the last month +3 Standard rolls and Quash rolls
    God blessed Realm this month +2 Standard rolls and Quash rolls
    National Faith +2 All rolls.
    Already has more than 10% of slots within settlement +1 Standard rolls
    Chapel or better dedicated to faith in settlement +1 All rolls.
    Faith was actively spread last week +1 Standard rolls
    Faith present in another settlement within 2 hexes +1 Standard rolls and Quash rolls
    Grew on last roll made +1 All rolls
    Shrunk on last roll made -1 All rolls
    Faith not present in any settlement within 2 hexes -1 Standard rolls and Quash rolls
    Faith was actively Quashed last week -1 Standard rolls
    God acted against followers -3 All rolls.
    God has died or been banished -5 All rolls.

    Nomad Camps: Each time a God is assigned slots it must be assigned half of the current remaining Religion Slots. So the first God takes 50%, the second 25%, the third 12.5% etc. until the final slot is assigned.

    Spoiler: New Actions
    Show

    Regeant

    Preach Faith
    Type: Standard
    Cost: 10 times the Production modifier of the selected settlement
    Effect:
    The GM rolls a spread religion effect on the settlement with a +2 modifier for your religion.

    Quash Faith
    Type: Standard
    Cost: 5 times the Production modifier of the selected settlement. Chance of population decrease.
    Effect:
    Select a religion that you do not follow and is not the national religion for the Realm the settlement belongs to. The GM rolls a spread religion effect for the settlement, ignoring any potential increase for the chosen religion, and ignoring a decrease for any other religion.

    You may also opt to violently persecute the followers of the selected faith. Noble Governments may not select this option. If you have a unit with the Garrison type within the city it may spend this week hunting down and arresting or executing followers of the selected faith. 1 Slot of the chosen faith is eliminated entirely (assigned instead to faith with highest followers).

    There is a chance that when violently persecuting a faith it will chose to fight back. Roll 1D20+number of slots dedicated to oppressed religion. DC is 19. For each success a unit of Commoners of the same race as the settlement with the light infantry Irregular type armed with Irregular weapons rises up. For every 4 units of commoners 1 unit of cult leaders rises up. Treat this unit as a unit of monk light infantry regulars armed with light weapons. These units will fight against any forces present in the selected settlement in an attempt to seize the settlement. If they win they form a new NPC Realm with their faith as the dominant religion. If they lose 1 slot per unit that rose up is removed and added per the results of the spread religion roll.

    Should this result in a change to the oppressed religion greater than Total Religion Slots/Total Population Slots after rolling the spread religion roll then the settlement decreases by 1 size to a minimum of a Thorpe.


    Spoiler: New Feats
    Show

    Religious Leader [DIVINE]
    Requires: True Believer.
    Benefits: When founding a Thorpe if you are the Ruler you may move one slot of your choice and assign it to any faith. As a Champion or Ruler you may take the "Preach Faith" action as a Martial action instead of a Regeant Action.

    Crush the Heresy [DIVINE]
    Requires: Religious Leader and Investigator.
    Benefits: You may take the action "Quash Faith" as a Martial action instead of a Regeant Action. You must spend the week performing this action personally and can take no other actions.

    Savvy Inquisitor [DIVINE]
    Requires: Crush the Heresy. Int, Wis and Cha 13+
    Benefits: Increase the DC for violently persecuted faiths to rise up by 2.
    You may take this feat multiple times.

    Enemy of the Cabals [EXALTED] [DIVINE]
    Requires: Good alignment, Crush the Heresy.
    Benefits: When taking the Quash Faith action on a settlement with any slots dedicated to the Dark Cabal or The Cult of the Darkness Below, an additional slot is always removed. You may chose to violently persecute even if a member of a Noble government.

    Destroyer of the Light [VILE] [DIVINE]
    Requires: Evil alignment, Crush the Heresy.
    Benefits: When taking the Quash Faith action on a settlement with any slots dedicated to the Sophia or the Cult of Solana, an additional slot is always removed. You may chose to violently persecute even if a member of a Noble government.

    Throw off the shackles!
    Requires: Atheist/Hatred of the Gods, Ruler
    Benefits: When assigning slots to a new settlement reserve slots as if it were a nomad camp. If it is a Nomad camp then 60% of the slots at each stage are assigned instead of 50%. Your first two choices must always be Atheist and Distrust/Dislike. You may never assign slots to The Cult of the Darkness Below unless forced to do so (you have a LOT of slots to assign).

    God Slayer
    Requires: Throw off the shackles!, Godsight (Godsight only requires CHA 13+), BAB 9+
    Benefit: You may add half your HD to saving throws against divine spells. If you have the Apostate feat then combined they allow your full HD.
    Your attacks all count as EPIC for overcoming Damage Reduction and preventing fast healing granted by the Divine Template (but not from other sources).

    Destroyer of the Divine [VILE]
    Requires: God Slayer, Harvester of Souls, BAB 12+
    Benefit: If you have successfully inflicted damage to a character with Divine Rank of 0+ with a melee weapon in the previous round of combat, you may chose to make a Coup-de-grace attack as a full-round action that does not provoke Attacks of Opportunity against the previously damaged target. If you attempt fails the target is treated as having 1 less divine rank (minimum 0 divine rank) for 1 round per 4 HD you possess.

    Cult Infiltrator
    Requires: Spymaster, Expert Counterspy
    Benefit: When performing the counterspy action in a settlement all spread religion rolls provide a bonus equal to your Espionage skill ranks to benefit your own faith, or to penalise a faith of your choice (chose at the start of each week you commence the counterspy action).


    -------------------------------------

    Divine Points
    Any being with a divine rank of at least 0 gains divine points per week. Excess points left at the end of each week do not carry over.

    A deity who reduces themselves to 0 Divine Points must sleep within 1D3+Divine Rank minutes of being reduced to 0 points, until the start of the following week. This ignores the normal rules for deities not requiring sleep. A sleeping deity is instantly transported to their private realm/fortress (at a location of their chosing).

    Gaining Divine Points
    Add up all non-Atheist, non Pantheon speficic, non Distrust the Gods/Dislike the Gods slots.

    Add up all of the Pantheon slots.

    Add 1/4 Distrust the Gods/Dislike the Gods slots to every Pantheon slots total.

    Add 1/2 Pantheon slots to each God within the Panthon and add these to the total pool also.

    Determine what % of the total pool each God now holds and refer to the table below:
    % of total slots Divine Points granted
    <1 0
    1 20
    2 30
    3 35
    4 50
    5 55
    6 65
    7 80
    8 90
    9 110
    10 130
    11-13 160
    14-15 190
    16-20 230
    21-30 300
    31-40 400
    41-50 500
    51-70 700
    71-90 1000
    91-100 Infinite

    -------------------------------------

    Gaining the Divine Ranks
    May spend acquired Divine Points on gaining a single rank once per month. The noted volume of Divine Points are lost from each weekly total for 4 weeks after gaining the rank (1 month, but it crosses over seasons etc.).

    Current Divine Rank Points Cost to gain 1 Rank
    None 20
    0 Prev*1.4 = 28
    1 Prev*1.35 = 37
    2 Prev*1.35 = 49
    3 Prev*1.3 = 63
    4 Prev*1.3 = 81
    5 Prev*1.25 = 101
    6 Prev*1.25 = 126
    7 Prev*1.25 = 157
    8 Prev*1.2 = 188
    9 Prev*1.2 = 225
    10 Prev*1.2 = 270
    11-20 Previous DPs required *1.1

    Ruling or Co-Ruling a Pantheon adds +4 Divine ranks.
    A Pantheon Ruler gains +1 rank for each 10 Gods (or part-thereof) in it, maximum of +2.

    Abstracted cults/unified pantheons/philosophies etc. cannot gain ranks. their ranks are the result of the ranks possessed by the Gods that allow them to exist.

    Losing Divine Ranks
    If your Divine points per week falls below the number required to raise you to your current divine rank (So your current rank-1 cost to raise to your current rank) then you lose 1 rank. If you are Divine Rank 0 you cannot cease to have a Divine Rank. Instead you begin to fade away into a vestige or a lost God (your choice) over 1D3 weeks unless you chose to become mortal (losing your Divine Rank of 0) or your points increase again.

    Chosing Mortality does not lose levels or Gestalt/Tristalt etc. tracks.

    Divine Template
    Anything not listed here does not change.

    Hit Points
    Deities receive maximum hit points for each Hit Die. They also gain bonus hit points per Hit Dice equal to their Divine Rank.

    Speed
    Deities multiply all movement modes by half their divine rank plus 2 (round down). [(DvR+2)/2]

    Bypassing Damage Reduction
    As outsiders with alignment subtypes, the natural attacks of deities, as well as any weapons they wield, are considered aligned the same as the deity for the purposes of bypassing damage reduction.
    In addition deities of Rank 2 or greater treat all attacks with weapons, natural attacks and unarmed attacks as being EPIC to bypass damage reduction.

    Regeneration
    All Deities gain Regeneration at a rate equal to their Divine Rank-1 (min 0, a deity with 0 Regeneration lack Regeneration until they gain a sufficient divine rank).
    Only EPIC damage type may prevent this. A Deity who has been destroyed without receiving EPIC damage may chose to have their body rebuild itself in any location they may normally manifest to. If this is on the Prime Material plane they must pay Divine Points to Manifest upon reaching 1 hp if they normally should do so (See Blow).

    Fast Healing
    All Deities gain Fast Healing equal to their Divine Rank, plus any other sources of fast healing they possess. EPIC Damage prevents fast healing for 1 round, no other method can prevent this healing. This healing stacks with Regeneration healing (they both heal you each round).

    Salient Divine Abilities
    All deities have 1 Salient divine ability they qualify for, and +1 bonus for each 5 ranks.

    Domain Powers
    A deity of rank 1 or higher can use any domain power it can grant a number of times per day equal to its divine rank for a cost of 1 Divine Point each use (if the power normally can be used more often than that, the deity gets the greater number of uses). If a domain power is based on a cleric’s level (or one-half a cleric’s level), a deity with no cleric levels has an effective cleric level equal to the deity’s divine rank (or one-half the deity’s divine rank) for this purpose. Passive powers (such a bonuses to skills or bonus feats etc.) cost no points. Clarification: Deities do gain the passive abilities of Domains.

    Spell-Like Abilities
    A deity can use any domain spell it can grant as a spell-like ability a number of times per day equal to its divine rank for a cost of 3, +1 per level of the spell, Divine Points. The deity’s effective caster level for such abilities is 10 + the deity’s divine rank. The saving throw DC for such abilities is 10 + the spell level + the deity’s Charisma/Intelligence/Wisdom (deity may chose which applied to all of their domains) bonus (if any) + the deity’s divine rank.

    Remote Sensing
    As a standard action that costs 3 Divine Points, a deity of rank 1 or higher can perceive everything within a radius of one mile per rank around single Hex containing any of its worshipers, holy sites, or other objects or locales sacred to the deity. This supernatural effect can also be centered on any place where someone speaks the deity’s name or title for up to 1 hour after the name is spoken, and at any location when an event related to the deity’s portfolio occurs. The remote sensing power can cross planes and penetrate any barrier except a divine shield (described in Salient Divine Abilities) or an area otherwise blocked by a deity of equal or higher rank. Remote sensing is not fooled by misdirection or nondetection or similar spells, and it does not create a magical sensor that other creatures can detect. A deity can extend its senses to two or more remote locations at once (depending on divine rank) and still sense what’s going on nearby.

    Once a deity chooses a remote location to sense, it automatically receives sensory information from that location until it chooses a new location to sense, or until it can’t sense the location.

    A deity can act normally while remote sensing.

    Divine Rank Remote Locations
    1-8 2
    9-16 3
    17+ 5

    Block Sensing
    As a standard action that costs 2 Divine Points, a deity of rank 1 or higher can block the sensing ability of other deities of its rank or lower. This power extends to the hex currently containing the deity, or within any hex containing a chapel/temple or other locale sacred to the deity, or any hex(s) containing a portfolio-related event. The deity can block one remote location, plus the hex containing itself. The blockage lasts 1 hour per divine rank, but may be renewed through expending 1 more Divine Point for another hour before the effect ends.

    A deity can act normally while blocking remote sensing.

    Create Magic Items
    A deity of rank 1 or higher can create magic items related to its portfolio without any requisite item creation feat, provided that the deity possesses all other prerequisites for the item by expending Divine Points. The maximum item value a deity can create is a function of its divine rank (see table). The item’s cost and creation time remain unchanged, but the deity is free to undertake any activity when not laboring on the item.

    If a deity has the item creation feat pertaining to the item it wishes to create, the cost (in gold and XP) and creation times are halved if it expends the Divine Points noted on the table below. Deities with the required creation feats are not limited to a maximum market price as noted below.

    Divine Rank Maximum Market Price Divine Points Cost
    1 4,500 gp 4
    2-4 9,000gp 3
    5-8 30,000 gp 3
    9-11 100,000gp (including artifact) 3
    12-15 200,000 gp (including artifact) 3
    16+ No maximum (including artifact) 2
    Creating an Artifact without the Create Artifact feat requires ten times the Divine Point cost.

    Remote Communication
    As a standard action costing 2 Divine Points, a deity of rank 1 or higher can send a communication to a remote location. The deity can speak to any of its own worshipers, and to anyone within one mile per rank away from a site dedicated to the deity, or within one mile per rank away from a statue or other likeness of the deity. The creature being contacted can receive a telepathic message that only it can hear. Alternatively, the deity’s voice can seem to issue from the air, the ground, or from some object of the deity’s choosing (but not an object or locale dedicated to another deity of equal or higher rank than the deity who is speaking). In the latter case, anyone within earshot of the sound can hear it. The deity can send a manifestation or omen instead of a spoken or telepathic message. The exact nature of this communication varies with the deity, but it usually is some visible phenomenon. A deity’s communication power can cross planes and penetrate any barrier. Once communication is initiated, the deity can continue communicating as a free action until it decides to end the communication. A deity can carry on as many remote communications at one time as it can remote sense at one time.

    Godly Realm
    Scrapped.

    Travel
    A deity of rank 1 or higher can use greater teleport as a spell-like ability at will at a cost of 2 Divine Points, as the spell cast by a 20th-level character, except that the deity can transport only itself and up to 100 pounds of objects per divine rank. A deity of rank 2 or higher also can use plane shift as a spell-like ability at will at a cost of 10 Divine Points, as the spell cast by a 20th-level character, except that the deity can only transport itself and up to 100 pounds of objects. If the deity has a familiar, personal mount, or personal intelligent weapon, the creature can accompany the deity in any mode of travel if the deity touches it. The creature’s weight counts against the deity’s weight limit.
    Plane Shift is subjected to planar spell failure. Roll a D%. 90+ indicates success. Less than 10 by not 1 indicates that the deity has shifted to a random point in a random accessible plane instead. A result of a 1 banishes the deity to the far realms and the deity becomes a vestige unless rescued.

    Manifestation in the Prime
    Violating the Prime plane of the little world takes effort. Personally Manifesting requires 5 Divine Points and drains 1 point per 10 minutes present.
    Gods who are not part of the Core Pantheon instead must spend 2 Divine Points when entering a new hex, but do not spend points per minute unless outside of their home hex or any surrounding adjacent hex.


    Prophecy
    Use Communication rules.

    Perform Miracle
    Allow a Miracle spell to exceed it's normal requirements by expending 2000xp or 15 Divine Points.

    Spoiler: New Feats
    Show

    Dedicated to small deeds
    Through paying close attention to the minor daily needs of their followers the God gains a more stable following across the entire world.

    Prerequisite: Divine Rank 1+, At least 1 Religion Slot dedicated to worship anywhere in the world.

    Benefit: Standard Weekly Spread Religion rolls anywhere in the world for your faith gain +1 for each 5 Divine Ranks you possess. Any Pantheons or sub-Pantheons you are part of gain +1 also (eg: Core, Law and Evil for Vile).

    Special: The first or last week (your choice when you take this feat) of each month must be dedicated to paying attention to your followers. Failure to do this negates the bonus until you are able to dedicate your time once more (must be only one the week you chose when taking the feat).

    Bonus Divine
    Requires: Divine Rank 0+
    Benefit: You have 3 bonus Divine Points to spend each week. These points cannot be used to raise you a Divine Rank and will not prevent you losing a Divine Rank. Should you ever become mortal this feat ceases to function until you gain Divine Rank 0+ again.
    This feat may be taken multiple times.

    Divine Fuel [INCARNUM]
    Requires: An Essentia pool, Divine Rank 0+
    Benefit: You may invest Essentia up to to half your Divine Rank +1 into this feat. Each point of invested Essentia grants you +2 bonus Divine Points to spend each week. You must reassign the same amount of Essentia each day into the feat as you chose at the start of the week. You cannot reassign this essentia through any means. These points cannot be used to raise you a Divine Rank and will not prevent you losing a Divine Rank. Should you ever become mortal this feat ceases to function until you gain Divine Rank 0+ again.
    This feat grants 1 bonus essentia.

    Forever After
    Requires: Avatar, Bonus Divine.
    Benefit: Should you ever be at Divine Rank 0 and lose your followers you may continue as a Divine Rank 0 "mortal", maintaining all benefits of having a Divine Rank of 0. You lose any Divine Realm you may have been granted and are cast out to the world below. This feat, and any feat requiring a divine rank does not ever cease to function.

    Gestalt Track
    Requires: Divine Rank 0+, must have completed a quest set by GM or enacted some great event as discussed by GM
    Benefit: Gain a Gestalt track
    Note: If you already have a Gestalt track then you count as having this feat.

    Tristalt Track [EPIC]
    Requires: Divine Rank 6+, Any mental score above 29, must be Gestalt. Forever After. GM approval required.
    Benefit: Gain an additional Track and become Tristalt.

    Quadsalt Track [EPIC]
    Requires: Divine Rank 9+, Any two mental scores above 35, Tristalt Track. GM approval required.
    Benefit: Gain an additional Track and become Quadsalt.

    Extra Remote Sensing [EPIC]
    Requires: Divine Rank 1+
    Benefit: You may sense 1 additional Hex when using Remote Sensing.
    You may take this feat multiple times.

    Anathematic Secrecy [EPIC]
    Requires: Divine Rank 6+, Charisma 25+, Wisdom 25+, Obscure Personal Truename
    Benefit: You are immune to all divine divination spell effects and divine sensing is blocked within the hex you are currently within - except for the hall of the Gods - from any God of any Divine Rank. You may lower and raise this effect at will.

    Create Hex Cluster [EPIC]
    Requires: Divine Rank 6+, Alter Hex, Destroy Empty Hex, 100+ Divine Points per week.
    Benefit: Once per month you may trigger the GM to generate a cluster of 7 Hexes with random terrain types. This cluster attaches randomly from any direction onto the world. This drains all of your Divine Points for the week.

    Alter Hex [EPIC]
    Requires: Divine Rank 3+
    Benefit: You may change one uncontrolled hex to any available terrain type by expending 55 Divine Points.

    Destroy Empty Hex [EPIC]
    Requires: Divine Rank 3+
    Benefit: You may destroy one uncontrolled hex from the edge of the map by expending 55 Divine Points. This is a VERY Evil act.


    Spoiler: Divine FAQ
    Show

    Enemy of the Cabals, Destroyer of the Light, Throw off the shackles! - Players may design a version of these feats specific to other religions. Subject to DM approval.

    Last edited by Gaiyamato; 2015-09-10 at 08:09 PM.

  3. - Top - End - #3
    Troll in the Playground
    Join Date
    May 2009
    Location
    Hobart, Australia
    Gender
    Male

    Default Re: Master Thread for FoB Little world III

    Fields of Blood Espionage

    Spoiler
    Show

    New Skill:
    Espionage (Intelligence, Wisdom or Charisma)
    Used for Espionage actions by the character.
    +5 bonus if can shapeshift or alter form.
    +2 synergy bonus if have 5 ranks in Knowledge(Politics), Knowledge(Local), Disguise, Forgery, Move Silently, Hide, or Bluff.
    +2 bonus for spymaster feat.
    +1 Bonus if possess the cover class feature, +2 instead if possess the deep cover class feature.

    Feats:
    Spymaster
    Requires: Realm Authority, Int or Wis, and Cha 13+.
    A Ruler gains a free Regeant or Martial espionage action each week.
    Champions give their Ruler an additional Martial Espionage action each week.
    The free Martial actions count as directed and gain either +Int or +Wis bonus on the rolls for the acting spy.
    +2 Bonus on Espionage skill checks for this character.

    Expert Counterspy
    Prerequisites: Espionage 5 or more ranks.
    Benefit: Add 3/4 of your espionage bonus to counterspying instead of 1/2.

    Master counter-Agent
    Prerequisites: Espionage 8 or more ranks, Expert Counterspy, Spymaster
    Benefit: Add your full espionage bonus to counterspying instead of 3/4

    Expert <Action>
    Prerequisites: Espionage 5 or more ranks.
    Benefit: +2 To <Action> checks.
    Special: Each time this is taken chose a different action.

    ------------------

    Replacing all current espionage actions with the following:

    Regeant/Kingdom action: Hire Spy
    Standard Action.
    Recruits a spy at a cost of 150*(CR-(1/2HD)+2) RP. Minimum cost is 150RP.
    Maximum CR is Ruler HD+6. Maximum HD is Ruler HD+8.
    Champions who bring a free Gang as their bonus count as a free Spy unit.
    The spy appears in the capital and cannot act on the same week their are recruited on. Upkeep is 1/2 cost.

    If the spy is high enough HD to also count as a FoB unit then add it's purchase cost as a unit to it's spy cost, and add it's unit upkeep to it's spy upkeep.

    Martial Action: Activate spy.
    Standard Action. Each spy can only be activated once a week.
    Allows a Spy to perform one of these actions:

    Infiltrate
    Requires a hired spy that is not currently Infiltrated and has been moved to the target settlement. Note: An army in the field or garrisoned castle/etc. in a hex also counts as a "settlement" but with a production bonus of 0.
    Round up settlement modifiers that are not whole numbers

    Make an Espionage check to succeed. DC is 1D20+Settlement production modifier+ 1/2 Espionage skill bonus for any counterspying spies.
    If it is your own settlement subtract the settlement modifier instead of adding it.
    Failure indicates spy is caught. If your own settlement and there are no opposing spies then nothing happens.

    Report Information (requires infiltrated spy)
    Spy can send back a report of up to 250 words to it's side's capital.
    Make an Espionage check to succeed. DC is 10+1/2 Espionage skill bonus for any counterspying spies.
    Failure indicates spy is caught by enemy spy or opposing settlement forces.

    Steal (requires infiltrated spy)
    Steal RPs from the target nation's Kingdom bank.
    Spy must have infiltrated the Capital.
    Make an Espionage check and subtract the highest counterspying espionage skill score. Subtract 1 for each defending unit. This is the % of stored RPs the spy successfully steals. Maxmimum volume taken is 50% of stored RPs.
    These RPs are added to the Kingdom bank in the stealing spies side's capital.

    Failure (a negative or zero score) indicates spy is caught by enemy spy or opposing settlement forces.

    Sabotage (requires infiltrated spy)
    Destroy target building in settlement or siege equipment in army.

    Make an Espionage check to succeed. DC is 12+Settlement production modifier (1 for field fortifications or siege equipment)+ 1/2 Espionage skill bonus for any counterspying spies, +1 for each 6 units present.
    Success by 10 or more above DC destroys target. Success of less than 10 above DC renders it unusable for 1D4+1 weeks.
    Failure indicates spy is caught by enemy spy or opposing settlement/army forces.
    A building with levels is only downgraded by 1 level. If merely rendered unusable this level is simply suppressed for the noted time instead of being removed.

    Assassinate (requires infiltrated spy)
    Option 1:
    Initiate 1v1 combat with the requested target in the province.
    Make an Espionage check to succeed. DC is 8+1/2 Espionage skill bonus for any counterspying spies+1/4 Spot check bonus for target+1/4 Listen check bonus for target.
    Failure indicates spy is caught by enemy spy or opposing settlement forces/guards etc. Success begins DnD combat with only the two characters. Spy has 1 surprise round if succeeds by 5 or more above DC.

    Option 2:
    Poison food (force target for make relevant save), using Ingested poison (spy must have relevant poison in item list first).
    Make an Espionage check to succeed. DC is 10+1/2 Espionage skill bonus for any counterspying spies+1/2 Spot check bonus for target. +4 if unit with the Personal sub-type associated with target is present.
    Failure indicates spy is caught by enemy spy or opposing settlement forces/guards etc.

    Misinform (requires infiltrated spy)
    Alters a piece of IC information on a particular topic for targeted player (negotiate with DM).
    Make an Espionage check to succeed. DC is 5+1/2 Espionage skill bonus for any counterspying spies+1/2 target's sense motive skill bonus.
    Failure indicates that the given indication allows a knowledge check to test authenticity. A natural 1 indicates that the spy is caught by enemy spy or opposing settlement forces in the attempt.
    Target must be present in infiltrated settlement/army.

    Incite (requires infiltrated spy)
    Attempt to incite province settlement to rebel and form a new neutral faction.
    Three successes are required over 3 weeks (1 each week). If all three are made then 1D3+1 Commoner Irregular units armed with irregular melee weapons will attempt to seize the settlement. The spy may attempt to lead them, using his/her command to control the force. If successful in taking the settlement the settlement forms a new NPC nation friendly to the Ruler controlling the spy. If it fails the spy must immediately attempt to withdraw with a -5 Penalty to the check.
    To attempt an incite success make an Espionage check to succeed. DC is 12+1/2 Espionage skill bonus for any counterspying spies+1/2 rulers Command bonus. Ruler does not need to be present. If it is the Capital then add +5 to DC.
    Failure indicates spy is caught by enemy spy or opposing settlement forces.

    Counterspy (requires infiltrated spy)
    Spy adds it's espionage rolls to oppose the actions of enemy spies in the province.
    Make an Espionage check to succeed. DC is 12+1/2 Espionage skill bonus for any counterspying spies. Failure indicates spy is caught by enemy spy or opposing settlement forces if in an enemy settlement. If your own settlement and there are no opposing spies then this roll auto succeeds.

    Withdraw
    Infiltrated spy exits settlement and appears in any adjacent hex.
    Make an Espionage check to succeed. DC is 10+1/2 Espionage skill bonus for any counterspying spies. Failure indicates spy is caught by enemy spy or opposing settlement forces. If your own settlement and there are no opposing spies then nothing happens and this roll is automatic regardless of check result.

    Failure
    Each failed attempt in an enemy province increases the DC of any further actions against the same Realm by +5 for each failure.

    A captured spy may be tortured. If they break all infiltrated spies must re-make their Infiltration check or be caught. these checks do not count as Espionage actions. Spies that pass may still act.
    ---------------

    Buildings

    Gang
    Gangs add their level to DC of all actions in target province.

    Mob
    As Gang but adds 1/2 it's level to all smaller provinces in the Realm. Up to one Mob/Gang bonus can be added to any action.
    A Mob adds it's bonus to infiltration rolls against enemy realms.

    Cartel
    As Mob but it adds it's bonus to all actions in foreign realms.
    Mercenary rules remain as normal.


    Fields of Blood Battle System Changes

    Spoiler
    Show


    • There is no battle map.
    • Players select units to deploy on one of the three flanks or to hold in reserve. Giving 4 possible positions to deploy any given unit. Units can only interact with enemy and allied units within the same flank. Units may move across flanks as a move action during the battle in between waves.
    • Units are given 3 battle rounds worth of orders. Intelligent units (Not: mindless undead, anything with an INT score 6 or less, any unit currently suffering the confusion or similar effect.) can be given "Do <this> if <this> or do <this> otherwise" commands. Nothing more complex than that example however.
    • Each "Wave" is 3 battle rounds. All orders from both sides are executed (sucks if a player has given me no orders!). Commanders then give the next set of 3 rounds worth of orders for the next "Wave".
    • Between each Wave reserve units may be deployed onto any flank.
    • Any radius effects from seconded commanders affect their assigned flank only regardless of radius. Battlefield wide effects affect all flanks.


    Spoiler: Actions that will remain
    Show

    Change face - Face forward, an adjacent flank or backward. A unit facing a flank will be the charged unit for an attempted flank attack. So effective flank defence can be put together on the fly.

    Move - flanks have a length, units will need to move to engage in melee.

    Withdraw - Melee units can disengage from Melee with this.

    Don't Fire Until You See The Eldritch Glow Of Their Eyes.

    First Strike

    Melee Attack

    Ranged Attack

    Receive Charge

    Refuse Flank

    Suppressing Fire

    Alternate Fresh Troops

    Charge

    Double Time

    Full Wheel

    Hurl Weapons

    Kill Them All!

    Massed Fire

    Ready Counter Charge

    Shield Wall

    Swarm Special Unit

    Testudo

    Rally



    Merchants

    Spoiler
    Show

    Each settlement spawns 1D2-1+(Settlement production mod rounded down) Merchants a week who travel to a random settlement on the map. Merchants will not chose to travel to a settlement that their nation of origin is at war with.
    All of the merchant guards etc. are same race as the current chosen race for the settlement they departed from.

    If spawned by land they will consist of several wagons and a single unit of Mercenary guards.
    If spawned in an ocean/coastal hex/settlement with a port they will gain a single Merchant ship and a unit of sailors/guards.

    All merchants always travel by the shortest route, avoiding difficult terrain and enemy forces. Roads are always preferred where possible.

    Merchants travelling from the same source to the same destination will all travel together and work as one force (RP rolls are still separate).

    For each Merchant that successfully completes their journey the settlement of origin gains 2D5-2 RP in Merchant taxation at the start of the week after the merchant completes their journey.

    A merchant that trades with a Realm that has a Trade agreement with the Realm of origin doubles the RP bonus. (Merchants will auto prefer this option, with a higher chance of this happening on the random roll)

    Market places add +1 to the RP roll for a successful merchant trade. Both destination and arrival may add this bonus.

    Merchants will prefer to trade with any current Trade Fairs. Gaining the x2 bonus even if the target Realm does not hold a trade agreement with the Realm of origin, x3 if they do.

    A chapel to the God of Trade in either location will add +1D6 to the total (after multiplication).

    The RP gain is rolled on departure and kept until they succeed. If looted, three times this value of Trade Goods (Arms & Equipment guide) in gp is looted.

    PC Merchants
    PC's may be merchants. Champions and Mercenaries may not be Merchants unless they have a level in Merchant Prince. Rulers can never be Merchants.

    PC's must travel just as an NPC trade caravan. However they control the route, must hire their own guards etc.
    They may make a "running a business roll" each time they arrive at their destination and trade, instead of each month.

    A PC merchant reduces the random settlement merchant spawning for that week, for the settlement they depart from, by 1 when they depart (to a minimum of 1, there is always competition).


    Summoning/Calling, Undead Creation, Construct Creation

    Spoiler
    Show

    All spellcasters in the little world suffer from the effects of the unusual lack of outer plane connections the little world endures from. Access beyond the prime itself in fact is closed off. The little world possesses it's own pocket planes that temporarily pop into existence and out again to mimic what it needs to facilitate life and death cycles etc.
    The result is that many spells that rely on drawing energy or entire beings from other planes can be unpredictable and sometimes downright dangerous.

    When casting any spell that would directly summon a creature in any fashion A spellcaster must roll a (1D100-Caster level)+total HD of summoned creatures (average if random). If the result is below 10 then the spell works as normal. If it fails then the spell fizzles and any power expended in casting (expensive components, memorised/daily spell slots etc.) are still expended. If a natural 100 is rolled then double the intended summoned creatures appear and attack the caster.

    Once successfully summoned, the creatures are not automatically under the control of the caster (no matter what the spell says). The caster must make a Caster level check (1D20+caster level) and beat the total HD of all summon creatures (form a single spell source) in order to control them. Failure indicates that the creatures will run amok - though they can be reasoned with as if they had been encountered in their normal habitat. Worse however, uncontrolled creatures do not return when the spell duration ends (so watch out for those CE monsters!).

    Creating Undead suffers from the same perils. The only difference is that a natural 100 does not result in twice the number, and casters do not get a roll to control Undead but must instead use spells to gain control of the undead they create. All undead always automatically attack the caster on sight if they would normally do so (Lich Loved Feat for example will protect a Necromancer).

    Constructs are created as normal, however they must immediately make a will save DC 10+Their HD or crumble to dust. They may use their master's Wisdom bonus instead of their own for this save. They cannot be made immune to it through any method. All costs and materials are consumed.

    Special abilities that summon creatures (such as with Demons and Devils) is not immune to the problems with summoning and creating.



    Planar Travel

    Spoiler
    Show

    No planar travel of any sort is possible except between the world and the realm of the gods. The Gods may deny access to anyone attempting to use magical means to enter their personal realms.

    The exception to this are Dreamscapes. Traveling to the realm of Dreams is allowed. See Heroes of Horror for details.

    Banishment:
    Banished outsiders do not return to their home planes. They cannot. Instead the spell has a 50% chance to do nothing at all, or it transports the outsider to the physical door to one of the God's realms, whichever God is more sympathetic to that outsider. Banishment is not a good idea.
    Similarly special abilities that allow a creature to return home do not work. Not even a wish spell.

    Last edited by Gaiyamato; 2015-08-24 at 09:02 PM.

  4. - Top - End - #4
    Troll in the Playground
    Join Date
    May 2009
    Location
    Hobart, Australia
    Gender
    Male

    Default Re: Master Thread for FoB Little world III

    Spoiler: House Rules
    Show


    Incantations are allowed - summoning/calling results are still subject to the cosmology rules problems.

    Taxation Roll: Rulers may chose to "roll" a 1 on the taxation D20 roll instead of rolling when selecting Light Taxes. Rulers may also opt to "roll" a 20 on heavy taxation - though this may have consequences. Rolling a 20 naturally does not have the same consequences.

    This allows the ruler to hand-wave excess taxation for the betterment of his people, or a ruler can crack down hard on tax evasion, arresting people who refuse etc.

    Banking:
    Interest from banked RPs (for those that can earn them) earn 10% interest per season.

    E6 LA Point buy

    +0 42
    +1 35
    +2 28 <- limit here for champions however
    +3 20
    +4 10
    +5 00

    Ports
    Ports only cost (50x(settlement production modifier x 2))^2 instead of the listed (500xsettlement production modifier))^2. So 10,000RP for a village instead of 250,000RPs. Everything else remains the same.

    Workers and Roads:
    Worker units can be used to build or improve roads.
    (9-worker race production for terrain type of hex) workers can be assigned to work on a road (if mixed race workers use the highest value type).
    the cost of building a road on that hex is equal to the normal cost divided by total number of assigned workers +1 (round up to nearest 5RP). So assigning 5 worker units to build a road that costs 200gp reduces it's cost to 35RP.

    Worker units can also reduce the cost of building an improvement in a settlement in the same manner. This however takes their entire action for the season.

    Build road is a free action and is now either a martial action. Upgrade Road remains unchanged in this sense.

    Worker units may assist in building temporary fortifications for Siege engineer units and Garrison units. Each worker unit provides +10% of the RP available for temporary fortifications to a maximum of +100%.

    Penal sub-type may be combined with the Worker sub-type. However the unit must take a morale check each week it spends in the field without a combat unit guarding it. If it fails then the unit will vanish entirely.
    These represent slave units and can only be recruited from the settlements of conquered races.



    Spoiler: Rulings
    Show

    Map hexes are 93.5 Sq Mi in size

    We need [and already have] worshipers or we cease to exist, worshipers exist in all nations, but are more prominent in regions were rulers like us.

    We only have general knowledge of our worshipers outside of our sensing. Exception for those who pray for spells or powers [I believe that's RAW pray like clerics/paladins, not a evil warlock who prays anyway and believes it helps], we have greater awareness of them [the limits are not defined, but I assume it's less than sense unless they have our likeness or something]

    Groups of 100 Identical followers can be made into units that are free.

    We can freely refluff almost everything

    [LG] Paladin rulers can work with evil rulers should it be in the best interests of their nation. Similar would apply to other alignment varients of Paladins.

    Spymaster feat can use Int, Wis or Cha

    Followers above level 6 + Cohorts use normal classes, but can be capped at a E value for bonus feats.
    You can take monsters as followers as normal.

    Units have a maximum level of 6.



    Spoiler: FAQ
    Show

    Quote Originally Posted by Gaiyamato View Post
    Shock factor rules:

    Shock Factor is CR-5 +/- other modifiers on the table.

    Dragon Frightful presence is +5, as is any other similar fear effect.

    For units without a known CR:

    CR = ECL+(CR mod of any templates), +1 if Gestalt, +1 for every 3 feats earned via E6 method (don't count bonus class feats or feats for level).


    Spoiler: Ruling Kingdoms
    Show

    Kingdom Actions
    Settle Nomads: Full Turn Action. No cost.
    All Nomad camps become permanent settlements and the kingdom transitions from Nomad to Barbarian. Camps convert to settlements:
    Small Camp -> Thorpe
    Medium Camp -> Village
    Large Camp -> Small Town



    Spoiler: Combat
    Show

    Surprise Combat
    Should an enemy force stumble into a hidden force without first sending scouts in, the defending force gains a +5 bonus to it's Command check when determining initiative. It may also deploy up to two inches (two battle map squares) out of it's deployment zone when deploying.


    Current Allowed Homebrew Listings

    Incantations:
    Spoiler: Mishka's Rain of Icicles [Evocation]
    Show

    Effective Level: 9 [CL 18]
    Skill Check: Knowledge (Arcana) DC 18; 9 Successes
    Failure:
    Components: V, S, F, M, B
    Casting Time: 1 Battle Action
    Range: Very Long (16"+2"/level) [iirc, its 50' square=1", so 52"=2600']
    Target: 6" Diameter [300']
    Duration: Instantaneous
    Saving Throw: Reflex Half
    Spell Resistance: Yes
    Save DC: 19+Cha

    All within the area are impaled by massive spears of blue ice. The damage is considered to be
    both cold and piercing, so any unit vulnerable to either form of damage are treated as if they were completely vulnerable to this spell. The spell inflicts an attack of Power 24 to all units within the area of effect.

    Modifiers of base DC 34
    -2 [Requires Focus worth 250 RP]
    -4 [Requires Material component worth 250 RP]
    -4 [Backlash: 8d6 Backlash Damage]
    -6 [Requires 11+ Secondary Casters]


    Spoiler: Bodyguard, minor
    Show

    Effective Level: 3rd
    Skill Check: Knowledge (Religion) DC 16, 1 success; Truespeak DC 12, 1 success
    Failure: 1D6 VILE Damage
    Components: V, S, D, B
    Casting Time: 10 minutes
    Range: Touch
    Target or Targets: Caster alone.
    Duration: Instantaneous
    Saving Throw: none
    Spell Resistance: no
    Treasure Value: 200gp

    To cast you slice your palm with a dagger or a sharp tool dealing 1hp of damage, and make a small circle in the middle of the incantation circle using the blood. Upon completion of the spell 1D3 Manes or Lemures are summoned (Caster's choice). They will remain and serve the Caster faithfully until destroyed or dismissed. They are stupid and can only obey basic commands. However they are completely loyal and will sacrifice themselves on command.

    Failure: If you fail you suffer 1D6 hp of VILE damage.

    Damage: You suffer 1 Constitution Point loss. This cannot be healed or replaced. When the summoned creatures are destroyed or dismissed you regain the lost point.

    Backlash: You are exhausted upon completion of the Incantation.


    Spoiler: Bodyguard, moderate
    Show

    Effective Level: 4th
    Skill Check: Knowledge (Arcana) DC 25, 1 success; Knowledge (Religion) DC 25, 1 success; Truespeak DC 18, 1 success
    Failure: 3D6 VILE Damage
    Components: V, S, D, B
    Casting Time: 30 minutes
    Range: Touch
    Target or Targets: Caster alone.
    Duration: Instantaneous
    Saving Throw: none
    Spell Resistance: no
    Treasure Value: 350gp

    To cast you slice your palm with a dagger or a sharp tool dealing 1hp of damage, and make a small circle in the middle of the incantation circle using the blood. Upon completion of the spell 1D3 Quasits are summoned. They will remain and serve the Caster faithfully until destroyed or dismissed. They are completely loyal and will sacrifice themselves on command.

    Failure: If you fail you suffer 3D6 hp of VILE damage.

    Damage: You suffer 1 Constitution Point loss and 1 Strength Point loss. This cannot be healed or replaced. When the summoned creatures are destroyed or dismissed you regain the lost points.

    Backlash: You are exhausted upon completion of the Incantation.


    Spoiler: Consume Mind
    Show

    Effective Level: 4th
    Skill Check: Knowledge (Arcana) DC 20, 1+EC successes; Perform (oratory) DC 15, 1+EC successes
    Failure:&nbsp;Falsehood
    Components: V, S, M, SC, B
    Casting Time: 1 hour
    Range: Close
    Target or Targets: Caster plus up to two extra casters
    Duration: Instantaneous
    Saving Throw: none
    Spell Resistance: no
    Treasure Value: 350gp

    To cast the Incantation you must obtain a fresh preserved brain and slice it into equal parts, one for each participant. Each caster then consumes their portion of the brain (uncooked) and pass a Fortitude DC 15 or be sickened.

    Each caster has a 50% chance of learning some mundane information known to the consumed creature. Memories, languages etc. In addition there is a 10% of 1 Arcane spell or Incantation being learned if the consumed mind knew any.

    Failure: If you fail the information gained is false, the spells are cursed or the Incantations will be false and potentially deadly.

    Material Component: A Brain to be consumed.

    Backlash: All casters take 2D6 Wisdom Damage and 2D6 Charisma damage. This cannot kill the casters, but being reduced to 0 in either score will render them unconscious until all ability score loss has been healed.

    Extra Casters: None, up to 2 extra casters may be added however.


    Spoiler: Bodyguard, major
    Show

    Effective Level: 5th
    Skill Check: Knowledge (Arcana) DC 28, 1 success; Knowledge (Religion) DC 28, 1 success; Truespeak DC 20, 1 success
    Failure: Recognition
    Components: V, S, D, B
    Casting Time: 45 minutes
    Range: Touch
    Target or Targets: Caster alone.
    Duration: Instantaneous
    Saving Throw: none
    Spell Resistance: no
    Treasure Value: 560gp

    To cast you slice your palm with a dagger or a sharp tool dealing 1hp of damage, and make a small circle in the middle of the incantation circle using the blood. Upon completion of the spell 1D3 Carnage Demons are summoned. They will remain and serve the Caster faithfully until destroyed or dismissed. They are completely loyal and will sacrifice themselves on command. They recognize the caster as another Carnage Demon (though the same cannot be said for other party members etc.).

    Failure: You have no control over the summoned Demons and they do not recognize you as a fellow Carnage Demon.

    Damage: You suffer 1D3 Wisdom loss. This cannot be healed or replaced. When the summoned creatures are destroyed or dismissed you regain the lost points.

    Backlash: You are exhausted and sickened for 1 minute upon completion of the Incantation.


    Spoiler: Armies of the Dark
    Show

    Effective Level: 6th
    Skill Check: Knowledge (Arcana) DC 30, 1 success; Knowledge (Religion) DC 30, 1 success; Truespeak DC 20, 1 success
    Failure: No Control
    Components: V, S, M, B , XP
    Casting Time: 4 hours
    Range: Close
    Target or Targets: Caster alone.
    Duration: Instantaneous
    Saving Throw: none
    Spell Resistance: no
    Treasure Value: 825gp

    The Caster must have a soul prepared in a vessel (or stored within themselves if they possess the ability or a Quasit Familiar), and must light 6 candles worth 1gp each.
    Upon completion of the spell 3D4 Dretches are summoned. They will remain and serve the Caster faithfully for 1 year. They are stupid and can only obey basic commands. However they are completely loyal and will sacrifice themselves on command. You may only control 2HD per HD you possess, of Demons or Devils summoned in this manner. Excess Uncontrolled Dretches immediately return to their home.

    Failure: If you fail, then Half the number of Dretches appear and attack you instead. They still remain for 1 year or until they are destroyed.

    Material Component: 1 Soul + 6gp worth of candles.

    Backlash: You are exhausted upon completion of the Incantation.

    XP: You must pay 100xp before the completion of the spell. If this would lower your level the spell fails and you suffer the effects of Failure (you still lose the XP and the Soul).


    Spoiler: Instant Carnage
    Show

    Effective Level: 8th
    Skill Check:Knowledge (Arcana) DC 32, 2 success; Truespeak DC 25, 2 success
    Failure: Recognition
    Components: V, S, M, D, B&nbsp;, F, XP
    Casting Time: Instant
    Range: Close
    Target or Targets: Caster alone.
    Duration: Instantaneous
    Saving Throw: none
    Spell Resistance: no
    Treasure Value: 1500gp

    You jam a blade into your palm dealing 1D6+1 damage, and speak words of blasphemous power using the Dark Speech.&nbsp;Upon completion of the spell 3D3+2 Carnage Demons are summoned. They will remain and serve the Caster faithfully until 1 hour or until destroyed. They are completely loyal and will sacrifice themselves on command. They recognize the caster as another Carnage Demon (though the same cannot be said for other party members etc.).

    Failure: You have no control over the summoned Demons and they do not recognize you as a fellow Carnage Demon.

    Damage: You suffer 1D3 Wisdom and 1D3 Constitution damage (creatures without a Constitution score cannot use this Incantation). This cannot be healed or replaced. When the summoned creatures are destroyed or dismissed you may begin to heal the damage normally.

    Backlash: You are exhausted and nauseatea for 1D3 minutes upon completion of the Incantation.

    Feat: You require the Dark Speech feat to cast this.

    XP: You must pay 500xp before the completion of the spell. If this would lower your level the spell fails and you suffer the effects of Failure (you still lose the XP).


    Base classes:

    Eldritch Fragments Warlock ACF

    Gladiator

    Entomologist

    Dreg Knight (Followers of Rassl'eth only!)

    Vile Plague Lord (Followers of Rassl'eth only!)

    Psionic Tantrist

    Prestige Classes
    Frostwrought Mage

    Frostbringer

    Eldritch Scholar.

    Templar of Roland

    Imaskar Guardian Forgemaster

    Tormentor

    Fleshlord

    Monsters

    Dreg Golem (Caster level 14)

    Greater Dreg Golem (Caster level 20)

    Dreg Colossus (Requires caster level 25 and Epic spellcasting...)

    Dreg Titan (Requires caster level 35 and Epic spellcasting...)

    Equipment

    Dreg Venom

    Skills
    Dreamscape Conjuring (Cha, Trained):
    When using a summoning or conjuring spell that calls a creature to aid you in any manner, make a Dreamscape Conjuring check. DC is 15+CR of the creature being summoned/called. Success means the spells goes as normal. Failure means the spell fizzles. Summoned/called creatures are still uncontrolled. This result replaces the normal D100 roll.
    This is not a class skill for any class.
    No one may assist with the roll.

    Oneironmany feat (Heroes of Horror) gives a +2 bonus to the roll.
    5 or more ranks in Spellcraft gives a +2 synergy bonus.
    5 or more ranks in Knowledge(The Planes) gives a +2 synergy bonus.

    Feats
    Dreamscape Summoner [GENERAL]:
    Prerequisities: Augment Summoning, Dreamtelling
    Benefits: +3 to Dreamscape Conjuring checks.

    Nightmare Weaver
    Prerequisites: Necromantic Presence, Dreamtelling, at least 5 ranks in Dreamscape Conjuring.
    Benefits: May use Dreamscape Conjuring rolls when Animating/Creating Undead as if you were casting a Summoning spell.

    Earthborn Dreamspinner
    Prerequisite: Magic of the Land, Earth Sense, Dreamtelling
    Benefits: Constructs you create only count half their HD (rounded down) to the Will Save DC.

    Kinerite Dreamspinner
    Prerequisite: Earthborn Dreamspinner, Craft Construct
    Benefit: When creating a Construct made of Stone or Metal you may instead use Kinerite - a crystal found only on the little world. You must have access to the Crystal as a resource to use it in this manner. The Benefit is that such constructs do not make a Will save when first created. Instead you make a Dreamscape Conjuring check against the Will Save DC. Failure means it crumbles as normal.

    Master Summoner [GENERAL]:
    Prerequisities: Caster level of 6+, Dreamscape Summoner, at least 8 ranks in Dreamscape Conjuring.
    Benefits: Creatures you summon with a Conjuration spell are controlled as per the normal rules for the spell for the duration of the spell.

    List of Shadow/Undead themed E6 Feats [WIP]

    Domains

    Vermin
    Gain the ability to Rebuke Vermin as an evil cleric rebukes undead
    1. Spider Hand
    2. Scorpion Tail
    3. Wall of Vermin
    4. Armoured Vermin
    5. Mass Fly
    6. Aura of Terror
    7. Mass Invisibility
    8. Spider Plague
    9. Antipathy

    Poisons and Positoxins
    name type DC delivery Initial Secondary Craft DC
    Deadman's Dreaming Positoxin Fort 20 contact (usually aerosol) incap (treat as paralysis) for 1 hour none ?
    Guards' Friend Poison Fort 20 inhalation or contact (usually aerosol) unconsciousness 1 hour none ?

    Hex Special Resources:

    Light Horses (Plains, Hills): Light horses (and Light warhorses) recruited here add 1/4 their cost to cavalry units instead of 1/2 their cost.

    Heavy Horses (Plains, Hills): Heavy horses (and Heavy warhorses) recruited here add 1/4 their cost to cavalry units instead of 1/2 their cost.

    Exotic Mounts (Varies): Allows the specific mount at full cost (not allowed otherwise).

    Native Grains (Plains): Building Crop Rotation here costs 1/2 the usual amount.

    Natural Irrigation (Plains): Building Irrigation here costs 1/2 the usual amount.

    Abundant trees (Forest, Hills, Plains, Mountains): If in a forest a Logging Camp cost 1/2 the amount to build. Hills Plains and Mountains allows a Logging Camp to be constructed at the usual cost. This does not allow a Sawmill unless in a forest hex.

    Salt Flats (Desert): Allows a Salt Panier to be built.

    Golden Sand (Desert): Larger than normal traces of gold in the sand provides a +5% bonus to income for any settlement or camp here.

    Topaz Flats (Desert): Allows a mine to be constructed. Does not allow a smelter.

    Vital Herbs (Swamp): Reduces upkeep of any settlement here by 10%.

    Abundant Fish (Coastal, Ocean): Fishing fleets here produce 60% more RPs.

    Kineright Seam (Mountain, Swamp, Desert): Allows a Kinerite Mine to be constructed

    New Buildings

    Kineright Mine: Costs as per normal Mine. Can be built on Kinerite only. Only 1 Special Mine upgrade per hex. This produces enough Kinerite for 1 construct per turn. This may be stored.

    Mithral Mine: Costs as per normal Mine. Can be built on a Mountain hex with an existing Mine only. Only 1 Special Mine upgrade per hex. Mythral items cost 25% less.

    Gold Mine: Costs as per normal Mine. Can be built on a Mountain hex with an existing Mine only. Only 1 Special Mine upgrade per hex. Double Mine Income.

    Gemstone Mine: Costs as per normal Mine. Can be built on a Mountain hex with an existing Mine only. Only 1 Special Mine upgrade per hex. Gemstones as materials cost 25% less.

    Quarry: Costs as per normal Mine. Can be built on a Mountain hex with an existing Mine only. Only 1 Special Mine upgrade per hex. Buildings and Constructs made of stone cost 50% less.

    Salt Panniers:
    Cost - Equal to seasonal base production
    Benefit - Province produces 25% more RPs.
    Upkeep- None
    Restriction - Desert hex with Salt flats only.

    Horse Ranch

    Cattle Ranch

    Merchant Quarter

    Public Bank

    Trade Outpost

    Psionic Grove

    Psionic Monastery

    Psionic Tower
    Last edited by Gaiyamato; 2015-08-28 at 12:11 AM.

  5. - Top - End - #5
    Barbarian in the Playground
    Join Date
    Feb 2013
    Gender
    Male

    Default Re: Master Thread for FoB Little world III

    Well, I'm excited. Now I must go and find my character sheet.

  6. - Top - End - #6
    Troll in the Playground
    Join Date
    May 2009
    Location
    Hobart, Australia
    Gender
    Male

    Default Re: Master Thread for FoB Little world III

    I have to find a lot.. still getting used to where everything is in the new forum layout. lol.

    Now I have to remember where everything was at as well!
    Current Avatar made by Pessimismrocks for the Battle for the little world - Fields of Blood game!

    Spoiler: Past Avatars
    Show

    Awesome Avatar made by Meirnon!!!



    Quote Originally Posted by Chilingsworth View Post
    We took a thread that was supposed to be a diplomatic negotiation and first contact, and turned it into Darth Ghaeris' rampage...

    Extended Homebrewer's Signature

  7. - Top - End - #7
    Firbolg in the Playground
    Join Date
    Mar 2011
    Location
    Australia

    Default Re: Master Thread for FoB Little world III

    Posting to subscribe/say I'm still here, if a little busy. Good thing I haven't gotten around to doing a proper clean out of everything... Though I've no clue what's going on as well.

    Edit: Oh, how'd the election go?
    Last edited by Erik Vale; 2014-07-16 at 09:20 PM.
    Spoiler: Quotes!
    Show

    Quote Originally Posted by Sun Hunter's Recruitment
    Quote Originally Posted by Sliver View Post
    Saying no to a Sun's Hunter is as close as it gets to an invitation to have your place destroyed by them)\
    Quote Originally Posted by Vedhin View Post
    In other words, be nice to the murderhobos so they don't murder you?
    Quote Originally Posted by JanusJones View Post
    The professional, well-funded, well-backed, card-carrying, licensed murderhobos, yes.
    Quote Originally Posted by Chilingsworth View Post
    Congrats, you made me laugh hard enough to draw my family's attention.


    Life is Hectic.

  8. - Top - End - #8
    Troll in the Playground
    Join Date
    May 2009
    Location
    Hobart, Australia
    Gender
    Male

    Default Re: Master Thread for FoB Little world III

    I got hammered in the election in the end. Right on the last week of the campaign I fell ill, as did the rest of my family.
    Plus there was a big swing against everyone to just the one party. So everyone got clobbered, myself exceptionally so.


    From there I have had a few software and training contracts, so been busy working.
    Current Avatar made by Pessimismrocks for the Battle for the little world - Fields of Blood game!

    Spoiler: Past Avatars
    Show

    Awesome Avatar made by Meirnon!!!



    Quote Originally Posted by Chilingsworth View Post
    We took a thread that was supposed to be a diplomatic negotiation and first contact, and turned it into Darth Ghaeris' rampage...

    Extended Homebrewer's Signature

  9. - Top - End - #9
    Firbolg in the Playground
    Join Date
    Mar 2011
    Location
    Australia

    Default Re: Master Thread for FoB Little world III

    That sucks, but life happens.
    Spoiler: Quotes!
    Show

    Quote Originally Posted by Sun Hunter's Recruitment
    Quote Originally Posted by Sliver View Post
    Saying no to a Sun's Hunter is as close as it gets to an invitation to have your place destroyed by them)\
    Quote Originally Posted by Vedhin View Post
    In other words, be nice to the murderhobos so they don't murder you?
    Quote Originally Posted by JanusJones View Post
    The professional, well-funded, well-backed, card-carrying, licensed murderhobos, yes.
    Quote Originally Posted by Chilingsworth View Post
    Congrats, you made me laugh hard enough to draw my family's attention.


    Life is Hectic.

  10. - Top - End - #10
    Troll in the Playground
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    Default Re: Master Thread for FoB Little world III

    Yep, such is life.

    However I seem to have made an impression on a few of the local elected pollies.
    I get mentions often and have had some work thanks to it.
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    Quote Originally Posted by Chilingsworth View Post
    We took a thread that was supposed to be a diplomatic negotiation and first contact, and turned it into Darth Ghaeris' rampage...

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    Default Re: Master Thread for FoB Little world III

    Awesome
    Glad to see you around Gai!

    Subscribing.

    Sorry about the election, hope you learned a lot.

    Gaheris is ready to raise some undead!
    "I have a high art; I hurt with cruelty those who would damage me." -Archilochus
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    DrowGuy

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    Default Re: Master Thread for FoB Little world III

    Good to see that this thing is still going, Subscribed!

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    Firbolg in the Playground
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    Default Re: Master Thread for FoB Little world III

    Still here, strange how I was looking through my nation just yesterday, wondering if this was dead for good, and the next day, it returns. =p

    Ready to go back too… doing… whatever I was doing. This has been so long I seem to have forgotten my master plan.

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    Default Re: Master Thread for FoB Little world III

    Still around, hope my leader still is, if not the chipmunk may have to step up.

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    Default Re: Master Thread for FoB Little world III

    Still kickin', but I don't recall what, if anything, I had planned. Looking forward to picking it up again though.
    Awesome avatar by Iron Penguin!

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    BlackDragon

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    Default Re: Master Thread for FoB Little world III

    I am here as well. I seem to have suffered cases like most others: I have forgotten what I was planning.

    Edit: Oh right. I remember now. *sigh*
    Last edited by WarGruntw; 2014-07-17 at 11:02 AM.

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    Default Re: Master Thread for FoB Little world III

    Woohoo! Time to do what we do every night: Try to take over the world.

    EDIT: Though it seems I accidentally deleted my sheet, which is weird because everything else is in place. Oh well. Time to remake it, I guess.
    Last edited by Ionbound; 2014-07-17 at 02:37 PM.

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    Default Re: Master Thread for FoB Little world III

    It LIVES! Cool, still have my sheet too.

    Love that show.

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    Default Re: Master Thread for FoB Little world III

    I'm still interested in playing. However, I may need to create a new character/find a new provience/rule my own realm. Since my character sheet is gone, and I'm not sure if anyone from Arnil is even around anymore.
    "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

  20. - Top - End - #20
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    SamuraiGuy

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    Default Re: Master Thread for FoB Little world III

    Wow boss you have no idea how I have been wondering about this game this past week or so. What are the odds of you coming back in the period of that pondering

    We must rally the troops! Raise the god to live!

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    Default Re: Master Thread for FoB Little world III

    The God of Death is alive and kicking
    And treasure!
    Wait, that doesn't make any sense

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    SamuraiGuy

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    Default Re: Master Thread for FoB Little world III

    I am certain there is an oxymoron in there...

  23. - Top - End - #23
    Troll in the Playground
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    Default Re: Master Thread for FoB Little world III

    Well what does everyone think about a potential reboot?
    Given that:
    1. We have lost a lot of players
    2. There were mistakes and issues made in the early days of the game
    3. Some players have lost their sheets


    What I was thinking was re-making the world anew, but in a more fair manner, and more complete and detailed without the exploration phase.
    If you want to keep your character you may, backstory, history and all.
    They could just wake up in the new world and go "wtf?" and keep going.
    Those who want a new character can make a new character.

    Because to be quite honest I have forgotten some of what I was doing as well. lol.
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    Quote Originally Posted by Chilingsworth View Post
    We took a thread that was supposed to be a diplomatic negotiation and first contact, and turned it into Darth Ghaeris' rampage...

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  24. - Top - End - #24
    Firbolg in the Playground
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    Default Re: Master Thread for FoB Little world III

    I think it might be best to reboot... And given how much I've forgotten I'd like to rebuild, maybe as a nation instead of a god.
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    Quote Originally Posted by Sliver View Post
    Saying no to a Sun's Hunter is as close as it gets to an invitation to have your place destroyed by them)\
    Quote Originally Posted by Vedhin View Post
    In other words, be nice to the murderhobos so they don't murder you?
    Quote Originally Posted by JanusJones View Post
    The professional, well-funded, well-backed, card-carrying, licensed murderhobos, yes.
    Quote Originally Posted by Chilingsworth View Post
    Congrats, you made me laugh hard enough to draw my family's attention.


    Life is Hectic.

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    Default Re: Master Thread for FoB Little world III

    Quote Originally Posted by Erik Vale View Post
    I think it might be best to reboot... And given how much I've forgotten I'd like to rebuild, maybe as a nation instead of a god.
    No sweat. Reboot or not we can still do that if you like.
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    Quote Originally Posted by Chilingsworth View Post
    We took a thread that was supposed to be a diplomatic negotiation and first contact, and turned it into Darth Ghaeris' rampage...

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    Default Re: Master Thread for FoB Little world III

    I would appreciate a reboot...Mostly so I can actually mold my chosen people into the god-killing machine I want them to be.

  27. - Top - End - #27
    Firbolg in the Playground
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    Default Re: Master Thread for FoB Little world III

    Yep, we have a new god. Or God Emperor... Or similar.
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    Quote Originally Posted by Sun Hunter's Recruitment
    Quote Originally Posted by Sliver View Post
    Saying no to a Sun's Hunter is as close as it gets to an invitation to have your place destroyed by them)\
    Quote Originally Posted by Vedhin View Post
    In other words, be nice to the murderhobos so they don't murder you?
    Quote Originally Posted by JanusJones View Post
    The professional, well-funded, well-backed, card-carrying, licensed murderhobos, yes.
    Quote Originally Posted by Chilingsworth View Post
    Congrats, you made me laugh hard enough to draw my family's attention.


    Life is Hectic.

  28. - Top - End - #28
    Troll in the Playground
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    Default Re: Master Thread for FoB Little world III

    Just wrangling with my website hosting provider. I am going to make a Kingdom generation php script and some similar scripts for designing units etc. to take the hassle out of it all.
    There will also be scripts for the settlements with the new rules re religion etc. included.

    Plus also my funky interactive map application I made.

    Just need to be able to upload it all and remember where I was at in regard to coding. lol.
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    Quote Originally Posted by Chilingsworth View Post
    We took a thread that was supposed to be a diplomatic negotiation and first contact, and turned it into Darth Ghaeris' rampage...

    Extended Homebrewer's Signature

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    Default Re: Master Thread for FoB Little world III

    I dont mind a reboot, but I do want to keep Gaheris and the monster he has become.

    (i have all my sheets, including all my cohorts and NPC's)
    Last edited by BelGareth; 2014-07-17 at 09:41 PM.
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    Default Re: Master Thread for FoB Little world III

    Quote Originally Posted by BelGareth View Post
    I dont mind a reboot, but I do want to keep Gaheris and the monster he has become.

    (i have all my sheets, including all my cohorts and NPC's)
    Me too. We can keep him no worries. Plus some of your nasties.

    The management of undead and creation of undead armies needs to become a bit less easy somehow though.
    Mind you your sword bypasses most things anyway. lol.
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    Quote Originally Posted by Chilingsworth View Post
    We took a thread that was supposed to be a diplomatic negotiation and first contact, and turned it into Darth Ghaeris' rampage...

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