Post by Tempus on Nov 17, 2016 13:13:24 GMT -5
General Overview:
Redemption Reloaded makes available three alignment based Clans that players may choose to join; Chimaera- Neutral, Eclipse- Good and Kindred- Evil. Player held positions of Leader, Recruiter and Champion represent each clan. The purpose of a clan is to enhance game play and players may leave a clan by choice or, the clan may opt to terminate your membership.
Clans are charged with governing a Great Hall and to aid them, are protected by a Moat in which Clan Goons reside.
Goons are native to Dominia and favor the appropriate clan based on their general demeanor, attacking all others not affiliated with the Clan. Their races are as varied as the citizens of Dominia itself and as such, inherit specific abilities as they mature.
Members of each Clan are responsible for maintaining and upgrading their minions and halls through the spoils of their adventures.
Clan Upgrades:
Minions- Clans receive one goon in the Moat area to start. Additional goons may be purchased and placed in the Moat or Hall for a total of 4 Moat and 2 Hall goons. Goons in the Moat area are classified as warriors while those in the Hall are considered commoners (a merchant and healer). All goons start with the following defaults:
Goons may be modified to replace their default abilities and levels. They are built as if designing your own playable character so all restrictions, prerequisites, feats, abilities, skills and level up criteria of the chosen class or classes are observed. At levels 20, 30 and 40, goons acquire phenotype specific properties. These progressions are as follows:
===> Chimaera
===> Eclipse
===> Kindred
Similar to building characters, goons cannot exceed more than 30 levels in a prestige class and no more than a total of two prestige classes. Total character level (including primary and prestige classes) is limited to 40 levels. NOTE: the initial commoner level is not counted in this progression and always remains as a base class separate from all others.
In addition to the phenotype specific properties gained when leveling, goons also automatically acquire the hit points, base saving throws and base attack bonuses of the chosen class. All other properties have a cost which must be considered when leveling. Consider this example:
*Level 1 commoner goon advancing 3 levels of Paladin*
Paladin levels (3 levels) 1 million each--- 3 million total
Alignment (change to lawful good) 1 million total
Saves based on class (5 total) FREE
Feats based on class (8 total- 7 Class and 1 General) 2 million each--- 16 million total
Skills based on class (assumes INT of 12 for 18 total)- 500k each--- 9 million total
Hit Points based on class (assumes the max of 10 for each level for 30 added to existing total) FREE
This goon would now be Level 1 Commoner and Level 3 Paladin at a cost of 29 Million
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Basic Upgrade Costs:
Additional Upgrade Costs:
Redemption Reloaded makes available three alignment based Clans that players may choose to join; Chimaera- Neutral, Eclipse- Good and Kindred- Evil. Player held positions of Leader, Recruiter and Champion represent each clan. The purpose of a clan is to enhance game play and players may leave a clan by choice or, the clan may opt to terminate your membership.
Clans are charged with governing a Great Hall and to aid them, are protected by a Moat in which Clan Goons reside.
Goons are native to Dominia and favor the appropriate clan based on their general demeanor, attacking all others not affiliated with the Clan. Their races are as varied as the citizens of Dominia itself and as such, inherit specific abilities as they mature.
Members of each Clan are responsible for maintaining and upgrading their minions and halls through the spoils of their adventures.
Clan Upgrades:
Minions- Clans receive one goon in the Moat area to start. Additional goons may be purchased and placed in the Moat or Hall for a total of 4 Moat and 2 Hall goons. Goons in the Moat area are classified as warriors while those in the Hall are considered commoners (a merchant and healer). All goons start with the following defaults:
- Moat Goons- Level 1 Commoner, 12 to all abilities, 500 base hitpoints, Weapon Prof. Creature 1d6, Slow Movement, Spell resistant 10, Immunity Charm/Dominate, True Neutral Alignment
- Hall Goons- Level 1 Commoner, 12 to all abilities, 500 base hitpoints, Weapon Prof. Creature 1d2, Slow Movement, Spell resistant 10, Immunity Charm/Dominate, True Neutral Alignment
- (Merchant Defaults- buys items at 500, identifies items for 250, have a sell mark up of 1000 and a buy mark down of 1000 and will only buy gems. Merchants require a shop first. Healer Defaults- remove curse. Healers require an alter first)
Goons may be modified to replace their default abilities and levels. They are built as if designing your own playable character so all restrictions, prerequisites, feats, abilities, skills and level up criteria of the chosen class or classes are observed. At levels 20, 30 and 40, goons acquire phenotype specific properties. These progressions are as follows:
===> Chimaera
- Level 1: Tenderfoot- dwarf skin- no benefits
- Level 20: Grove Warrior- uthgard elk tribe skin- +1 STR, +2 AC, +100 HP
- Level 30: Dragon Kin- Slaad, Gray- +1 CON, +1 AC, +100 HP
- Level 40: Elder- adult wyvern skin- +1 STR/CON, +3 AC, +100 HP, DI 25% Magic
Chimaera Tenderfoot1 | Chimaera Tenderfoot2 | Chimaera Grove Warrior | Chimaera Dragon Kin | Chimaera Elder |
===> Eclipse
- Level 1: Squire- elf female/male skin- no benefits
- Level 20: Acolyte- Human Cleric of Tyr- +1 WIS, +1 Heal Potion, +1 AC
- Level 30: Witch Hunter- caladinei skin- +1 DEX, +1 Heal Potion, +1 Saves
- Level 40: Holy Avenger- Halaster- +1 DEX/WIS, +1 Heal Potion, +2 Saves, DI 25% Magic
Eclipse Squire1 | Eclipse Squire2 | Eclipse Acolyte | Eclipse Witch Hunter | Eclipse Holy Avenger |
===> Kindred
- Level 1: Enslaved- plague victim skin- no benefits
- Level 20: Anti-Paladin- plane-touched fye’ri skin- +1 STR, +5 Tumble, +5 Discipline
- Level 30: Vile Steward- satyr skin- +1 STR, +1 Saves, +100 HP
- Level 40: Arch Devil- small harat skin- +2 STR, +5 Tumble, +5 Discipline, +1 Saves, DI 25% Magic
Kindred Enslaved | Kindred Anti-Paladin | Kindred Vile Steward | Kindred Arch Devil |
Similar to building characters, goons cannot exceed more than 30 levels in a prestige class and no more than a total of two prestige classes. Total character level (including primary and prestige classes) is limited to 40 levels. NOTE: the initial commoner level is not counted in this progression and always remains as a base class separate from all others.
In addition to the phenotype specific properties gained when leveling, goons also automatically acquire the hit points, base saving throws and base attack bonuses of the chosen class. All other properties have a cost which must be considered when leveling. Consider this example:
*Level 1 commoner goon advancing 3 levels of Paladin*
Paladin levels (3 levels) 1 million each--- 3 million total
Alignment (change to lawful good) 1 million total
Saves based on class (5 total) FREE
Feats based on class (8 total- 7 Class and 1 General) 2 million each--- 16 million total
Skills based on class (assumes INT of 12 for 18 total)- 500k each--- 9 million total
Hit Points based on class (assumes the max of 10 for each level for 30 added to existing total) FREE
This goon would now be Level 1 Commoner and Level 3 Paladin at a cost of 29 Million
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Basic Upgrade Costs:
- Level (specify class)- 1mil
- Alignment change (specify)- 1 mil
- Feat (specify, must meet perquisites- if an ability increase, the total ability cannot exceed 50) - 2mil
- Skill rank (specify skill, max 50 in a single skill)- 500k
- Spell, scroll or potion- (specify, spells must meet perquisites and limits based on class)- 2 * (43,200 x innate spell level)
- Ability score (specify ability, max 50)- 6mil
Additional Upgrade Costs:
- Ability score bonus (specify ability, max 50)- 6mil
- Saving throw bonus (specify save, max 10)- 500k
- Haste- 5mil
- Natural armor 1 point (max 15)- 1mil
- Hit point bonus 50 points (max hit point total from all sources is 10,000)- 1mil
- Regeneration 1 point (max 10)- 8mil
- Spell resistance 10 (this is not the feat)- 8mil
- Increase spell resistance 2 points (this is not the feat, requires spell resistance 10, max 22)- 5mil
- Damage reduction +3 soak 5 (this is not the feat)- 1mil
- Increase damage reduction +1 (this is not the feat, requires damage reduction +3 soak 5, max +7)- 5mil
- Increase damage reduction soak 5 (this is not the feat, requires damage reduction +3 soak 5, max soak 25)- 5mil
- Damage resistance 5/- (this is not the feat, chose the resistance)- 10mil
- Increase damage resistance 5 (this is not the feat, requires damage resistance 5/-, chose the resistance, max 25)- 5mil
- Add a goon- 1mil
- Change which goon has the key- 500k
- Add an item (must have the item)- base item cost x 50 (see a DM for base item cost)