Post by Tempus on Nov 1, 2015 6:43:34 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 1 moat goon to start. Goons within clan halls may also be purchased and are designated as banker, merchant and healer. A maximum of 4 moat and 3 hall minions may exist. Total class levels for any goon cannot exceed 80 with no more than 30 in a prestige class and no more than 2 prestige classes.
-Immunity feats are not allowed
-Devastating Critical is not allowed
-Sap is not allowed
Goons must follow all standard character development, restrictions and class level requirements when gaining feats, skills or weapon/item usage and do not acquire any feats, ability or other increases when gaining a level. This means giving a goon a level of fighter does not automatically grant them hit points, feats, skills etc. typically associated with that class level. It also means that if a feat requires a level in a specific class, the goon must meet that class requirement.
Goons will automatically acquire innate abilities/visuals at levels 53, 66 and 80 based on phenotype. Each clan’s goons phenotype with the abilities/visuals earned as they progress are predetermined and applied in addition to any abilities that may have been purchased.
You upgrade your goons how you want, following the building restrictions and costs. This means, if you want your goon to have Cleave, they need to first meet the prerequisites (Power Attack/Strength 13+). As you build your goons and level them, you will request classes. These class-levels will replace the already existing Commoner ones. Example, if I take 4 fighter levels, my goon will be level 4 fighter, level 36 commoner. Only those feats that do not have a class requirement, can be assigned to a goon with nothing but a Commoner class assigned.**
Moat Goon Defaults- Level 40 Commoner, each ability score set at 20, Base Hit Points set at 1000, Weapon Prof. Creature 1d6, Speed set at Slow, SR 10, Immunity Charm/Dominate
Hall Goon Defaults- Level 40 Commoner, each ability score set at 20, Base Hit Points set at 500, Weapon Prof. Creature 1d2, Speed set at Slow, SR 10, Immunity Charm/Dominate
Merchant Goon Defaults- buys 500, identifies 250, sell mark up 1000, buy mark down 0 and only buy gems. Requires a shop first.
Healer Goon Defaults- remove curse. Requires an Alter first.
- Add a goon- 1mil
- Add a level (state the class)- 1mil
- Add skill rank (1 rank per upgrade)- 500k
- Add a feat (including creature based)- 2mil
- Increase creature damage by 1d2- 2mil
- Increase ability by 1 (1 point per ability per upgrade)- 1mil
- Increase save throw by 1 (1 point per save per upgrade)- 750k
- Increase natural armor by 1 (1 point per upgrade)- 1mil
- Increase speed (maximum Fast)- 10mil
- Increase base hit points by 50 (maximum 10,000)- 1mil
- Add spell, scroll or potion (maximum 6 of the heal type)- 5mil
- Add Haste- 6mil
- Add Bonus Creature Damage 1 point (physical or elemental)- 7mil
- Add Freedom of Movement- 15mil
- Add Damage Reduction +1 soak 5 (purchased only once)- 15mil
- Increase Damage Reduction by 1 (maximum 7)- 5mil
- Increase Damage Reduction by 5 soak (maximum 20 soak)- 5mil
- Increase Spell Resistance by 2 (maximum 22)- 5mil
- Increase Regeneration by 1 (maximum 20)- 10mil
- Increase Ability Bonus by 1 (1 point per ability per upgrade, maximum 6)- 6mil
- Increase Armor Class Deflection Bonus by 1 (maximum 5)- 5mil
- Increase Energy Resistance (cold, fire, acid, electric, sonic) by 1 (maximum 10)- 15mil
- Change moat key goon- 500k
- Add item (must have the item)- base item cost x 50
Goon Race Progression:
*All moat goons have 4 levels of progression (no distinction is made between male/female Enslaved versions). Clan Leaders will be told what their goon's innate abilities are and at what level they acheive them.
Chimaera Tenderfoot1 | Chimaera Tenderfoot2 | Chimaera Grove Warrior | Chimaera Dragon Kin | Chimaera Elder |
Eclipse Squire1 | Eclipse Squire2 | Eclipse Acolyte | Eclipse Witch Hunter | Eclipse Holy Avenger |
Kindred Enslaved | Kindred Anti-Paladin | Kindred Vile Steward | Kindred Arch Devil | |
Hall- Clan halls start as only one room (4x4) with one exit/entrance. Clan members may add to these dimensions and configurations. All place-able items purchased can be destroyed semi-permanently (until next reboot) while goons always re-spawn. If you are opposing clansmen and you destroy a place-able in another clansmen hall, you get 1/4 of the cost the clan paid for it. Each place-able item nets clan goons and additional 25 hit points and .5 natural AC and directly affects goons in game if destroyed. Only in-game spells and potions may be assigned to designated hall goons. Wands are limited to 10 charges with the cost per charge being the same as the scrolls for the same spell. Scrolls may not be available based on DM discretion. Spell scrolls of innate level 1 cost 43,200 while spell scrolls of innate level 2 and above are calculated as: 2 x (43,200 x innate). This is for infinite buys. A ten pack of infinite spell scrolls are calculated the same way except the result is multiplied by 10. This purchase tier applies to potions as well. Fire Kits, blank scrolls, empty vials, etc. cost 43,200 for infinite buys. All rules apply when designing your own hall. Modules must use standard palette items (NO CUSTOM ITEMS).
•Design your own hall- 25mil
•Increase hall or portal chamber dimensions by 2 (e.g. 1x1, 0x2 or 2x0)- 2mil
•Add turret (2 maximum)- 5mil
•Add a hallway (2 times 1x2 in any configuration)- 2mil
•Add shop- 3mil
•Add alter- 1mil
•Add portal chamber (2x2)- 4mil
•Increase maximum cash level of merchant by 250- 1mil
•Lower identify cost by 25- 1.5mil
•Lower sell mark up 5- 1mil
•Increase buy mark down by 5- 1mil
•Add additional purchase items by one type- 5mil
•Add healer function by one type- 2mil
•Add scrying orb- 3mil
•Add donation pit (lock DC = 20/ indestructible)- 1.5mil
•Increase donation pit DC by 1- 250k
•Portal (requires portal chamber)- 15mil
•Basic furniture (chairs, banners, plants, couches, etc)- 500k