Some basic guidelines are necessary before players can create a faction.
The majority of factions on Ka'thalar are racially divided. In the absence of universal government, distrust between races is at all time high. The majority of armies will consist of a single race or races with a common agenda. Currently, the major races on the conteinent are:
Humans: Following the collapse of New Nekonia, humans from the province of Reywa in the southeast have forgotten or chosen to ignore Nekonia's claim to the northern territories. In the interest of expanding their borders, human leaders have risen that proclaim that the entire country should belong to humans without the presence of arrogant elves or nekojin.
Nekojin: Mostly located in the north, the nekojin capital city has been completely decimated. The nekojin on the continent, suffering from unrest and instability, are seeking new leadership--and the deposition of those who would stand in their way.
Elves: While the majority of the elves that live on the continent are native to it and live in the western forests, a good number of more ambitious elves that previously existed in the province of Palonia have decided that they are the only ones fit to rule the province.
Other factions might be formed around a common goal; as long as the agenda of the leader is sufficiently explained, I am willing to accept a wide variety of possibilities.
Your army's leader will more or less never be involved in combat. As a result, your leader's precise stats and level are largely irrelevant. You will be expected, as mentioned, to explain your leader's ideology, personality and the like. Why do people follow this leader? What does he promise to bring his followers? However, your leader is generally assumed to be a highly charismatic figure. In d20 terms, the character is at
least 6th level and has the leadership feat.
Your leader will command, at the start, 4 "units." A unit consists of a maximum of 9 soldiers. These are your leader's combat-worthy followers; he or she will have other followers that are non-combatants, but the majority of the game will focus around the battles. Each unit is constructed with 8 points.
Warrior: 1 point buys a 1st level barbarian, fighter, ranger, rogue, or scout.
Spellcaster: 2 points buys a 1st level bard, cleric, druid, healer, sorcerer, warmage, or wizard.
Professional: 3 points buys a 2nd level character of any class listed thus far.
Each unit will also have one commander. The commander is a 3rd level character of any class, pending permission. The commander is the only character that may be of the marshal character class.
A 1st level character starts with 150 gp worth of equipment and valuables, regardless of class.
A 2nd level character starts with 1,000 gp worth of equipment and valuables, regardless of class.
A 3rd level commander starts with 2,500 gp worth of equipment and valuables, regardless of class.
Soldiers under your command, especially those that come with more gear, are not going to be willing to transfer that gear to their allies while they are still living. It's theirs! This means that you cannot purchase a 2nd level character and transfer his equipment to lower level characters.
Nekojin or inujin faction units have a level adjustment of +1. As a result, for the sake of balance, they are more costly:
It costs 1.5 points for a 1st level warrior, and it will also buy a 1st level ninja or samurai in addition to the others previously mentioned. A 1st level spellcaster costs 3 points, and a professional costs 4.
If you wish to have troops of an unusual type, such as units that include monsters, please discuss the matter with me personally. The most common races on Ka'thalar are humans, inujin, nekojin, and elves. The issue of army resources, hiring mercenaries, and the like shall be handled soon.
Character stats are determined by the elite array: 15, 14, 13, 12, 10, 8. Assign each number to one stat, then apply racial modifiers if applicable. You may roll stats for your commanders, but you may only roll once, you must keep what you get, and I roll the stats for you.
Some racial modifiers, because those are important!
NEKOJIN
•+4 Dexterity, +2 Charisma.
• Medium: As Medium creatures, nekojin have no special bonuses or penalties due to their size.
• Nekojin base land speed is 40 feet.
• +1 natural bonus to Armor Class.
• +2 racial bonus on Listen and Move Silently checks.
• Low-Light Vision: A nekojin can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions.
• Automatic Language: Common, Nekonian. Bonus Languages: Anything reasonable.
• Favored Class: Rogue (if female), samurai (if male).
• Level adjustment: +1.
INUJIN
• +2 Strength, +2 Constitution.
• Medium: As Medium creatures, inujin have no special bonuses or penalties due to their size.
• Inujin base land speed is 30 feet.
• +1 natural bonus to Armor Class.
• +2 racial bonus on Listen checks.
• Scent (Ex): Inujin have the scent ability, allowing them to detect opponents by smell within 30 feet. Upwind, this range extends to 60 feet, while downwind, it is decreased to 15 feet. Strong scents can be detected at twice these ranges.
Scent detects another creature’s presence but not its specific location. Noting the direction of the scent is a move action. If it moves within 5 feet of the scent’s source, an inujin can pinpoint that source.
An inujin with the Track feat can follow tracks by smell, making a Wisdom check to find or follow a track. The typical DC for a fresh trail is 10. The DC increases or decreases depending on how strong the quarry’s odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Track feat. Inujin tracking by scent ignore the effects of surface conditions and poor visibility.
Inujin can identify familiar odors just as humans do familiar sights.
Water, particularly running water, ruins a trail.
False, powerful odors can easily mask other scents. The presence of such an odor completely spoils the ability to properly detect or identify creatures, and the base Survival DC to track becomes 20 rather than 10.
• Automatic Language: Common, Inustani. Bonus Languages: Anything reasonable.
• Favored Class: Paladin.
• Level adjustment: +1. <p>
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Edited by: Archmage144 at: 3/26/06 14:48