Eberron: Saga of the Rekkenmark: Rules and Mechanics OOC Thread
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		<h2 id="linktree">Play-By-Post: Bondage, D/s, S&amp;M =&gt; Bondage: Exotic Small Groups =&gt; Topic started by: The Great Triangle on 19-12-2009, 07:47:19</h2>
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				Title: <strong>Eberron: Saga of the Rekkenmark: Rules and Mechanics OOC Thread</strong><br>
				Post by: <strong>The Great Triangle</strong> on <strong>19-12-2009, 07:47:19</strong>
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				Here's a recap of all the house rules so far:&nbsp; &nbsp;(and, at the end, a couple new ones, which will be fairly minor and not contradict anything thus far)<br><br>This game uses the E6 rule, where character have a level cap of 6, and then gain feats for each 5,000xp gained afterwards.&nbsp; Characters for this game will start with 26,000 xp, meaning that they are 6th level characters with one additional feat.&nbsp; Abilities are to be generated using 42 point buy, and races of up to LA +5 may be selected in exchange for using a lower point buy.&nbsp; (instead of the level adjustment.&nbsp; Racial hit dice count against your PC class levels, but monster classes from Savage Species and Libris Mortis may be used.)&nbsp; A base stat of 19 may be purchased for 20 ability points, and a base stat of 20 may be purchase for 24 ability points.<br><br>LA +1: 35 point buy<br>LA +2: 28 point buy<br>LA +3: 20 point buy<br>LA +4: 10 point buy<br>LA +5:&nbsp; 0 point buy<br><br>Characters receive 1/2 maximum hit points on each hit die roll, save for the 1st level hit die roll, on which they receive the maximum possible as normal.&nbsp; Characters receive a starting wealth of 15,000 gp.&nbsp; &nbsp;This wealth may be increased by trading starting xp for wealth at a 1:3 ratio, meaning each sacrificed experience point grants 3 gp.&nbsp; A character wishing to start with additional experience may sacrifice starting gold for xp.&nbsp; A character may also take NPC classes instead of PC classes, in exchange for 2,500 gp or xp for each NPC class level taken.&nbsp; NPC class xp bonuses may not be traded for xp. The spellcraft skill is considered a class skill for all classes, and used to cast ritual magic.<br><br>Characters start each day with two action points, and gain an additional one at the end of each encounter.&nbsp; The action point total resets to 0 when the character rests.&nbsp; Most feats and abilities that increase the number of action points a character has give the character one additional action point per day, and an additional action point after every 4th encounter.<br><br>Material may be selected from any of the following books, but all non core material must note its source, with page number reference:<br><br>All three core rulebooks<br><br>Complete Arcane<br>Complete Champion<br>Complete Warrior<br>Complete Divine<br>Complete Scoundrel<br>Complete Adventurer<br>Complete Mage<br><br>Eberron Campaign Setting<br>Magic of Eberron<br>Faiths of Eberron<br>Dragons of Eberron<br>Sharn: City of Towers<br>Five Nations<br>Explorer's Handbook<br>Secrets of Xen'drik<br><br>Spell Compendium<br>Dragon Magic<br>Tome of Magic<br>Tome of Battle: The Book of Nine Swords<br><br>Psionics Handbook<br>Complete Psionic<br><br>Book of Exalted Deeds<br>Book of Vile Darkness<br><br>Frostburn<br>Stormwrack<br>Cityscape<br>Dungeonscape<br><br>Player's Handbook 2<br>Magic Item Compendium<br>Savage Species<br>Heroes of Battle<br>Book of Aberrations<br><br>Book of Erotic Fantasy<br>Netbook of Unlawful Carnal Knowledge<br>Portable Hole Full of Beer<br><br>In addition to the material listed above, players may also select from the following feats:<br><br><strong>Ability Training </strong> (General)<br>Benefit: Choose one Ability; You gain a +2 bonus whenever you are making an Ability Check with that ability. This bonus does count when making a skill check using that ability, but not for any other use of that ability, such as spells per day, or hit points per level.<br>Special: You can gain this feat multiple times, its effects do not stack. Each time you take this feat it applies to another ability.<br><br><strong>Ability Advancement</strong> (General)<br>Prerequisite: Ability Training in the same ability.<br>Benefit: Choose one Ability. You gain a permanent +2 bonus to that ability. <br>Special: You can gain this feat multiple times, its effects stack. <br><br><strong>Capstone Training</strong> (General)<br>Prerequisite: 6th level<br>Benefit: Choose one class feature you would gain if your level in a given class were two higher.&nbsp; You gain that class feature, and qualify as a member of that class two levels higher than your current level for the purposes of qualifying for feats.&nbsp; You may take this feat to gain abilities from classes you have no levels in.<br>Special: You can gain this feat multiple times, its effects do not stack. Each time you take this feat it applies to another class feature.&nbsp; You may select a class feature from a prestige class, including one you have gained a class feature from via prestiege training.<br><br><strong>Class Training</strong> (General)<br>Prerequisite: 6th level<br>Benefit: Choose one of your class features that improves as you increase in level.&nbsp; That class feature improves as if you had gained levels necessary to improve it, for example increased sneak attack damage, bonus feats, or acquiring improved evasion.&nbsp; Iterative class features which increase every level are considered to improve as if you gained two levels.&nbsp; This feat cannot enhance spellcasting in any way, save for spell like abilities gained as class features.<br>Special: You can gain this feat multiple times, its effects do not stack. Each time you take this feat it applies to another class feature.&nbsp; Class features gained through capstone training and prestiege training may be chosen for this feat.<br><br><strong>Expanded Spell Knowledge</strong> [General]<br>Benefit: You learn 1 or more new spells known, with spell levels totalling to half of your caster level (round down, and treat a new 0th-level slot as 1/2). Thus, a sixth level Sorcerer could gain one 3rd level spell known, one 1st and one 2nd level spell, three 1st level spells, or 6 0th-level spells. This feat cannot provide spells known of a level higher than you can already cast. <br>Special: You may take this feat multiple times; each time you take it it provides<br>more slots.<br><br><strong>Expanded Caster Stamina</strong> [General]<br>Prerequisite: Character Level 6th<br>Benefit: You gain 1 or more new spell slots, with spell levels totalling to half<br>of your caster level. Treat 0th level spells as 1⁄2. Thus, a sixth level Wizard could gain one 3rd level slot, one 1st and one 2nd level slot, three 1st level slots, or 6 0th-level slots. This feat cannot provide spell slots higher than you can already cast.<br>Special: You may take this feat multiple times; each time you take it it provides<br>more slots.<br><br><strong>Metamagic Mastery</strong> (Metamagic)<br>Prerequisite: Metamagic feats (see below), Caster Level 6<br>Benefit: When you take this feat, select a metamagic feat.&nbsp; You must have a number of Metamagic Mastery feats equal to one less than the level increase of your chosen metamagic, to apply this feat to a metamagic feat. For example, Empower Spell, which boosts the level of a spell by 2, has a prerequisite of 1 Metamagic Mastery feat. Split Ray, which has an increase of 1, would have no prerequisites. As a swift action once per day, you may apply this metamagic feat to a spell you cast with no adjustment to the level of the spell cast, or increase in casting time; for a spontaneous spellcaster.<br>Special: This feat may be taken multiple times, its effects stack.&nbsp; <br><br><strong>Prestige Training</strong> (General)<br>Prerequisite: 6th level<br>Benefit: Choose a prestige class you could qualify for by 9th level.&nbsp; All special requirements for the class must already be met.&nbsp; You gain a class feature that prestige class gets at 1st level.&nbsp; For the purposes of the capstone training and the ultimate mastery feats, you are considered to be level 1 in the selected prestige class.<br>Special: You can gain this feat multiple times, its effects do not stack. Each time you take this feat it applies to another class feature.&nbsp; You may only take this feat if you could qualify for the prestige classes you have abilities from simultaneously.<br><br><strong>Ritual Knowledge</strong> (General)<br>Benefit: Your gain permanent knowledge of a number of levels of rituals equal to your level + your intelligence modifier.&nbsp; Permanently known rituals may be cast without need for a ritual schema.&nbsp; <br>Special: You can gain this feat multiple times, its effects stack, though their effects do not increase retroactively if your intelligence or level increases.<br><br><strong>Skill Savant </strong> (General)<br>Prerequisite: Skill focus in selected skill<br>Benefit: You gain a +2 untyped bonus to the skill you qualify for use with this feat.<br>Special: You can gain this feat multiple times, its effects can be stacked a number of times equal to the ability modifier of the relevant ability for the skill.&nbsp; The feat can also be taken and applied to different skills.<br><br><strong>Ultimate Mastery</strong> [General]<br>Prerequisite: Capstone Training<br>Benefit: Choose one class feature you would gain if your level in a given class were up to four levels higher.&nbsp; You gain that class feature.&nbsp; You may select a class granted by a prestige class you have gained a feature from via prestige training.<br><br><strong>Wondrous Rings</strong> (General)<br>Prerequisites: 6th level, Craft Wondrous Item<br>Benefit: You treat rings as wondrous items for the purpose of meeting item creation prerequisites. You must still meet caster level requirements for any ring you create.<br><br><br><br>Retraining:<br><br>Instead of gaining a new feat when a character's experience total is high enough, the character may choose to "retrain" on of his or her previous levels into a level of another class.&nbsp; This may be done with levels in monster hit dice, as well as with normal classes.&nbsp; The highest hit die and skill points between the two classes are used, while all other class features change to that of the new class.&nbsp; The original class assignment should be noted on the character sheet.&nbsp; The character may not reassign spent skill points, but may assign new skill points gained by switching to a class with a higher number of skill points freely as a typical multiclass character.<br><br>A character may switch levels between retrained classes by spending 1,000 xp and spending a day practicing and exercising to adopt different skills.&nbsp; The highest level of a class is always retrained first, and a character may not use feats or spells he no longer qualifies for.
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				Title: <strong>Re: Eberron: Saga of the Rekkenmark: Rules and Mechanics OOC Thread</strong><br>
				Post by: <strong>The Great Triangle</strong> on <strong>19-12-2009, 07:49:05</strong>
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				Ritual Spellcasting Rules:<br><br>All magic spells and psionic powers can be applied via the process of ritual magic.&nbsp; A well trained individual can cast many spells ritually, even with minimal normative spellcasting talent.<br><br>Casting any ritual spell requires a ritual schema.&nbsp; Ritual schemas most commonly take the form of scrolls, or carefully engraved dragonshards, and may be manufactured for half the market value of a scroll of the equivalent spell.&nbsp; Schemas may only be used to perform a ritual, and even someone who knows the equivalent spell cannot copy a scroll from a schema.&nbsp; Once used, the ritual schema crumbles into dust.<br><br>Anybody with access to proper sources of arcane information can create a ritual schema by making a Knowledge check with a difficulty equal to 10 less than the spellcasting DC of the ritual spell.&nbsp; This process takes 24 hours, or 6 hours for someone with the scribe scroll feat.&nbsp; Item creation feats can also reduce the time and cost involved.&nbsp; The time needed to scribe a schema need not be spent all at once, but no more than a week must pass between the start and finish of creating the ritual schema.<br><br><br>Ritual Magic is divided into five major categories.&nbsp; Gutter Magic, Mortal Magic, Giant Magic, Dragon Magic, and Divine Magic.&nbsp; The categories are so named after the beings that can draw upon them.&nbsp; <br><br>Gutter Magic:<br>Spell Level 0-1<br><br>Legality: Legal to use unlicensed anywhere.<br><br>Resources to Research: A decent sized book collection will do.&nbsp; Most nobles keep such a collection around, and any self respecting magician has the necessary books to do gutter magic research around.<br><br>Cost of a Library: 1,000 gp<br><br><br>Mortal Circle Magic:<br>Spell Level 2-3<br><br>Legality: Requires a licence costing 500gp to use in urban areas, violations typically carry a fee of 250gp x spell level.<br><br>Resources to Research: A well stocked library is needed, but still within the reach of a private individual.&nbsp; Most cities with a population over 5,000 have the necessary library, and the nation of Aundair has a sufficient library in all of its settlements with a population of over 1,000.<br><br>Cost of a Library: 25,000 gp<br><br><br>Giant Circle Magic:<br>Spell Level 4-6<br><br>Legality: Requires a license costing 3,000 gp to cast spells in rural areas, and a special permit costing 1,000 gp to cast a spell in inhabited areas.&nbsp; Most permits are issued for one spell on a case by case basis, or rarely for casting a single spell repeatedly.&nbsp; Violations carry a fee of 5,000 gp x spell level, and irresponsible giant circle magicians can be imprisoned in a sanitarium for the rest of their natural lives.<br><br>Resources to Research: The resources of a major university are needed to cast magic of this magnitude.&nbsp; Most cities with a population of over 100,000 have such a university.&nbsp; An outsider with hit dice of at least twice the level of the spell and an intelligence of 12 or higher can also impart knowledge of how to cast giant circle magic.&nbsp; Ruins in Xen'drik often contain inscriptions that can be used to research rituals to cast giant circle spells. <br><br>Cost of a Library: 500,000 gp<br><br><br>Dragon Circle Magic:<br>Spell Level 7-8<br><br>Legality: Casting dragon circle magic is illegal in urban areas, and requires a special license costing 15,000 gp to cast in rural areas.&nbsp; A spellcaster casting dragon circle magic within national territory must still purchase a permit costing 2,500 gp for each casting, to insure against possible damages.&nbsp; Violations are a capital offense.<br><br>Resources to Research: Dragon circle magic is beyond the ken of most mortals.&nbsp; Only two places in Khorvaire might be able to scribe Dragon Circle Magic.&nbsp; The Library of Korranburg, and the Cloudpeak Academy.&nbsp; The dragons of Argonessen have access to a great deal of Dragon circle magic, and it can also be explained by outsiders of 14 HD or higher with an intelligence of 18 or greater.<br><br>Cost of a Library: 4 million gp<br><br><br>God Circle Magic:<br>Spell Level 9+<br><br>Legality: Strictly illegal everywhere without special order of the local ruler.&nbsp; Violations are a capital offense that could lead to being declared an international enemy of the peace.<br><br>Resources to Research: God circle magic can only be learned by the most difficult and desperate of means.&nbsp; The only place on Khorvaire where it could possibly be learned is in the direct presence of the Silver Flame.&nbsp; Outside of Khorvaire, it may be feasible to learn God Circle magic in a library, but getting access is a trial in itself.&nbsp; Beings of 20 HD, such as Solar Angels, Fiend Lords, the Daelkyr, and Dieties themselves can teach God Circle Magic.<br><br>Cost of a Library: priceless
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				Title: <strong>Re: Eberron: Saga of the Rekkenmark: Rules and Mechanics OOC Thread</strong><br>
				Post by: <strong>The Great Triangle</strong> on <strong>19-12-2009, 07:49:53</strong>
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				Casting a ritual spell requires a successful knowledge check to plan the ritual, followed by a number of successful spellcraft checks to successfully perform the ritual.&nbsp; <br><br>The total number of successful rolls needed to complete the ritual is equal to the spell level of the ritual plus 1.&nbsp; Each roll in a ritual is seperated by 10 minutes.&nbsp; If the ritual spellcaster fails more spellcasting rolls than he succeeds, the ritual fails without result.&nbsp; If two checks in a ritual fail in a row, the ritual fails catastrophically, resulting in bad effects proportionate in power to the spell being cast.&nbsp; A character can take 10 during a ritual, except when casting spells of 7th level and higher.<br><br><br>The knowledge check to begin a ritual is determined by the type of spell being cast.<br><br>Knowledge(Arcana): Sorcerer/Wizard spells of the Abjuration, Evocation, Illusion, Transmutation, and Universal schools<br><br>Knowledge(Architecture and Enineering): Artificer Invocations<br><br>Knowledge(History): Bard Spells<br><br>Knowledge(Local): Assassain Spells<br><br>Knowledge(Nature): Druid Spells<br><br>Knowledge(Nobility and Royalty): Paladin and Blackguard spells<br><br>Knowledge(The Planes): Sorcerer/Wizard spells of the Conjuration and Divination Schools<br><br>Knowledge(Psionics): Psionic Powers <br><br>Knowledge(Religion): Cleric Spells and Sorcerer/Wizard spells of the Necromacy school<br><br>The base DC of casting a ritual spell is 20 for a 0th level spell, +5 for each additional spell level.&nbsp; Spellcasting DCs can be affected by the following means; of special note, backlash is a mystical cost of the spell that occurs regardless of its success or failure:<br><br>Ritual Spellcasting DC Modifiers:<br><br><br>Casting Time:<br><br>1 round between checks: +8<br>1 minute between checks: +4<br>1 hour between checks: -1<br>Casting time is restricted (only during full moon, for example): -4<br>Casting time is severely restricted (only during lunar eclipse, for example): -8<br><br>Range:<br><br>Touch to close/close to touch: +2/-2<br>Close to medium/medium to close: +2/-2<br>Medium to long/long to medium: +2/-2<br>long to 1 mile/1 mile to long: +5/-2<br>1 mile to indefinate: +5<br><br>Area:<br><br>Doubling area/halving area (min 5 foot square): +3/-3<br><br>Target:<br><br>Unwilling target must be helpless (harmful spells only): -2<br>Limited targets (by HD, creature type, and so on; applies only once, cannot be used on spells that target self only): -3<br>Single target to multiple targets: +4<br><br>Duration:<br><br>Rounds to minutes/minutes to rounds: +2/-2<br>Minutes to hours/hours to minutes: +4/-2<br>Hours to days/days to hours: +6/-2<br>Days to permanent or instantaneous/permanent or instantaneous to days: +10/-4<br><br>Focus and Material Components:<br><br>Expensive material component (500 gp): -1<br>Expensive material component (5,000 gp): -2<br>Expensive material component (25,000 gp): -4<br>Expensive focus (5,000 gp): -1<br>Expensive focus (25,000 gp) -2<br><br>XP Component:<br><br>Per 100 XP (max 1,000 XP): -1<br><br>Extra Casters:<br><br>10 or fewer secondary casters: -2<br>11-100 secondary casters: -6<br>101 or more secondary casters: -10<br><br>Backlash:<br><br>Per 2d6 points of damage: -1<br>Caster is exhausted: -2<br>Per negative level caster gains: -2<br>Caster reduced to -1 hp: -4<br>Caster infected with disease: -3<br>Backlash affects secondary casters too (requires secondary casters): -1<br><br>Racial:&nbsp; (not optional)<br><br>Caster is a Half Orc: +2<br>Caster is a Shifter: +4<br>Caster is a goblinoid: +5<br>Caster is Undead: +5<br>Caster has any warforged body feat other than psiforged: +5<br>Caster is a Monstrous Humanoid: +10<br>Caster is an Outsider: +10<br>Caster is a Lycanthrope: +10<br>Caster is a humanoid: +0<br>Caster is a Kalashtar: -1<br>Caster is a Living Construct: -1<br>Caster is an Elf: -2<br>Caster is a Gnome: -2<br>Caster is a Half Elf: -4<br>Caster is a Dragon: -5<br><br>Other:<br><br>+1 Caster level: +2<br>-1 Caster level: -1 (spell must have variable effects)<br>+1 saving throw DC: +3<br>-1 saving throw DC: -2 (spell must require a saving throw)<br>+1 power point used on spell (psionic powers only): +1<br>Inability to take 10 on casting checks: -3<br>A single failure results in the ritual failing (requires inability to take 10): -5<br>Ritual requires 1 less successful skill check (minimum 2): +2<br>Backlash doubled upon failure (requires backlash): -2<br>Ritual effects will be increased upon failure: -3<br>Casting Ritual requires casting equivelent spell: -10
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				Title: <strong>Re: Eberron: Saga of the Rekkenmark: Rules and Mechanics OOC Thread</strong><br>
				Post by: <strong>The Great Triangle</strong> on <strong>19-12-2009, 07:51:15</strong>
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				Mass Combat Rules:<br><br><br><br>Mass combat unit stats:<br><br>Measure:<br>Hit Points:&nbsp; &nbsp;<br>Unit HP:<br>Armor Class:&nbsp; &nbsp;<br>Unit Defense:<br>Discipline:<br>Stamina:<br>Morale:<br>Magic:<br>Close Combat Rating:<br>Close Combat Damage:<br>Ranged Combat Rating: <br>Ranged Combat Damage:<br>Special Characters:<br>Formation:<br><br><br>Stat Definitions:<br><br>Measure:&nbsp; The relative size of the unit.<br><br>Measure:&nbsp; &nbsp;Description:&nbsp; &nbsp; &nbsp; &nbsp;Number of Characters:<br>&nbsp; 0&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;Single Unit&nbsp; &nbsp; &nbsp; &nbsp; &nbsp;1<br>&nbsp; 1&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;Squad&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;2-10<br>&nbsp; 2&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;Lance&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;11-75<br>&nbsp; 3&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;Company&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; 76-150<br>&nbsp; 4&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;Battalion&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;151-300<br>&nbsp; 5&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;Regiment&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; 301-650<br>&nbsp; 6&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;Brigade&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;651-1,250<br>&nbsp; 7&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;Corps&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;1,251-2,500<br>&nbsp; 8&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;Division&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;2,501-5,000<br>&nbsp; 9&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;Army&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;5,001-10,000<br>&nbsp; 10&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;Army Group&nbsp; &nbsp; &nbsp; &nbsp;10,001-20,000<br>&nbsp; 11&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;Lots of Troops&nbsp; &nbsp;20,001-40,000<br>&nbsp; 12&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;Host&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; 40,001-80,000<br>&nbsp; 13&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;Grand Army&nbsp; &nbsp; &nbsp; &nbsp;80,001-90,000<br>&nbsp; 14&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;Endless Army&nbsp; &nbsp; 90,001-180,000<br>&nbsp; 15&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;National Army&nbsp; &nbsp;180,001-360,000<br>&nbsp; 16&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;Insane Army&nbsp; &nbsp; &nbsp;360,001-720,000<br>&nbsp; 17&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;Apocolypse&nbsp; &nbsp; &nbsp; &nbsp;720,001-1,440,000<br>&nbsp; 18&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;Really?&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; 1,440,000-2,880,000&nbsp; &nbsp; &nbsp;<br><br><br>Hit Points: The average hp of all characters in the unit.<br><br>Unit HP: The Hit Points of the unit times its measure.&nbsp; The amount of damage the unit must take before it loses a point of measure.<br><br>Armor Class: The average AC of all characters in the unit.<br><br>Unit Defense: The armor class of the unit plus the wisdom modifier and base attack bonus of the commander.<br><br>Discipline: The tactical expertise of the unit and cohesiveness of the unit as a fighting force.<br><br>Rated qualitatively between +0 and +10<br><br>+0: Rabble, random people forced to fight, slave chain gangs, uncontrolled mindless undead.<br>+3: Low end militia, unprofessional mercenaries, irregular soldiers.<br>+5: Regular troops, Trained reserve soldiers, crack militia<br>+7: Karrnathi Heavy infantry, calvalry units, warforged<br>+10: Elite Soldiers, Devil armies, Royal Guards, Controlled mindless undead<br><br>Stamina: The endurance of the unit to resist fatigue in the field.&nbsp; Average constitution modifier of all soldiers plus discipline - armor check penalty.&nbsp; Units refuse to take the field if their armor is too heavy to give them even 1 point of stamina.&nbsp; For solo units, constitution modifier + strength modifier - armor check penalty.<br><br>Morale:&nbsp; Ability of the unit to resist hardships.&nbsp; Average Will saving throw of the unit, or the Charisma modifier of the commander or best page, whichever is higher.&nbsp; Warforged Units get a +5 bonus on morale.&nbsp; Units made of mindless creatures or creatures immune to fear automatically pass morale checks.&nbsp; This is known as perfect morale.<br><br>Magic: Rated between 0 and 10, applies as a bonus to attack and damage.<br><br>If the unit consists mostly of members of the PC classes, the magic rating is their level. (up to level 6)<br><br>1: Unit consists mostly of members of the adept, aristocrat, or magewright classes, or&nbsp; characters with limited supernatural abilities, like Gnomes or Tieflings. <br>2: Unit consists mostly of characters with tactically useful supernatural abilities, like Kalashtar or Changelings.<br>3: Unit consists mostly of characters with extremely useful abilities, such as Harpies or Half Feinds.<br>4: Unit consists mostly of characters with many powerful abilities, such as Ogre Mages or Vampires.<br>5: Unit consists mostly of creatures with overwhelmingly powerful abilities, such as Trolls or Mind Flayers<br>6: Unit consists mostly of creatures of unique and incredible supernatural power, such as Giants or Dragons.<br><br>+1: Unit is equipped with potions, wands, and other limited use items for tactical purposes.<br>+2: Unit has magical armor and weapons, or pre combat buffs.<br>+3: Unit has large numbers of one use items issued to every member, or layers of pre combat buffs.<br>+4: Unit has magical artillery support, greater artifacts, or the effects of a high level ritual improving it.<br><br>Melee Attack Rating: Average melee attack bonus of all members of the unit.<br>&nbsp; <br>Melee Attack Damage: Average melee damage bonus of all members of the unit, plus the die type used by the greatest number of characters in the unit.<br><br>Ranged Attack Rating: Average ranged attack bonus of all members of the unit with ranged weapons.<br>&nbsp;<br>Ranged Attack Damage: Average ranged damage bonus of all members of the unit with ranged weapons, plus the die type used by the greatest number of characters in the unit.&nbsp; The measure of the unit the characters with ranged weapons would form if they were a unit is also noted.&nbsp; Ranged attacks only have a damage multiplier equal to the measure of the ranged attackers in the unit.&nbsp; (plus any bonuses or penalties)<br><br>Special Characters:&nbsp; &nbsp; A unit can have up to (Measure x2) Special Characters.<br><br>Commander:&nbsp; &nbsp;The commander determines the action of the unit in combat, and is responsible for affecting many of its traits.&nbsp; A unit without a commander must immediately promote a vanguard to commander or disband.<br><br>Vanguard: Vanguards can attack during the commander's action as a solo unit, as if making a full attack.&nbsp; Vanguards can contribute their melee attack bonus in place of the unit's melee attack rating.&nbsp; (the commander determines which attack bonus to use)&nbsp; They can also split the unit they are in, turning the unit into two smaller units.&nbsp; Vanguards take over command of the unit if the commander dies.<br><br>Wizard: Wizards can attack during their commander's action as a solo unit as if making a full attack, or cast spells.&nbsp; In a round where the unit is in good order and the commander takes a double move or charges, a wizard can take up to 10 spellcasting actions.&nbsp; In a round where the unit moves in good order, a wizard can take up to 75 spellcasting actions.&nbsp; In a round where the unit stays stationary, a wizard can take up to 100 spellcasting actions.&nbsp; If the unit is not in good order (hesitating, routing, or in disordered formation), a Wizard can only take 1/10th the number of spellcasting actions it normally could.&nbsp; (round down)&nbsp; Casting a standard action spell is a single spellcasting action, casting a swift action spell takes half a spellcasting action, and casting a ritual spell takes 1 action per round used in the ritual.&nbsp; If spells are cast on characters in an opposing unit, casting spells will cost additional actions.&nbsp; Casting medium range spells cost double the spellcasting actions, while casting short range spells triples the number of spellcasting actions used.&nbsp; Casting a spell with a range of 30 feet or less uses five times as many spellcasting actions, while using a touch spell uses ten times the usual number of spellcasting actions.&nbsp; Regardless of how many actions casting a spell takes, if it is not a ritual spell, a wizard can cast at least one spell per round.&nbsp; Spells which deal damage have their damage divided by the measure of the unit targeted, unless the spell is an area spell which covers the entire unit.&nbsp; Buffs which affect 1 character don't usually affect the performance of the unit.&nbsp; Buffs which affect at least the majority of the unit provide a bonus to the unit's magic rating equal to the level of the buff.&nbsp; Spells which incapacitate one member of a mass combat unit deal damage equal to (1/number of characters in unit x unit hp x measure) to the unit.&nbsp; Wizards can also contribute their ranged attack bonus in place of their unit's ranged attack rating.&nbsp; (the commander determines which attack bonus to use)&nbsp; Wizards cannot assume command of a unit.<br><br>Page: Pages relay orders between the commander and the unit.&nbsp; Any unit with measure 3 or higher needs 1 relay per point of magnitude, or it becomes disrupted, and suffers a -4 penalty to discipline and morale.&nbsp; Pages can also make morale and discipline checks in place of the commander.<br><br>Formation:<br><br>A Commander may spend his action to have his unit assume a formation.&nbsp; The unit's <br>commander or best page rolls Charisma + the unit's discipline modifier to assume the formation.&nbsp; Units may make a free discipline check to assume formation when they take the field.&nbsp; Every time the unit risks rout, the commander must roll another discipline check at the end of the round to see if the unit stays in formation.&nbsp; Units which fail discipline checks default to disordered formation.<br><br>Disordered Formation: Unit moves at 1/3 speed, and suffer a -5 formation penalty on hesitation and rout checks.&nbsp; Assumed when discipline check to assume formation failed.<br><br>Sparse Formation: Unit moves at double speed, doubles its shield and cover bonuses against ranged attacks, gains a +5 formation bonus to AC against ranged attacks. Melee attacks against the unit add 2 to their damage multiplier.&nbsp; Unit suffers a -5 formation penalty on hesitation and rout checks.&nbsp; DC 15 Discipline check to assume.<br><br>Loose Formation: Unit moves at normal speed, doubles its shield and cover bonuses against ranged attacks.&nbsp; DC 15 Discipline check to assume<br><br>Close Formation: Unit doubles its melee attack rating (but not the attack bonus of its vanguards) and adds 1 to its damage multiplier. Ranged attacks against the unit add two to their damage multiplier, or 3 if the attack is an area attack which covers the entire Unit.&nbsp; Hesitation and rout checks get a +5 formation bonus.&nbsp; Unit moves at 1/2 speed, DC 20 Discipline check to assume<br><br>Fortified Formation: Unit is immobile, triples its sheild and cover bonuses against ranged <br>attacks, doubles its ranged attack rating, and gains a +5 formation bonus on hesitation and rout checks.&nbsp; Ranged attacks against the unit add one to their damage multiplier, or 2 if the attack is an area attack which covers the entire unit. DC 25 Discipline Check to assume<br><br><br>Mass Combat Sequence:<br><br>Each mass combat round represents 6 minutes of combat.<br><br>Mass Combat Order of Events:<br><br>1. Roll for Initiative<br>2. Check for Disbandment<br>2a. Promote Commanders<br>3. Calculate Unit max hp <br>3a. adjust hp if over max<br>4. Unit first in initiative acts<br>4a. Commander's Action (Double Move, Change Formation, Rally, Attack, Called Shot, Envelopment, Duel)<br>4b. Vanguard's Action (Attack, Split Unit)<br>4c. Wizard's Action (Ranged Attack, Cast Spell)<br>5. All Units Act<br>6. Check for Disorder<br>7. Check Fatigue<br>8. Check Hesitation and Rout<br>9. Check Formation<br><br>Initiative:&nbsp; The commander of each unit and each solo unit rolls Wisdom - the Measure of the Commanded unit + any bonus from improved initiative.<br><br>Movement: Units in mass combat can move 50 times faster than their component characters can in normal combat.&nbsp; Units normally can move up to their movement speed in a round.&nbsp; A commander can spend his action to have his unit move at twice its movement speed, or have the unit withdraw to move four times its movement speed.&nbsp; A unit which withdraws must check for rout.&nbsp; Units which charge gain a +2 bonus to damage before damage multiplier and may move up to twice their speed.<br><br>Attacking: The commander can use his action to attack an enemy unit, rolling his Base Attack Bonus + Intelligence Modifier + The Attack Rating of the unit under his command.&nbsp; Enemy units defend with their Armor Class + the Wisdom modifier of their commander + the Base Attack Bonus of their commander.&nbsp; Mass combat units never make more than one attack per round, save the extra attacks granted by vanguards and wizards.<br><br>Damage: Damage in mass combat is a unit's damage rating times its measure, plus any bonuses for formation.&nbsp; The minimum damage multiplier is 1.&nbsp; Units can suffer an amount of damage equal to their hp x their measure before losing a point of measure.&nbsp; A unit may lose multiple points of measure during a round of combat, but the damage to inflict a loss of measure is recalculated at the begining of each round.&nbsp; Damage that spills over from loss of magnitude can affect a unit's hit points in the next round, if the damage leaves the unit more damaged than its maximum hit points at its current magnitude level.&nbsp; A unit that takes damage during a round must check for fatigue at the end of the round.&nbsp; A unit that sufficient damage to lose a point of measure during a round must check for rout at the end of the round or before its next action, whichever comes first.<br><br>Rallies: A commander may spend his action to rally his troops.&nbsp; This is a roll at the commander's base attack bonus + charisma modifier at a DC equal to 10 + (unit's magnitude x 2) - unit's discipline.&nbsp; During a rally, all of the pages in the unit can attempt to rally the unit as well, though the DC for them to do so is 5 higher.&nbsp; Rallying can have one of three effects:<br><br>Organize the Unit: If the unit has fewer than the maximum number of Pages, the commander can promote one of the soldiers in the unit to a Page.<br><br>Recover the Lost: If this unit or another allied unit has lost 1 or more points of <br>measure, the commander may rejoin fleeing or scattered troops to his army to increase the measure of the unit by 1.&nbsp; If there are not enough Pages available to run the unit, the unit becomes disordered.<br><br>Second Wind: Restores a stamina point, up to the unit's starting stamina.<br><br>Called Shots:&nbsp; &nbsp;A commander, vanguard, or wizard can choose to make a called shot on special characters in an army.&nbsp; Called shots made in such a way add a bonus to the enemy army's AC equal to the higher of the measure or discipline of the army. Damage is applied to the enemy special character, rather than the army, with the exception that if the commander makes a successful called shot, he may split the damage multiplier and damage between the enemy army and special character.&nbsp; A commander may apply no more than 5 points of damage multiplier to an enemy special character.<br><br>Envelopment: A commander may take a -5 penalty on his attack to flank a unit of at least 1 measure smaller from all sides, making retreat difficult.&nbsp; The commander of an enveloped unit must roll his base attack bonus + intelligence modifier + the discipline of his unit against a DC of 20 + the discipline of the enemy unit x2 if he wishes to move away from the envelopment.<br><br>Disrupted Units: Disrupted Units (defined as a unit of magnitude 3 or higher that has fewer Pages than magnitude) Suffer a -4 penalty to their discipline and morale.&nbsp; <br><br>Dueling: The commander may send forth a champion or step forward himself to duel the commander of the enemy army.&nbsp; Doing so requires the acceptance of the enemy commander or a successful attack against the enemy unit without the bonuses of the unit's melee attack rating.&nbsp; A successful duel causes a normal combat between the targets of the duel to start.&nbsp; The combat goes on until one of the target characters are killed or incapacitated, both fighters withdraw to their armies, or 50 rounds have passed.&nbsp; Duels can often force rout checks, possibly at increased difficulty.<br><br>Fatigue: Units that take damage during a round risk taking a point of stamina damage.&nbsp; The commander or best page must roll a charisma check, adding his base attack bonus, against a DC of 10 + the armor check penalty of the unit's armor + number of stamina points already lost.&nbsp; Failure on this roll causes a unit to temporarily lose 1 point of stamina.&nbsp; Units with no stamina suffer a -5 fatigue penalty on all rolls.&nbsp; The following factors affect the DC of this roll: Morale of the Unit is +6 or higher: -3, Morale of the Unit is +10 or higher or perfect: -5, Unit is engaged in melee combat: +5, Unit charged last action: +3, Hot Weather: +2, Desert/Blizzard: +5, Extreme Temperatures: +10.&nbsp; <br><br>Hesitation and Rout: A unit that loses a point of measure during battle must roll a rout check.&nbsp; Rout checks add the morale of the unit, plus a bonus or penalty equal to the (Discipline - [Measure x2]) of the unit.&nbsp; The base DC of a rout check is 10 plus twice the number of magnitude points lost in the round, plus the following modifiers:&nbsp; Unit is attacked by Magic: +2, Unit is engaged by an enemy unit with a superior magic rating: + half magic rating of unit, rounded down, Unit is engaged by a larger unit: + difference in measure between units, Unit is moving away from a unit it engaged: +3&nbsp; The commander died this round: +5.&nbsp; If a unit fails a rout check, it hesitates, and can take no actions other than rallying or moving away from enemy units until the commander makes a successful rally action.&nbsp; Additionally, for every 3 points by which the unit failed the rout check, it loses 1 point of measure. 
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Eberron: Saga of the Rekkenmark: Rules and Mechanics OOC Thread</strong><br>
				Post by: <strong>The Great Triangle</strong> on <strong>19-12-2009, 07:51:31</strong>
			</dt>
			<dd class="postbody">
				Psionic Rituals: Psionic rituals are not in fact capable of manifesting psionic powers, but simply of replicating that power for the purpose of creating psionic items.&nbsp; Those who wish to use high level psionic abilities efficiently without a magic item must make pacts with the beings of Dal Quor.<br><br><br>Magic Items:<br><br>Magic items are commonly available in Eberron, even without high level spellcasters.&nbsp; Most commonly, magical rituals are used to emulate high level spells for the creation of magic items.&nbsp; Most magic items are available at their normal prices, with the exception of scrolls of spells at levels higher than 3, which have a few changes.<br><br>Scrolls of spells modified by metamagic can be made and are reasonably commonly available.&nbsp; In this way, scrolls of spell levels 10 and above can be manufactured.&nbsp; Spells modified by metamagic which alters their timing (such as quicken) still require a standard action to read the scroll, but can then be cast with altered timing within 1 minute.&nbsp; If the spell is not cast, if it is above 3rd level, the magical energy within the spell displaces explosively, dealing 2d6 damage per spell level to the would be caster and half that damage to everyone within 20 feet.<br><br>4th level scrolls work as normal, although they tend to be bigger and heavier than 3rd level scrolls.&nbsp; <br><br>Scrolls of giant circle spells (5th, and 6th level) are called <em>Great Scrolls</em>, and are four foot long scrolls with heavy metal (usually iron) handles weighing 60 lbs.&nbsp; Because of their power, they're usually covered in another metal casing usually weighing an additional 30 lbs. when not in use.&nbsp; A Great Scroll can store up to 20 spell levels of spells within its rollers, and costs 500gp to manufacture.&nbsp; Great Scrolls are rarely scribed with less than 10 levels of spells within them.<br><br>Scrolls of dragon circle spells (7th and 8th level) are called <em>Doomsday Books</em>, and are twenty foot long, nine feet wide, six foot deep metal tomes with iron reinforced pages, and often mechanical clockwork or bound elemental page turning mechanisms.&nbsp; A typical doomsday book weighs 2 tons, with each page weighing&nbsp; 250 lbs.&nbsp; The covers of a doomsday book are usually its casing, and a Doomsday book can store up to 64 spell levels worth of spells of 3rd level and higher, plus up to 120 levels of 1st and 2nd level spells.&nbsp; Doomsday books without page turning mechanisms cost 15,000gp to manufacture, while a book with a page turning mechanism costs 25,000gp.&nbsp; Doomsday books are rarley made with less than 40 spell levels within them, and are reusable.&nbsp; Refurbishing a doomsday book to cast new spells costs just 500gp per refurbished page. (each page holds 8 spell levels worth of spells, and 15 spell levels of 1st and 2nd level spells can be scribbled into the margins)<br><br>Scrolls of Divine Circle Spells (9th level and above) are called <em>Dweomer Cylinders</em>, and are 2 foot high adamantine cylinders six inches in radius.&nbsp; The center of the cylinder is a massive and extremely pure Eberron dragonshard, surrounded by 12 bound demons in khyber dragonshards.&nbsp; A typical dweomer cylinder weighs 1 ton, and exists in multiple realms of existance beyond the prime material plane.&nbsp; A dweomer cylinder can hold 90 spell levels of divine circle spells, 300 spell levels of dragon circle spells, and effectively infinite spell levels of lower level spells.&nbsp; (50,000 spell levels, in case it matters).&nbsp; &nbsp;The bound demon servant force of a Dweomer Cylinder typically includes two Rakasha, a Hellcat, an Erinyes, four Retrievers, a Bone Devil, a Hezrou, a Bebelith, and a Succubus.&nbsp; Anyone trying to cast spells from a Dweomer Cylinder must speak passwords to the bound demons, then affirm their identity by other means.&nbsp; Failure to do so will have the Dweomer cylinder manifest 1d4 of the demons to attack the interloper.<br><br>The bound demon servant force also continuously monitors the cylinder for scrying attempts, and scrys on anyone scrying the cylinder.&nbsp; They do, however, require authorization from the owner of the cylinder to manifest, teleport, and attack those who scry the cylinder.&nbsp; Dweomer cylinders can technically be activated with any 12 extraplanar beings with total hit dice totalling at least 120, but this concentration of power is needed to contain and make divine circle magic available to mortal beings.&nbsp; A Dweomer cylinder costs 850,000 gp for the materials, plus the cost of binding the servant force.&nbsp; (1.5 million gp for a standard servant force, minimum cost 350,000gp)&nbsp; The outside of a dweomer cylinder has hardness 50 and 250 hit points.&nbsp; If it takes enough damage to rupture, the cylinder explodes catastrophically, dealing 1 point of damage for every spell level stored within it to everything within 250 feet, halved for every additional 250 feet from the point of the rupture.&nbsp; &nbsp;At a range of 1000 feet or more from the blast, a DC 25 reflex save is possible for half damage.&nbsp; <br><br>Each of the five nations owns between two and four Dweomer Cylinders.&nbsp; Cyre was reputed to own six, and some think the day of mourning might have been caused by a malfunctioning dweomer cylinder.&nbsp; Dweomer cylinders can be freely reloaded with the permission of the bound demon servant force.
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Eberron: Saga of the Rekkenmark: Rules and Mechanics OOC Thread</strong><br>
				Post by: <strong>The Great Triangle</strong> on <strong>19-12-2009, 07:51:43</strong>
			</dt>
			<dd class="postbody">
				There is no appearance stat.&nbsp; Appearance has no mechanical underpinnings, and anything that uses appearance uses charisma instad.&nbsp; (though not vice versa)<br><br>The sex rules in the netbook of uck are strictly optional, for if you would like to roll dice while having sex.<br><br>There are no called shots, and therefore no "rack rule" <br><br>Chaste Virgins may not worship the Mockery.<br><br>Kundala must follow the Path of Light.<br><br>Disciple of Auluran class becomes the Disciple of Olladra class.<br><br>Divine Celibates must worship Dol Arrah.<br><br>Frenzied Disciples must be Seren Barbarians or Talenta Halflings.<br><br>Knot Binder of Kaladis class becomes the Knot Binder of Boldrei OR Knot Binder of Onatar class.<br><br>Sacred Prostitutes are not required to have minimum abilities or the sexually open society feet, but must worship Arwai, Kol Korran, the Keeper, or The Mockery.&nbsp; Sacred prostitutes of the Mockery are required to be hideous in appearance.<br><br>Deities and Religions gain the following domains:<br><br>Arwai, Goddess of Love and Fertility:&nbsp; Body, Sex, Midwifery<br>Auron, God of Knowledge: none&nbsp; &nbsp;<br>Balinor, God of Nature: none<br>Boldrei, Goddess of Order:&nbsp; Joining<br>Dol Arrah, Goddess of Sun, Sacrifice, and Chastity:&nbsp; Denial <br>Dol Dorn, God of War and freedom:&nbsp; None<br>Kol Korran, God of Wealth and Patron God of Prostitutes:&nbsp; None<br>Olladra, Goddess of Luck and Pleasure:&nbsp; &nbsp;Pleasure <br>Onatar, God of Fire and Forge:&nbsp; &nbsp;Joining<br><br>The Devourer, God of Destruction and the Ocean, patron god of vorephiles:&nbsp; None<br>The Fury, God of Rage, patron god of rapists:&nbsp; Body, Sexual Domination<br>The Keeper, God of Death, patron god of pimps:&nbsp; Joining, Sexual Domination<br>The Mockery, Goddess of Bloodshed and Betrayal, patron goddess of sadomasochists:&nbsp; Body, Denial, Perversion, Seduction, Sex<br>The Shadow, Goddess of Magic and Meyhem, patron goddess of voyeurs:&nbsp; Voyeur, Seduction<br>The Traveler, God of Chaos and Change, patron god of xenophiles:&nbsp; Perversion, Seduction<br><br>The Silver Flame:&nbsp; &nbsp;Denial <br><br>The Blood of Vol: Sexual Domination, Midwifery<br><br>The Path of Light:&nbsp; Body <br><br>Cult of the Dragon Below:&nbsp; &nbsp;Body, Perversion, Midwifery<br><br><br>Names of the 13 Rakasha Rajah:<br>Eldrantulku: (Eldranoth): Thought to be in league with the Daelkyr.&nbsp; Fertility goddess turned to 12.<br>Glirjitsu (Graz'zt): Somewhat similar to Eldrantulku, corrupts societies from the inside.&nbsp; Rajah patron of spies.<br>Jukuvex (Jubilex): Demon Lord of legendary hunger and agression.&nbsp; <br>Kashtarak: Name appears on dragon below scrolls, but nothing is known.<br>Kul Eshkifix (Ebulon): Air Lord of Elemental Evil<br>Kul Puashka (Pazuzu): Fire Lord of Elemental Evil<br>Kul Jaxinex (Azazel): Water Lord of Elemental Evil<br>Kul Jexifig (Eereshkigal): Earth Lord of Elemental Evil<br>Krakasha (Kostchtchie): Demon Lord of travel and fortune.<br>Oreshka (Orcus): Demon patron of the Yaun Ti.<br>Pezu Nekawa (Mephistopheles): Demon Lord of deals and pacts.<br>Vijixka (Vucarik): Demon Lord of arcane magic.<br><br>Names of the 6 Daelkyr Lords:<br><br>Dyrrnm, the Corruptor, Mightiest of All Daelkyr, Creator of Dolgaunts and Dolgrims, Who Lies Below, True Lord of the Eldeen Reaches. <br><br>Belashyrra, the Great Mother, Lord of Eyes, Creator of Beholders, Who Can Look Through the Eyes Of Any Living Creature. <br><br>Orlassk, the Master of Stone, Who Made Medusas and Basilisks, Whose Citadel Prowls the Depths. <br><br>Kyrzin, Prince of Slime and Ooze, Who Lives Beneath the Shadow Marches, Whose Corrupting Touch Created All Aboleths.<br><br>Illsensine, Sultan of All Minds, who created Illithids and Neogi alike, Whose Infinite Knowledge Spreads Madness Across the Planes. <br><br>Ghanadaur, The Patient One, Soveirgn of Darkness, Who formed Grell and Tsochar from the shadows.
			</dd>
		</dl>
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