(IRR) The Rokugan Industrial Revolution (Thread II)

Knight Otu said:
Am I right in assuming that the Elemental Legions dropped in PL because you split of Isawa Akahita's PL from them?

No, it's creamsteak way to assign PL to factions/families/troops. Their general is level 14 so they get PL 4 : IR 5. In order to get them to PL 5 (and IR 8), You should have a general level 15, but then it should cost 2 PL instead of one which is the max for NPC. I dunno what happens if he levels up, though.

While this is the way it is written in the OA book, I seem to recall that the proper spelling should be Yobanjin Mura. I could be wrong, though.

No, you're right. It's the name of the barbarian tribe that lives to the north of Rokugan.

Festy, these are your towns on the second map:
[CN 1: Toshi Ranbo wo Shien S-h-i-t-e Reigisaho (Violence Behind Courtliness City)]
CN 2: Shiro sano Kakita (The Dueling School of the Crane Clan)
CN 3: Kosaten Shiro (Crossroads Castle)
CN 4: Shiro Daidoji (Son of the Crane Castle)
CN 5: Yu-f-u-k-u and Heigen Toshi (Prosperous Plains City)
CN 6: Kyuden Doji (Crane Clan Palace)
CN 7: Musume Mura (Daughter Village)
CN 8: Benten Seido
CN 9: Samui Kaze Toshi (Cold Wind City)
CN 10: Aketsu
CN 11: Umoeru Mura
CN 12: Ookami Toshi (Wolf City)
CN 13: Mura Sabishii Toshi (Lonely Shore City)
CN 14: Daidoji Training Grounds
CN 15: Oni Mura (Demon Village)
CN 16: Yama ue no ho ni Umi Mura (Wall Above the Ocean Village)
CN 17: Jukami Mura
CN 18: Shinden Asahina (Temple of the Morning Sun)
CN 19: Aiso ni Riokosha Mura (Friendly Traveler Village)
 
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Hmm, I'm not too sure what to make with my ancestral feats/clan prestige classes (If it will be allowed).

The possible feats would be:

Discipline - +2 on Concentration and +1 to Will saves.

Great Diplomat - +2 on Diplomacy and +2 on Leadership score (if applicable).

Keen Intellect (Actually an Agasha, and thus Dragon, feat) - +1 on Itelligence checks, and +1 on Knowledge, Scry and Search.

Oni's Bane - +3 to caster level checks to beat Outsider SR, -2 on Diplomacy.

Scholar of Nature - +2 on Alchemy and Heal.

Spellcaster Support - Can Aid Another spellcaster to add +2 to the save DC of his spell.

Immortal Spirit (from Rokugan) - +1 on Sense Motive, reduced requirements for Henshin Mystic PrC.


For prestige classes, I would have the following possibilities:

Henshin Mystic - Monk PrC, mostly getting abilities related to protection and fire.

Void Disciple - Can "Scry" by extending his senses outwards, with the possibility to detect magic, taint, lies and thoughts at higher levels, but cannt extend his senses into the Shadowlands.

Shiba Protector - Samura protecting and aiding Shugenja, gaining some protection against magic.

Elemental Guardsmen - Battle-shugenja, whose spells get harder to resist.


I guess, if prestige classes can be used as the basis for clan benefits, I'd choose the Void Disciple. I not, I'll see which feat would fit best.
 

Lichtenhart said:


No, it's creamsteak way to assign PL to factions/families/troops. Their general is level 14 so they get PL 4 : IR 5. In order to get them to PL 5 (and IR 8), You should have a general level 15, but then it should cost 2 PL instead of one which is the max for NPC. I dunno what happens if he levels up, though.

I think I see it now. I don't think that the Elemental Legions will get stronger in-game if he levels up, though. :)
 

Knight Otu said:
Hmm, I'm not too sure what to make with my ancestral feats/clan prestige classes (If it will be allowed).


Well, I'v got a few suggestions for what the ancestral feats could do, if you don't mind. :)


The possible feats would be:

Discipline - +2 on Concentration and +1 to Will saves.


A simple +1 or +2 Defense to all Shugenja NPCs, perhaps. With armies that have more than half of their power level reliant on Shugenja, perhaps a +1 defense there as well.



Great Diplomat - +2 on Diplomacy and +2 on Leadership score (if applicable).


I'd say this would be more of a DM decision on affecting NPCs with greater effect, like my chosen Ancestral Feat. However, your feat is slightly different, and I could see a +1 bonus to defense or offense for any army that contains a high level NPC/PC in command if you took this feat.


Keen Intellect (Actually an Agasha, and thus Dragon, feat) - +1 on Itelligence checks, and +1 on Knowledge, Scry and Search.


Actually, it's accessible to both the Dragon and the Phoenix. I considered this feat myself. I'd say it would give you a bonus to all of the following: Spying on other clans, learning ancient knowledge about artifacts, (like how to destroy them), and giving any army/world effecting spells you cast a bonus.

Or you could simply give a +1 or +2 to attack to all Shugenja or armies that contain more than half of their PL in Shugenja units.


Oni's Bane - +3 to caster level checks to beat Outsider SR, -2 on Diplomacy.


Hmmm. Well, I have no idea what the outsiders are in Rokugan. I would suppose this would give you an attack bonus against them. I'd say with a -2 to Diplomacy your Clan would have a harder time dealing with NPC factions and forging alliances, however.


Scholar of Nature - +2 on Alchemy and Heal.


I'd say this should give you either the Biology research IR starting feat for free, or a flat +5% on the Biology research advancement tables. In other words, with this feat, you could have a 25% resistance to magical diseases if you had the 10th level of Biology advanced, and a +5% on the rest as well.



Spellcaster Support - Can Aid Another spellcaster to add +2 to the save DC of his spell.


I'd say this would give you a bonus in power level or attack whenever two or more Shugenja are working together within a group.



Immortal Spirit (from Rokugan) - +1 on Sense Motive, reduced requirements for Henshin Mystic PrC.


Easier time figuring out if NPC or even PC factions are trying to trick you, easier time finding out information, and perhaps a bonus to PL for any Monk, assuming the Henshin Mystic PrC is more powerful than a regular Monk like most PrCs.

In other words, if you had a PL 3 Monk NPC/PC, you would gain, let's say, a .5 multiplier to the Monks PL, effectively raising them to 4.5 PL. I suggest that be rounded down. :)

Anyway, those are just a few ideas I had. Creamsteak is of course the final decider of such issues, I just thought I'd throw out a few ways of giving bonuses through those feats. Hope you liked them.
 

It seems that I must keep stressing that a +1/+0 or +0/+1 already is a formidable bonus and does REALLY much more.

You all (Avariel in specifique) seems to miss the % change that is involved with +x/+x modification. A +1/+1 is HUGE in change, in the 3rd real IR at the end we had +5/+4 and that was after half a year of playing and at the start Gnomes +2/+1 armies were kicking but. Small +x/+x changes like +1/+0 have huge effects but alot seem to miss that.
 

The Forsaken One said:
It seems that I must keep stressing that a +1/+0 or +0/+1 already is a formidable bonus and does REALLY much more.

You all (Avariel in specifique) seems to miss the % change that is involved with +x/+x modification. A +1/+1 is HUGE in change, in the 3rd real IR at the end we had +5/+4 and that was after half a year of playing and at the start Gnomes +2/+1 armies were kicking but. Small +x/+x changes like +1/+0 have huge effects but alot seem to miss that.

Not that I don't believe you, but having never seen an IR, what is rolled for these things? No one has ever mentioned what is actuallly rolled.
 




Festy_Dog said:
Well if thats the situation then I'll let Serpenteye have the Kintani province. If he's got something he can give me of equal value in exchange that'd be even better.

Thanks Festy. :) I don't really know what to offer you, you lost no power because of this (your maximum allowed PL is the same) and you improved your strategical position. The Crane are a terribly spread out clan and hard enough to defend even without Kintani. Did you have something specific in mind?
 
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