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STRONGHOLDS – NEW FEATURES

STRONGHOLDS OF OHR: • Tier 5 Stronghold: The stronghold owner can use their
action to call out a target and mark them. Marked targets
There comes a time when adventurers will want to setup have disadvantage on attacks that don’t target them, in
a base of operations in the world, a stronghold. Owning addition they are able to make a free melee or non-spell
land is one thing, but it's what players do with that ranged attack against the target if they attack anyone else
property that counts. Building a home out in the wilds of but them. If you are a spellcaster you instead can cast one
the world? Trying to create a frontier village or town? A additional spell on your turn but do so with a +4 to the TN
silver mine to trade with other local cities and towns? All check.
of this is possible once you have the coin to begin your
operations and the ability to deal with whatever creatures • Tier 8 Stronghold: You can choose one of the following
or profane tribes have currently claimed the land. Some stronghold abilities:
buildings generate income, while others offer your 1) During your military movement phase you can move
holdings defensive advantages or give your character one additional time.
specific benefits. Some structures allow you to start to 2) Your population now generates 15 resources for every
form your own factions and guilds in the world as well. 100 population instead of 10.
Final Stronghold Tiers 9-12: 3) You can have three stronghold quests active at once
instead of the normal one.
• Tier 9 Stronghold Cost: 10,000 Resources. 4) When you complete stronghold battles or dungeons
• Tier 10 Stronghold Cost: 12,000 Resources. you gain a 10% resource bonus.
• Tier 11 Stronghold Cost: 16,000 Resources. • Tier 9 Stronghold: Questing Knight – You can now
• Tier 12 Stronghold Cost: 20,000 Resources. spend 1000 resources to hire a questing knight to assist you
on quests that require you to visit locations to clear threats
• Tier 1 Stronghold: Rally! – A party action that players or to destroy foes. A questing knight is a level 3 warrior
can choose to use on any player’s turn. Each player with excellent equipment. Only one questing knight can
automatically heals for their regeneration amount plus be hired per stronghold mission or hex clear.
their level. This ability can be used once per session.
• Tier 10 Stronghold: Hero Hirelings – You can now hire
• Tier 3 Stronghold: Favored Enemy – The stronghold ‘hero hirelings’ from a list of characters who will act as
owner can choose from one of the following enemy types: your personal guardians on missions into dungeons,
Human, Orkon, Dwarf, Harkon, Halfling, Drakon, quests, hex clears and more. These characters are unique.
Luminous, Naraken, Elves, Mezoark (Lizardmen), Ghouls,
Undead, Ogres, Orcs, Goblins, Hobgoblins, Drakes, Beasts.
When fighting against a favored enemy the stronghold
owner and his party members deal +2 bonus damage.
• Tier 11 Stronghold: The ability you choose previously at Seneschal Abilities:
tier 8 is upgraded to the following:
Master of a Stronghold, a seneschal gains the ability to
1) During your military movement phase you can move turn stronghold resources into copper pieces that can be
two additional times. used to pay player characters to quest for them. The
2) Your population now generates 25 resources for every seneschal can convert up to 500 resources per month into
100 population instead of 10. copper pieces. Any resources converted cannot be used by
3) In addition to the three stronghold quests you now the Seneschal other than to hire player characters. At levels
gain a +10% resource bonus. 4-6 they can convert up to 1000 resources, and levels 7-9
4) When you complete stronghold battles or dungeons they can convert up to 2000 resources.
you gain a 25% resource bonus.
Law vs. Chaos, a seneschal gains an ability based on how
• Tier 12 Stronghold: Seneschal – Can now play as the lawful or crime ridden their stronghold is.
special ‘Seneschal’ class. This class allows the stronghold
• If a seneschal’s stronghold has a 70+ crime rating
owner to spend resources to hire other player characters to
you deal an additional 4 damage if you are
go on missions on their behalf and grants special powers
within melee range of a target and are flanking.
based on the state of a stronghold.
• If a seneschal’s stronghold has a 70+ law rating
TIER UPGRADE COSTS: you gain an edge at the start of combat, and deal
an additional 3D6 damage on your first attack.
• Tier 2 – 850 Resources.
• Tier 3 – 1,500 Resources. Experience through conquest, a seneschal gains 25% of
• Tier 4 – 2,000 Resources. the experience earned from completing Stronghold Quests
• Tier 5 – 3,000 Resources. as personal experience. At levels 4-6 they gain 50%
experience, and levels 7-9 they gain 75% experience.
• Tier 6 – 4,000 Resources.
• Tier 7 – 6,000 Resources.
• Tier 8 – 8,000 Resources.
• Tier 9 – 10,000 Resources.
• Tier 10 – 12,000 Resources.
• Tier 11 – 16,000 Resources.
• Tier 12 – 20,000 Resources.

CLASS: THE SENESCHAL


The Seneschal is an acting master of a stronghold, ensuring
that the day to day operations of a stronghold are kept in
order. They are leaders of men, but they are also strategists
and lords. They are more worried about the day to day
operations and protection of their people than they are of
the dungeons and treasures that await in far off ruins.
When you become a Seneschal the following
abilities/features are added in addition to your current
classes abilities and features.

Primary Attribute: Intelligence, 15+ (5% XP Bonus).

Hit Points/Level: Core Class

Armor Proficiency: Core Class

Weapon Proficiency: Core Class

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