This is a little messy but I wanted it on here anyways. I can also email you the word document so it is easier to read and figure out.
An uncivilized and barbaric land for hundreds of years, Kantros was a savage land, until visitors from a far away land across the sea came and things began to change. These visitors sailed in large ships equipped with sails and brought with them writing, mathematics, metal working, architecture, weapons, and a new “civilized” way of life. Their new ways soon spread and small kingdoms began popping up all over the land. Not much else is known from this ancient time and of the visitors. Some believed they settled in Kantors and eventually formed the Fortis Empire, others believe they returned to their home.
The written history of Kantros typically begins with the formation of the Fortis Empire, an empire that at its height conquered and controlled almost the entire continent. Their golden age saw advancements and peace for Kantros, at least for those that submitted. Only two groups remained free from the empire: The Bairing Islands and the empire’s allies The Beinn Kingdom. The Fortis Empire’s golden age would last for nearly 300 years until civil wars, weak leadership and problems of succession began to weaken the mighty empire.
Two regions would eventually break away from the Fortis Empire. The first was the Sah’ra, who makes their home in the northeast corner of Kantros in the Scorpion Desert. The second was the Confederation of Vallos, a group of wealthy families that funded an army and won their independence.
Currently Kantros finds itself in a state of uneasy peace amongst most of its inhabitants. Only the Bairing Islands are openly belligerent. They often form raiding parties and attack the different port cities of their neighbors.
Founded by Magnus Fortis, the first emperor, the empire considers itself the golden standard of civilization in Kantros. Magnus conquered the entire western portion of Kantros and established his capital in a city he designed himself, Imperial City. This great city is the largest of Kantros and has been home to all of the emperors of the Fortis Empire. Defending this great city is a massive network of walls and fortresses known simply as the Emperor’s Wall. They have been updated and maintained at great cost to the empire over the centuries.
The calling card of the Fortis Empire has been without doubt their military. They have the best military minds and soldiers trained at their military academies. Unfortunately, this has also lead to numerous times when the throne was vacated and powerful generals fought for control. This has weakened the empire and while it still controls nearly half of Kantros it is not as powerful as it once was.
A new emperor has just recently taken the throne, a 28 year old by the name of Nathaniel Fortis. A descendant of the original ruling family he skillfully maneuvered the right political pieces and took back the throne for his family. The Fortis Empire controls nearly the entire west and stretches into the center of Kantros where their eastern border is protected by two larger fortresses, Fort Navaro and the Lion’s Keep, and the Kawa River.
Kingdom of Beinn
This southern kingdom of Kantros is almost entirely surrounded by mountains. It is rich in stone and metals. Its mountains provided a natural barrier that protected it from the Fortis Empire. To further protect them they built a massive fortress into the mountains and the pass leading into Beinn and named it after their capital city of Skye. However, very quickly they realized that they could profit quite handsomely by selling their resources to the Fortis Empire. The blacksmiths of Beinn also became quite skilled at crafting weapons. Their weapons are considered the very best in Kantros.
The Kingdom of Beinn is ruled by a very strong monarchy. The current king is Shay McMasters. A middle aged man that is rugged and tough like the people he rules. He rules over a kingdom that may be small in terms of its land and number of people but is rich in resources and pride.
Confederation of Vallos
The richest farmland in all of Kantros is under the control of the Confederation of Vallos. Once a part of the Fortis Empire, until a rebellion 50 years ago was funded by three extremely wealthy farming and merchant families of the southeast broke this significant region away from the Fortis Empire. Vallos is now the second largest entity in Kantros. Ruled by three families that make up the ruling council in the capital city of Tyree they focus on promoting the economic and military growth of the confederation. The three families that rule are the Jerstons from the city of Jero, the Vallon from the city of Vallis, and the Wellek from the northern most city of Wellton. The strongest family is the Vallon and their current head is Aldemir Vallon, a cutthroat businessman and shrewd politician.
Vallos is made up of plains, rolling hills, and forests and now grows over half of all the food needed in Kantros by itself. Their cities have become centers of trade and are bustling with people. Out in the country side massive farming estates rule the day although many small family estates still exist. Many of the men of Vallos are skilled horsemen from their time on the plains and farm lands.
This small kingdom tucked away in the Scorpion Desert was the first to break away from the Fortis Empire nearly 150 years ago. After a civil war weakened the empire, Ayos Acre united the clans and tribes of the desert and defeated a Fortis army at their fortress in the heart of the desert. After capturing the fortress they easily pushed the remaining Fortis armies out of the desert and won their independence. Ayos renamed the fortress the Scorpion’s Lair and built a capital city named after him, Acre, and another city Ayos.
The desert makes life extremely difficult and tough on the people and because water is scarce their cities are either on the coast or along the Wadi River which is the single most important thing to the people of Sah’ra.
The Sah’ra are currently lead by King Zhan Acre. A man dedicated to protecting the people of the desert from the constant attacks from their enemies of the Bairing Islands.
This chain of islands off the northern coast of Kantors is home to the most violent people in all of the land. Never subjugated by the Fortis Empire the men and women of the islands are fiercely independent and proud of it. They hate the mainlanders and have closed off the islands. Almost no one from the mainland has ever set foot on any of the Bairing Islands. They are skilled fighters and sailors and are constantly raiding coastal cities all over Kantros.
The Bairing Islands, while isolated, have lots of natural resources and it has allowed them to prosper despite being isolated. The islands are currently ruled by the warlord Ezekiel Koth, a ruthless and ambitious man. He rules from the largest island and the city of Bairos.
Rules, Characters, Etc.
Before we begin, we first need to be talking the same language. Here is a breakdown of each part of your character:
Trait: There are six different traits. All of them affect some skills in some way.
*Strength: affects damage on melee attacks
*Dexterity: affects chances to hit on both melee and ranged attacks, also increases defense for those wearing light armor, and affects Reflex Saves
*Constitution: affects amount of HP you gain per level, as well as Fortitude Saves
*Wisdom: affects healing, as well as Willpower saves
*Intelligence: affects skills obtained
*Charisma: affects ability to persuade/talk to people
Skills: These are modifiers on your skill rolls to see if they are successful or not. This includes skills such as steal, heal, tumble, spot, etc.
Feats: These are abilities that either modify your character in some way (increase HP, increase saves) or are combat abilities, like power strike or sniper shot.
HP: Health, when it is at 0 you are unconscious, when it gets to
10 you are dead forever- 1 1
Defense: What enemies are trying to roll higher then to hit your character, or you them. For example, if you have a defense of 12, and an enemy rolls an attack value of 10, they miss. If they roll a 13, they hit. All ties go to the attacker.
Attack: This modifies your attack value to see if you hit your target. If you are fighting someone with a defense of 12, and you have an attack of 1d6) 1 1
2nd +1 +0 +3 +0 -
3rd 2d6) 0 1
4th 3d6) 1 1
6th 4d6) 0 2
8th 5d6) 0 2
10th 6d6) 1 2
12th 7d6) 0 3
14th 8d6) 0 3
16th 9d6) 1 3
18th 10d6) 0 3
20th +15 +6 +12 +6 —- 1 3
Note: Scoundrel gets faster skill progression, only Thief gets Sneak Attack
Skill progression: 7 per level + Int Modifier
Level Base Attack Bonus Fort Refx Will Special Feat
1st +0 +2 +2 +2 Starting feat
2nd +1 +3 +3 +3 —- 1 0
3rd +2 +3 +3 +3 —- 1 0
4th +3 +4 +4 +4 Uncanny Dodge 1 0 0
5th +3 +4 +4 +4 —- 1 0
6th +4 +5 +5 +5 —- 0 0
7th +5 +5 +5 +5 Normal Feat +
Uncanny Dodge 2 1 0
8th +6 +6 +6 +6 0 0
9th +6 +6 +6 +6 —- 1 0
10th +7 +7 +7 +7 —- 0 0
11th +8 +7 +7 +7 —- 1 0
12th +9 +8 +8 +8 —- 0 0
13th +9 +8 +8 +8 —- 1 0
14th +10 +9 +9 +9 —- 0 0
15th +11 +9 +9 +9 —- 1 0
16th +12 +10 +10 +10 —- 0 0
17th +12 +10 +10 +10 —- 1 0
18th +13 +11 +11 +11 —- 0 0
19th +14 +11 +11 +11 —- 1 0
20th +15 +12 +12 +12 —- 0 0
Skill Progression: 5 per level + Int Modifier
Note: Does not get Implant, but does get Uncanny Dodge 1 and 2
Uncanny Dodge 1: when you are being flanked, roll a 20 sided die. If you roll 16 or higher, attacker loses flanking bonuses.
Uncanny Dodge 2: same as above, except you can roll a 13 or higher to cause attacker to lose flanking bonus
Level Base Attack Bonus Fort Refx Will Special Feat
1st +1 +2 +0 +0 —- 1 0
2nd +2 +3 +0 +0 —- 1 0
3rd +3 +3 +1 +1 —- 1 0
4th +4 +4 +1 +1 —- 1 0
5th +5 +4 +1 +1 —- 1 0
6th +6 +5 +2 +2 —- 1 0
7th +7 +5 +2 +2 —- 1 0
8th +8 +6 +2 +2 —- 1 0
9th +9 +6 +3 +3 —- 1 0
10th +10 +7 +3 +3 —- 1 0
11th +11 +7 +3 +3 —- 1 0
12th +12 +8 +4 +4 —- 1 0
13th +13 +8 +4 +4 —- 1 0
14th +14 +9 +4 +4 —- 1 0
15th +15 +9 +5 +5 —- 1 0
16th +16 +10 +5 +5 —- 1 0
17th +17 +10 +5 +5 —- 0 0
18th +18 +11 +6 +6 —- 1 0
19th +19 +11 +6 +6 —- 0 0
20th +20 +12 +6 +6 —- 1 0
Skill Progression: 3 per level + Int Modifier
Step 2: Choose a profession, feats, and skills.
There are several different professions that you may choose some. Each profession plays differently. Some focus on combat, while others serve in support roles. Some are skill oriented and other feat oriented. There will also be some skills and feats that are only available to each profession. With that in mind make sure you choose your profession wisely, there are positives and negatives from each.
Benefits: +1 strength and +1 constitution. +1 attack
Negatives: -1 wisdom and -1 charisma
Starting feats or skills: Begin the game with two weapon feats, both armor feats (light and heavy armor), and two other feats of your choice from the list.
HP: 12 sided die roll.
Benefits: +1 charisma and +1 intelligence. +1 initiative
Negatives: -1 constitution and -1 wisdom
Starting feats or skills: Begin with +3 to intimidate and diplomacy skills. Choose one armor and one weapon proficiency. You will begin the game with the two following special profession specific feats that only commanders can have.
-Combat Leader (Passive): Whenever you land an attack on an opponent, all party members get +1 attack until your next turn.
-Battle Commands: costs an action. You may move one character (if they agree) four extra spots.
*These feats can be improved as the game progresses and your character levels.
HP: 10 sided die roll.
Benefits: +1 dexterity and +1 intelligence
Negatives: -1 strength and -1 charisma
Starting feats or skills: +2 to handle animal skill (this skill is available to only rangers). +3 to spot, listen, and survival in nature setting, -1 to all of these skills in a city setting. Choose one weapon feat and rangers can only use the light armor feat. Rangers also begin the game with the following feat that is available to only them.
- Chosen Prey: You may choose one target on the field to be the “Prey” (does not cost an action first time used in battle). As long as that character is the “Prey”, you get +1 Attack and +1 Damage to them, though you get minus -1 Attack and -1 Damage against all other non-targeted (non-“Prey”) foes. After the first use, you can choose another target for “Chosen Prey”, but it will cost you an action.
- Once a ranger reaches level four they may take on an animal companion. The details will be discussed once this level has been obtained.
HP: 10 sided die roll.
Benefits: +1 dexterity and +1 wisdom. +1 attack
Negatives: -1 constitution and -1 charisma. -1 defense
Starting feats or skills: +3 to sneak/move silently/stealth. +3 to tumble. Two weapon feats and assassins may only use the light armor feat. Special assassin only feat:
- Assassin’s Strike: Add two to critical range (Example: starting out critical on roll of 18, 19, and 20). -2 to defense until beginning of next turn. Double damage for the roll and all damage modifiers. * May improve as game progresses.
HP: 10 sided die roll.
Thief (Scoundrel class only)
Benefits: +1 charisma and +1 dexterity
Negatives: -1 strength and -1 constitution
Starting feats or skills: +2 to sneak/move silently/stealth. +2 to two of the following three skills – forgery, pick lock, or sleight of hand. May only use the light armor feat and the knife/dagger feat. Begin game with sneak attack feat that is only available to the thief profession.
- Sneak attack: When attacking an opponent that is flanked the thief gets the sneak attack bonus. In addition to their regular damage die roll they will add one additional d6. The number of additional dice will increase in accordance with the chart above for scoundrels.
Movement: 5, 4 movement in nature.
HP: 8 sided die roll.
Merchant (Scoundrel class only)
Benefits: +1 charisma and +1 intelligence. Begins game with 10 gold.
Negatives: -1 strength and -1 dexterity. -1 attack.
Starting feats and skills: +2 to bluff and sense motive. +4 to barter skill (only available to merchant profession). Choose one weapon profession and can only use the light armor feat. Begins game with merchant only feat.
- Trade Income: Each time a merchant levels up he may roll one d4 and receive that many gold. * May improve as game progresses.
HP: 8 sided die roll.
Benefits: +1 wisdom and +1 constitution.
Negatives: -1 strength and -1 charisma. -1 attack.
Starting feats and skills: +5 to your heal skill (only available to the healer profession). +3 to any skill of your choice. Choose one weapon feat and one armor feat. Begin the game with conditioning feat. May choose one of the following profession specific feats:
- Medical Knowledge: may search for and acquire supplies needed to create bandages and healing herbs. Roll d20. Roll of +15 allows for creation of bandage or healing herbs.
- Poison Knowledge: may search for and acquire supplies needed to create poisons. Roll d20. On roll of +17 a poison is created.
HP: 10 sided die roll.
Benefits: +1 intelligence and +1 strength. +1 initiative
Negatives: -1 constitution and -1 dexterity
Starting feats and skills: +5 to your craft/build/upgrade skill (available only to engineer). Choose one weapon skill and armor skill. +2 to all skills using intelligence modifier.
HP: 8 sided die roll.
Skills are used throughout Arem. Whatever your Skill level is, that number gets added to your 20-sided dice role, which is then compared against a “challenge number” made up by the DM. If you tie or beat that number, you accomplish the task, if you are below it, you fail the task. Each skill has a modifier trait connected to it. On top of the points you put into the skill, you also get that modifier. You get one modifier point for every two traits point you have over 10. You can also go negative if your trait points are below 10. The below scale will show how trait points affect skills.
20-19 = +5, 18-17 = +4, 16-15 = +3, 14-13 = +2,13-12 = +1 (and so on)
11-10 = 0
9 to 8 = -1, 7-6 = -2, 6-5 = -3, 4-3 = -4, 2-0 = -5
Your class will determine how many skill points you get per level (along with Intelligence Modifier), while your job might start you with certain skills. Normally, your skill level can only be 3 higher than your current level (level 1 + 3 = 4 max points you can put in a skill at level 1), BUT you are allowed to put an extra point into any skill your job gives you (for a maximum of 4 points per level). For example, if you were a Level 1 Soldier and wanted to put skill points into Sleight of Hand, the maximum skill level you could obtain would be 4. A thief, on the other hand, could put it up to 5 at level 1.
Skills in Kantros
Bluff (Cha): Goes against Sense Motive
Build/Craft/Upgrade (Int) – Engineer only.
Barter (Int) – Merchant only.
Decipher Script (Int)
Disable Device (Int)
Escape Artist (Dex)
Gather Information (Cha)
Handle Animal (Cha) – Ranger only.
Hide (Dex): Goes against Spot
Knowledge (Int) – of a particular body of knowledge.
Move Silently/Sneak/Stealth (Dex)
Open Lock (Int)
Sense Motive (Wis): Used against Bluffs
Sleight of Hand (Dex)
Survival (Wis): Keeps yourself and others safe and fed in the wild
Heal (Wis): Available only to “Healer” class; somewhat complex, below are the rules:
First Aid, Long-Term care: +15 DC check (attemptable only once)
First Aid: stops a dying character from losing more HP (requires an action)
Long-Term Care: Treating a person in a resting situation; normally, characters gain 2 HP per level per hour of rest; with Long-Term Care, that score doubles; can be done on up to 6 people
Battle Heal: For every +5 Heal skill, you heal an additional 1 HP in combat healing (requires an action and an item)
- There will be items specifically for the healer. Other players may use them but do not get their full benefit.**
Feats in Kantros
Here are the possible feats you can take. There may be more as we play, and these don’t include the job specific ones mentioned in the job section.
In general, you can get IMPROVED VERSION of these feats at level 5, and the MASTER VERSION of these feats at level 9, unless otherwise noted.
-Conditioning: +1 to all saving throws (IMPROVED at level 4, MASTER at level 8)
-Critical Strike: doubles melee weapons critical hit range (a normal weapon where you have to roll a 20 to critical, would now critical on 20 or 19). Defense goes -5 after using this.
-Sniper Shot: doubles ranged weapons critical hit range (a normal weapon where you have to roll a 20 to critical, would now critical on 20 or 19). Defense goes -5 after using this.
-Power Attack: adds +5 damage to next attack, but also -3 to hit
-Power Shot: adds +5 damage to next attack, but also -3 to hit
-Dueling: +1 to attack if you only have one weapon (IMPROVED AT LEVEL 4, MASTERED at level 8)
-Flurry: make an extra melee attack this round. Character gets -4 defense and -4 attack for the round
-Rapid Shot: make an extra ranged attack this round. Character gets -4 defense and -4 attack for this round
-Toughness: gives one extra HP per level; is retroactive (IMPROVED at level 4, MASTER at level 8)
-Two-Weapon Fighting: reduces penalty of two-handed fighting. Characters now get -6/-6 with this feat (versus -6/-10 if you don’t have the feat)IMPROVED at level 4, MASTERED at level 8
Quick Draw: allows you to switch weapons without having to take an action on your turn (Ex: May switch from bow to sword and still perform an attack on that turn).
Step 3: Choose where you are from.
Each of the different kingdoms has an attribute bonus. This will be added on to your character at the beginning of the game.
Fortis Empire: +1 Dexterity
- Those of the Fortis Empire are skilled soldiers and warriors. Their dexterity makes them better at attacking and defending.
Kingdom of Beinn: +1 Strength
- The Kingdom of Beinn forges strong weapons and strong people.
Confederation of Vallos: +1 Intelligence
- The intelligent merchants of Vallos know how to maximize their profits and make the best business decisions.
Sah’ra: +1 Constitution
- Life in the desert has made these people tough and hard.
Step 4: Create a story and background for your character.
You will be responsible for creating a background and story for your character in Kantros. The better it is the more you will be rewarded. It helps add depth to our game and also provides the GM with more game material. The GM reserves the right to approve, veto, and change your story if he deems necessary. Your background and story will need to be posted on the website and will need to be updated when necessary.
Other and Miscellaneous
1.) What weapon you use is more important than ever. In previous iterations of D&D, what weapon you used and what weapon your opponent had did not really affect combat. In Kantros, it will, and thus there is a higher incentive to have proficiency in multiple weapons rather than just one. Here is how weapons match up on each other.
Sword = no benefits or negatives vs. anything; no weaknesses, but also no strengths.
- D8 for damage
Short Weapons (knife, short sword, etc.): +1 Attack, +1 Defense against Long Weapons (spears, long axes, etc)
- Dagger/knife: D4
- Short sword: D6
Long Weapons (spears, long axes, etc.): +1 Attack, + 1 Defense against Two-Handed Weapons (broad sword, mace, etc.)
Two-Handed Weapons: +1 Attack, +1 Defense against Short Weapons (knife, short sword, etc.)
Bows: I am re-implementing negatives for close quarter combat with bows. There is no negative attack bonus on close quarter attacks, but there is a negative effect on your defense. Any ranged character gets -2 Defense when being attacked by a melee character.
- Regular Bow: D6
- Longbow: D6
- Crossbow: D8
There will be some weapons that can be upgraded. They will be able to do more damage, increase attack, defense, etc.
You will receive one weapon for each of the weapon feats you take at the beginning of the game.
2.) Terrain is now going to be an issue. If a character has the high ground, they get +1 Attack and + 1 Defense against someone on the low ground.
3.) Bows have a maximum range. Bows will be able to shoot 8 spaces, crossbows 3 spaces and long bows will be able to shoot 12 spaces. These ranges must include height differences between the shooter and the target. For example, if the target has the high ground and is 2 “steps” above you, then your maximum range to hit him would be 6 spaces, rather than 8 spaces (assuming you have a bow). If you hold the high ground, there is no penalty to your range. You can attempt to make attacks on targets further away than your maximum range, but for every “spot” or “step” further away the target is, you get -2 attack.
4.) Flanking is back, and requires no feat.
When making a melee attack, you get a +2 (Attack) flanking bonus if your opponent is threatened by a character or creature friendly to you on the opponent’s opposite border or opposite corner.
When in doubt about whether two friendly characters flank an opponent in the middle, trace an imaginary line between the two friendly characters’ centers. If the line passes through opposite borders of the opponent’s space (including corners of those borders), then the opponent is flanked.
5.) Armor type is now actually important. If you wear light armor, you use your Dex modifier + 10 (base defense) to determine your overall defense. Heavy armor ignores your Dex modifier when it comes to armor, leaving you with just the Defense rating for your armor. Light armors will often have other benefits too them (not always), while Heavy armor usually will have higher defensive ratings. Note: if you lose your heavy armor for whatever reason, you revert back to light armor, and must follow those rules.
6.) Economy is basic and simple. Gold, silver, and bronze coins are used in all of the kingdoms. Since all of them were once ruled by the Fortis Empire they have maintained their basic currency and denominations. That is except for Bairos and the Bairing Islands.
* 1 Gold = 10 silver
* 1 Silver = 10 bronze