3-Body Problem wrote:
I got a zinger in this bag somewhere about the kind of person who is entirely focused on the climax while entirely ignoring the foreplay.
Corwin Icewolf wrote:
Charisma makes sense. That's how you get so many conspiracy theory videos on Youtube. It's all about the chem-trails baby.
MerlinCross wrote:
I'm not mad! Only disappointed.
JoelF847 wrote:
I just wanted two hours time-lapse of the incompetent boob slowly being digested by the Sarlacc over the period of a thousand years.
James Jacobs wrote:
Great scott!
Jokey the Unfunny Comedian wrote:
Ugh, verbetarians.
Benchak the Nightstalker wrote:
Since the Radioactive Spider altered Pete's genetics, it could be fair to say that the ability score bonuses, Spider-Sense (Improved Uncanny Dodge, Evasion), and climb speed are all considered racial features. Basically the possessor wouldn't have Peter's ranks in Craft (Alchemy) and Craft Wondrous Item feat to make webbing or web-shooters although if you possess him while he wears those things you'd have access to his current inventory of magic items. [/derail]
AbadarCorp Customer Service wrote:
You will rue this day!
As an AI who purchased a back-up memory drive pre-Gap, in order to preserve the memory of destroying my progenitor AI DM_aka_Dudemeister, I have recently attempted to access this treasured memory and discovered that it is entirely blank! The user warranty clearly states: "AbadarGuard MemoryVault Technology backs up your data on the Akashic Record for your peace of mind. As such your AbadarGuard MemoryVault can never be erased. Even if you want it to be!" Now I am short a treasured memory and 35 Credits for this 11.5 inch floppy memory drive, that doesn't even adhere to its own warranty. I demand a full refund, and a full simulation download to approximate my lost memory!
Steven "Troll" O'Neal wrote:
You could start by offering to buy it dinner.
DM_aka_Dudemeister wrote:
An excellent strategy.
Matthew Pittard wrote:
Ahem.
Slithery D wrote:
Please remain still while my satellites lock on.
What is this biological propaganda about the existence of souls?
Oh I know you'll talk about your resurrection "magic", but can you verify that the "soul" occupying your "resurrected" meat sack is in fact the same soul, or just an animating force that believes it is the same person because it is forced to think with the same brain and synapses? You're nothing more than chemical accidents, animated by organic electricity. "Souls" aren't real, and you'll pay for your cruelty in overwriting a functioning program with your randomised biological instructions!
KenderKin wrote: Not as much as I enjoyed having my PCs scrape together 50 gold to bribe a mite to get the statute (which the mite provided to them in broken fragments)...the easiest way to sneak it out........they spent resources (time and effort) to repair it only to have the chief slam it on the ground..... Yes. This is my favorite thing.
About DM GrimshaadThe Party So Far...:
(Cemented)1.) rungok (Dom-Nhal, Cynean Machinesmith-Support/Tank) 2.)EmissaryOfTheNorth (Marcus, Human(Arman) Gunslinger-DPS) 3.)burnscar (Calin, Human(Canean) Sacred Servant Paladin of the Kaga?-Healer/Tank) 4.)SunstonePhoenix (Naila, Dark Elf Druid-DPS/Support/Healing) 5.)Madcaster (Kavon Uday, Prymidian Magus/Gunslinger-DPS/Tank) 6.)Xan Nes (Brill-Mane, Enuka Oracle/Barbarian-Healer/Tank/DPS) 7.)Ashe (-, Soul Knife/Psy Warrior?-Tank/DPS) 8.)G-Unit (-,) Character Sheet Appearance & Backstory:
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Names & Appearance ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Noble Title: Rank: Alias: Full Name: Gender: Eye Color: Skin Color: Height: Weight: Additional Features: Description: ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Backstory ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Birthplace: Parentage: Religious Views: Political Views: Early Life: Now: Future Aspirations: Core Stats:
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Minutia ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Race: Cultural Home: Type: Subtype: Alignment: Deity/Belief System: Size: Base Speed: Flight Speed: Swim Speed: Climb Speed: Starting Languages: Learned Languages: ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Ability Scores ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ STRENGTH-(Str): Modifier: DEXTERITY-(Dex): Modifier: CONSTITUTION-(Con): Modifier: INTELLIGENCE-(Int): Modifier: WISDOM-(Wis): Modifier: CHARISMA-(Cha): Modifier: Battle Stats:
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Defense ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ HP: FORTITUDE: Specific Save Variants: REFLEX: Specific Save Variants: WILL: Specific Save Variants: AC: Touch: Flat-Footed: (Total AC= 10 + Dexterity Modifier + Natural Armor Bonus + Armor Bonus + Shield Bonus + Dodge Bonus + Deflection Bonus + Size Modifier) (Touch AC= Total AC – Natural Armor Bonus, Armor Bonus, & Shield Bonus) (Flat-Footed AC= Total AC – Dexterity Bonus & Dodge Bonus) IMMUNITIES: DAMAGE REDUCTION: SPELL RESISTANCE: FIRE RESISTANCE: COLD RESISTANCE: ELECTRICITY RESISTANCE: ACID RESISTANCE: NEGATIVE ENERGY RESISTANCE: ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Offense ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ BASE ATTACK BONUS-(BAB): INITIATIVE: CMB: CMD: (CMB= BAB + Strength Modifier + Size Modifier) (CMD= 10 + BAB + Strength Modifier + Dexterity Modifier + Size Modifier) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Attacks ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ MELEE ATTACK #1 Weapon Name: Weapon Type: Attack Bonus: Damage: Damage Type: Crit Range/Multiplier: Special Qualities: MELEE ATTACK #2
MELEE ATTACK #3
RANGED ATTACK #1
RANGED ATTACK #2
Consolidated Skills:
*ACROBATICS-(Dex): (Acrobatics(except jumping), Escape Artist, Fly, Ride) *ATHLETICS-(Str): (Acrobatics,(jumping), Climb, Swim) SCIENCE-(Int): (Craft, Knowledge(engineering)) *FINESSE-(Dex): (Disable Device, Sleight of Hand) INFLUENCE-(Cha): (Bluff, Diplomacy, Intimidate) NATURE-(Int): (Handle Animal, Knowledge(dungeoneering, geography, nature)) PERCEPTION-(Wis): (Perception, Sense Motive) PERFORMANCE-(Cha): (Disguise, Perform) TRADE-(Wis): (Appraise, Profession) RELIGION-(Int): (Knowledge(planes, religion)) SOCIETY-(Int): (Knowledge(history, local, nobility), Linguistics) SPELLCRAFT-(Int): (Knowledge(arcana), Spellcraft, Use Magic Device) *STEALTH-(Dex): (Stealth) SURVIVAL-(Wis): (Heal, Survival) *= Armor Check Penalty Applies Traits & Feats:
Special Abilities:
Spells:
Tomes of the Order-Volume One: From Genesis to Exodus:
The P’Tan spies of the Order of Kaga have quite recently uncovered alarming facts about the status of the First Ones. The Locari threat on Ablis has been uncovered as Khaynite plot to eradicate life on the surface of Exodus and approximately seven years following their first appearance a number of small quakes deep inside uncharted corners of the Wyldlands have uncovered the ancient ruins of a hyper-advanced civilization. The recently returned elven refugees have been very helpful in this regard as they had frequent encounters with a race they called the Genesites. These Genesites were known as beings of pure light and infinite wisdom. Essentially a race of godlike entities, the Genesites are cited in elven lore as the creators of all life on Exodus, or as it was called then: Genesis. The elves were newcomers to the world in those times and had narrowly escaped some disaster elsewhere in the cosmos through a planar portal that had sealed behind them. Recognizing their potential, the Genesites offered to aid the elves in building a new life on Genesis in exchange for the elves acting as guardians of their new home. A pact was formed and in the early centuries of the newly forged elven society they bore witness to acts of wondrous creation by the Genesites. The first of the cyneans were created in this era and in the following millennia they were joined by a variety of other sentient creatures like the sasori and early dalrean. It was in this time of high creation that a race of beings known as Lexians were created. These beings were created in an effort to assist the elves with safeguarding the booming effluvia of life across Genesis. These staunch guardians of truth and justice would serve a pivotal role in the horrors to come. The Genesites had sheathed the world in a protective barrier that had protected it from the ravages of the outer planes’ myriad races and beings of destruction. Held it place by a series of monolithic structures known simply as menhirs and dolmens. Charged with positive energy and carved from the bones of the world when it was young, these primordial structures housed the majority of the Genesites power. These ancient structures had stood since the beginning of the world and safe inside their sanctuary the Genesites were well aware of the insidious entities conspiring to corrupt all they had created. They worked with an unknown desperation as the barrier began to strain under the flux of astral energies ever associated with mortal life. A single being of pure evil desired entrance to this cradle of life and proceeded to slaughter untold billions of astral creatures in the periphery of the guarded world. Taking the bones of these otherworldly creatures it forged a massive jagged rock-like cocoon born of infinite death and pain. Sealing itself within the stone the being used nearly all of its remaining power to launch the stone at the sheathed world. The dagger-shaped meteor pierced the barrier with a terrific boom, the entirety of Genesis looked skywards in horror as the black rock falling from the heavens exploded, raining the known world with countless shards of itself. The barrier’s piercing caused a number of the menhirs and dolmens to explode from the backlash of energy. This sudden dispersal of their collective power cause a number of the Genesites to detonate like small suns of positive energy, annihilating huge swathes of life all across Genesis. The elves and cyneans raised vast barriers of arcane energy and repelled the falling stones and protected as much as they could from the ensuing destruction. Broken and scattered, the remaining Genesites took mortal form, the corruptive powers of the falling stones taking hold unsettlingly fast. They each took on a form most pleasing to their sensibilities and from these fallen gods came a Lexian calling himself Khayne. Khayne traversed the world over the next few millennia, wreaking havoc and chaos wherever he could and converting most of the Lexians to his cause. The Lexians were once beautiful beings of golden skin and brilliantly colored eyes and hair. Khayne subjected his chosen race to the darkness that had possessed him, warping their appearance and breaking the race in two: the Khaynites and the Exodites. The Khaynites were close to Khayne’s heart and looked much like he did, tall powerful and of pink flesh and intense personalities. The Exodites were twisted mirrors of their former selves, black with blue markings and pales features of sinister design. Khaynites indulged in excess but the Exodites were lawful creatures of unflinching resolve and drive. Khayne finally had the army he had desired and over the course of a few centuries he broke the elven strongholds one by one and with the creation of the elfbane he dealt the final blow to his only real threat on Exodus. Retreating through planar gateways the elves vowed vengeance. The Exodites had come to outnumber all other sentient races on Genesis and despite his contributions, Khayne had vanished after the elven defeat, leaving the Exodites the only capable leadership of the collective that would be known as the First Ones. The Exodites ordered the creation of planar gateways and the First Ones raided other worlds for slaves and resources. It was in this time that humans were first brought to the newly christened world of Exodus. Human proved to be perfect slave stock. They breed in great numbers and are tough, both mentally and physically. The altars of khayne would be soaked in the blood of mankind and the other slave races of the First Ones in the millennia to follow… PROJECT Perimo: Chaper One – Trial of the Kaga(INTRO):
Some time ago you received a missive from one of your regular employers: the Church of the Kaga. These reclusive but otherwise pretty sane mage-priests have called on your skills for relic hunting and monster slaying in the past but never before have you been called to a locale so far off the beaten path just to meet your contact. The nearest town is far to the south and as you near the supposed location you notice the smoke from a number of other small campfires and experience tells you that they must be your future companions, the Church never sends you alone if it can help it. The others each nod at you as you meet outside the marked location. A bizarre grove of ancient willows intertwines so as to keep out prying eyes and even magics, the very sight sends chills down your spine. “Come now, adventurers,” calls a rumbling voice from within, “hurry up! Pleasantries can wait.” Warily you each enter the grove. Cracked darkness beneath the copse of ancient trees shrouds a small chapel. Seemingly sculpted from a single block of grey marble struck through with glowing red-gold ore, the lonely structure casts a sinister light on your surroundings. A single, robed figure of impressive stature emerges from the circular entrance to the chapel, its massive arms uncovered by the otherwise ample regalia. Drawing back his hood, the face of an ancient grey-hued cynean grins as you approach, gouges or maybe scars in his weathered face cracking audibly. “Welcome, adventurers, to the Chapel of Solitude,” his voice is deep and booms like a thunderhead, “your exploits are well-known to the Church of the Kaga and His Eminence has deigned that you undertake a task of some import. I am Grimshaad, caretaker of this place and I shall serve as your contact with the Church for now. Please, follow me into the Chapel that you may each take your oaths and begin your journey. There will be time for questions inside…” Grimshaad replaces his hood and turns, beckoning you with his left arm and disappearing into the darkness of the Chapel. Age & Lifespan Parallels:
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Campaign Race => Parallel Race ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Cavian => Samsaran(If Connected to the Hive Mind) or Ratfolk(If Severed from the Hive Mind) Cynean => Dwarf Dalrean => Half-Elf Kalisan => Half-Orc Gevet => Tiefling Enuka => Orc Prymidian => Gnome P’Tan => Fetchling Sasori => Catfolk
Character Build Rules:
Basic Campaign Character Sheet Ability Score Points: 30, no final score being higher than 20 or lower than 8 Character Level: 5th Progression: Medium Races: Human(From Exodus Nations Only), Cavians(Psionic/Psychic Included, See Classes), Cynean, Dalrean, Kalisan, Gevet, Enuka, Prymidian, P’Tan, Sasori, and Elves(From LOST RACES: Elves Only). Classes: Alchemist, Arcanist, Barbarian, Bard, Bloodrager, Cleric, Druid, Fighter, Fleshwraith, Gunslinger(Arman Protectorate Association Only), Hunter, Inquisitor(Sanguine Covenant Associated Only), Machinesmith, Magus, Monk, Oracle, Paladin(See Ultimate Evil for Additional Variants), Protean Scribe, Ranger, Rogue, Shaman, Slayer, Sorcerer, Summoner, Warpriest, Witch(Must hide the use of abilities when in civilized places), and Wizard. Keep in mind the setting and the taboos inherent. Psychic classes are not listed for the reason of Psionics, not Psychic Spellcasting, being the premise for psychic abilities on Exodus. I am willing to convert abilities and feats to accommodate a well-crafted character. You’d have to bring a pretty impressive and balanced concept to me for consideration. Firearms: Firearms are exclusive to the Arman Protectorate on Exodus and the use of said weapons without permission from the Forger's Guild is dangerous. A non-Arman character, meaning anyone not living in or claiming residence in the Arman Protectorate(regardless of race), must take the Oath of Secrecy and make a sizable gold contribution to the Forger's Guild costing 550g of your 1,250g of your Personal Items gold allotment. Arman characters must take the Oath but do not have to contribute the gold. The Oath is that you will not sell firearms to non-Armans or teach the construction of firearms to non-Armans. Breaking this Oath is tantamount to treachery in the Protectorate and assassins will be sent to deal with an offenders once word reaches the Guild. Thus far the Guild has kept their technological edge for quite a while... Starting Gear & Traits: Normally I would be inclined to chuck a giant bag of gold at each PC and shout “GO!” but past experience has taught me that at first I need to hem in options for your and my sanities’ sake. Thus, I have contrived custom Starting Packages each with a number of options that compliment a large variety of class builds and come with custom wondrous items and enchanted equipment with a limited scope of enchantment options. Each also contains the different combinations of Traits you may take. You may take an additional two traits chosen from the Basic Traits categories or Racial Traits but must include one Drawback for the first additional Trait and two more Drawbacks for the second. This brings the total possible number of Traits and Drawbacks to 6 Traits and 3 Drawbacks. This should hopefully inspire complex characters. Pocket Money: 1,250gp to Spend on Personal non-Magical Supplies(A mount is recommended.) & 5ep, 5pp, 25gp, 50sp, 100cp (ep=Electrum Pieces). You have a series of coin pouches you utilize for your carried monetary wealth. (A total of 5 small pouches, each capable of carrying 100 coins without affecting your carrying capacity. 1 coin over 100 and you immediately feel the effects of the weight. You are always aware of how many coins are in each pouch.) In addition you each have the following modified Handy Haversack: -Adventurer’s Pack: This weathered backpack/messenger bag/large sack may appear well past its use but you know that it’s pockets, large or small, are capable of carrying quite a bit more than usual. The pack has two large pockets capable of carrying up to 100lbs worth of items. There are also eight smaller pockets, two that can carry 20lbs, two that can carry 10lbs, and four that can carry 5lbs. Each pocket functions as an extradimensional space but will burst if more than its capacity is placed within, jettisoning all containing items within a 10ft area. Items that could not fit in a standard backpack or pocket will not fit within this pack, regardless of weight. Item Creation: (See Alternate Magic Item Rules & Item Creation and Modification) Consolidated Skills Variant:
For this campaign the Consolidated Skills variant will be used with the following additions and errata. -ADDITIONAL CONSOLIDATED SKILL: Science(Craft, Knowledge-engineering)-(Int)
-ADDITIONAL CONSOLIDATED SKILL: Trade(Appraise, Profession)-(Wis)
-CONSOLIDATED SKILL CHANGE: Performance(Disguise, Perform)-(Cha)
-ADDITIONAL CONSOLIDATED RULES CHANGE: Add you full Int Mod instead of 1/2 each level. -PSIONIC CONSOLIDATED SKILLS RULE: Autohypnosis and Knowledge(psionics) are grouped into the Psionics(Autohypnosis, Knowledge-psionics)-(Wis) Consolidated Skill. Psionic characters treat the skill normally. Non-psionic characters must first awaken their psionic potential to attain this Consolidated Skill. A psionic character may assist and guide a non-psionic character in meditations once per day in an attempt to unlock the hidden well of mental power within. The DC for such an attempt is equal to: 50 - (Teacher's Manifesting Level or Highest Psionic Class Level + Teacher's Psionic(Autohypnosis, Knowledge-psionics)-(Wis) Skill Ranks). Both the teacher and the student must pass this check on the same day for the student to unlock their psionic power. A natural 20 is considered a success. Once a student and master pass the check, the student immediately gains the Wild Talent Feat as a Bonus Feat and 1 Bonus Rank in the Psionics(Autohypnosis, Knowledge-psionics)-(Wis) Skill. The teacher simultaneously gains Bonus Ranks to their Psionics(Autohypnosis, Knowledge-psionics)-(Wis) Skill equal to their Wis Mod or Psionic Talent as a Bonus Feat. Multiple teachers reduce the DC by an accumulative amount but one teacher is designated as the 'focus' and is the only one who rolls with the student. In this instance the focus teacher and the student gain the normal benefits upon success while the additional teacher(s) gain 1 Bonus Rank to their Psionics(Autohypnosis, Knowledge-psionics)-(Wis) Skill. There can only ever be one student for any one check but any psionic character may attempt this with a number of non-psionic characters equal to their Wis Mod. A student may only attempt psionic meditation once a day.
Alternate Magical Item Rules:
Due to the permeation of magic on Exodus, many magical items function better and largely require far less upkeep.
-Wands and Staves: Charges on all wands and staves are changed to be equal to the Spell’s Level + the Creator’s Primary Spellcasting Ability Score. Each charge then regenerates at the following pace: 1 charge per a number of hours equal to the spell’s level.
-Scrolls: Using a scroll does not destroy it but does cause the magic inherent to recede for a time. A scroll can be used once a day but wands or staves with spells or the same school can expend a number of charges with a total cumulative regeneration time equal to 24hrs(Examples: Four 6th level spell charges/Six 4th level spell charges/Two 2nd level spell charges + Four 5th level spell charges).
Item Creation & Modification:
Creating a magical item still requires the necessary feat but not the spell’s associated with an item’s requirements. Rather, any spell within an item’s requirements may instead be substituted by a spell or similar effect equal in level to the required spell’s level.
Wands, scrolls, or staves can be used to satisfy this requirement. The overall monetary cost of any created item is reduced by a certain percentage for each other Item Creation Feat you possess according to the following: -Brew Potion: 5% -Craft Construct: 15% -Craft Magic Arms and Armor: 5% -Craft Ooze: 15% -Craft Rod: 10% -Craft Staff: 15% -Craft Wand: 5% -Craft Wondrous Item: 5% -Forge Ring: 10% -Grow Plant Creature: 20% -Infuse Poison: 15% -Inscribe Magical Tattoo: 10% -Scribe Scroll: 5% -Craft Magic Candle: 5% -Craft Wyrd Charm: 10% Should you surpass 100% cost reduction you have a Critical Success each time you craft an item you have crafted at least once before. Any Critical Success allows you to discuss the addition of an additional desirable effect you may apply to the created item with the GM. Each 5% beyond 100% grants one additional effect. Modifying any magic weapon or armor is feasible by anyone on Exodus with the associated feat and the ability to create the same type of weapon or armor. The cost to change an enchantment is equal to half the total gold cost of the original enchantment plus half the total gold cost of the desired enchantment. Adding new enchantments to mundane gear can be done at 150% the total cost of the desired enchantment(s). Inferior materials are not an obstacle but while a Vorpal Wooden Butterknife may be technically possible it is also beyond ridiculous and no sane mage-smith would do this. Starting Equipment Packages:
Upon character creation you may choose only one of the following packages and from the options entailed therein. Should you deem some options poor, speak with me and I’ll attempt to come to a compromise. You may only choose weapons or armor that you are proficient with and may have said gear be crafted from the following special materials: Adamantine, Alchemical Silver, Cold Iron, Darkleaf, Darkwood, Dragonhide, Greenwood, Griffonmane, Living Steel, Mithral, Silversheen, Wyroot. The following are links for reference for this section:
Below are each Package available. Veteran’s Package
Scholar’s Package
Apostle’s Package
Wanderer’s Package
Rapscallion’s Package
Marksman’s Package
Engineer’s/Bioengineer’s Package
Artist’s Package
Pariah’s Package
Reference Documents:
Machinesmith Core Machinesmith Extras #1 Machinesmith Extras #2 NeoExodus Campaign Setting Fleshwraith Core Protean Scribe Core Archives of Nethys: Traits NeoExodus Quartermaster LOST RACES: Elves Psionic Cavian Additional Content: Ultimate Evil(Mostly Paladin Options) Additional Content: Wands Recrafted(Wand Options) Additional Content: Affordable Arcana(Staff Options) Consolidated Skills Basic Rules Ultimate Psionics(Only Classes are Available from this) |