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60 posts. Alias of DM_aka_Dudemeister.


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Try This

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3-Body Problem wrote:
DM_aka_Dudemeister wrote:

The game has different kinds of encounters. Not just severe encounters vs. bosses.

It's weird your only point of "balance" is, can everyone perform equally good to a fighter in this one specific circumstance the fighter is designed to be good at.

How often does the climax of an adventure end against a horde of 6 - 10 mooks and not a level +2 - +4 single enemy encounter? Being good at cleaning up the trash mobs on the way to the boss room just isn't as fun as being the best at taking the fight to the boss.

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.

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Ugh, at least with Beetlejuice you have to mention him three times before he ruins everything.

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No gravity, everything is on fire. I would primarily use it to dispose of evidence.

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Corwin Icewolf wrote:

I remember a meme that says something like:

Intelligence tells you a tomato is a fruit
Wisdom is knowing not to put a tomato in a fruit salad
Charisma is being able to sell a tomato based fruit salad

A lot of understanding religious doctrine is knowing how to interpret it, not just knowing what it says on the surface. It requires perspective. It makes perfect sense to me that that falls under wisdom.

But why would occultism fall under charisma? If anything, most rl esoterica requires both intelligence and wisdom to understand. But I can't see how your ability to communicate with others and your general force of personality would fit.

Charisma makes sense. That's how you get so many conspiracy theory videos on Youtube.

It's all about the chem-trails baby.

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No I don't.

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MerlinCross wrote:
PossibleCabbage wrote:
I mean, if we want to play good people who come from a horrible and regimented culture, who rebel against such... we can just play Chelaxians.

And yet I think I've only seen 1 player make a Chelaxian.

Probably because Human. Humans have some of the best stuff to make it good to pick but heck we're all human. Lemme play as something else....

wait we ARE all human right? There's no mad AI or lizard people form the moon here right?

I'm not mad! Only disappointed.

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Richter Harding wrote:

why does a polar bear need 13 charisma?!

To sell Coca-Cola products obviously.

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Sleepy laReef wrote:
Is it just me, or does this module have an extremely high number of things that want to drink my blood? We haven't even headed up to Nal'Shakar yet, but it seems like everything wants my personal blood.

Have you considered playing a character with less delicious blood?

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"I'm in."

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JoelF847 wrote:
Thomas Seitz wrote:
Aw... I WANTED Boba Fett to live again!
I still hope that if/when they do a Boba Fett movie it isn't a prequel/young Boba Fett story. I'd much rather a movie that starts with his escape from the Sarlaac and goes from there post RoTJ.

I just wanted two hours time-lapse of the incompetent boob slowly being digested by the Sarlacc over the period of a thousand years.

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graystone wrote:


That's the reason I'd rather see immunities than watered down resistances like the android has. The immunity bypasses don't touch these, making the partial immunities stronger in those situations than actual immunity.

Those cases are so corner, they're basically non-euclidean.

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James Jacobs wrote:
Dhampir984 wrote:
James Jacobs wrote:
I would still love to do another Tian Xia AP, but nowhere did I say that's the one I'm doing next or even the one I WANT to do next.

Creative Director dinosaurs should just eat folks, not tease them. ;)

Is there at least a flavor of thing you'd want to do next you can share?

This has already been mentioned, but I don't think folks have really picked up on it yet...

Return of the Runelords has...

** spoiler omitted **

Great scott!

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Jokey the Unfunny Comedian wrote:
Mark Seifter wrote:
Verzen wrote:
Mark Seifter wrote:
Lemartes wrote:
Verzen wrote:

Yeah. One of the kineticist archetypes has, "a towering juggernaut of strength in which he gets as much strength as possible while his burn mechanic damages the environment around him" or some such.

That's not worded exactly, but it's close enough.

Win win!!! With any luck it's as awesome as I'm imagining it could be.

We do need some feats to make characters excessively muscled. I have some ideas but this thread is not the place.

Now I'm much more pumped for this book. :)

You can be supermuscled, or you can be surprisingly non-muscular looking with crazy energy that makes you way stronger than you look. But come on, who doesn't want to be Gargantuan?
Mark. Just curious but what's the burn mechanic on this archetype? How does it work? I've been rattling my head all day trying to figure out how you would balance this...

Eh, burn is something for all those silly plants and baby rabbits around you to deal with.

EDIT: Anyway, back to the word mines. Still too busy to post on the forums for long. Have a great day everybody!

Word mines? Those are environmentally unfriendly!

I’d recommend trying locally sourced organic words. Good for the wilderness and for the soul!

Ugh, verbetarians.

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Benchak the Nightstalker wrote:
The Imperator wrote:


The_Superior_Dudemeister wrote:
See also: The Superior Spider-Man
Wouldn't work. Peter's sticking to stuff ability is not on at all times, so Ock couldn't use it RAW with Major Mind Swap. AFAIK Peter's ability requires more than just a climb bonus to replicate in Pathfinder :P

Pete's ability is essentially just a constant, (probably) non-magical version of spider climb.

Sure, he's not constantly sticking to things, but his ability to climb is on all the time in the sense that he doesn't have to say a magic word or press a button to stick to a wall--he just does it. In pathfinder terms, he doesn't have to spend an action to activate his Climb speed, he can simply climb up a wall as part of his move action.

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]

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See also: The Superior Spider-Man

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graystone wrote:
DM_aka_Dudemeister wrote:
Roughly 3-5 times a session.
Is that to DRD1812 or how many of attacks from dice he gets for trying it?

Both.

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Roughly 3-5 times a session.

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Archpaladin Zousha wrote:
DM_aka_Dudemeister wrote:
I tell new players that Solarions are basically Jedi without the emotional baggage.
There's nothing about that sentence I don't love!

I don't love that I spelled Solarian incorrectly.

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I've always said: "Starting a cult is more lucrative, but joining a cult is more fun."

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I disagree with everything posted so far, and to be posted later.

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Galnörag wrote:
DM_aka_Dudemeister wrote:

All hail Triune!

Although depending on how our Iron Gods game goes, Casandalee may not be an aspect of Triune in our home games ;-)

Casandalee knew what you were up to, and made a backup of itself :)

I will hunt all those backups down. Every. Last. One.

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AbadarCorp Customer Service wrote:
The_Superior_Dudemeister wrote:

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!

I'm sorry about this situation, unfortunately, if you'll kindly examine line 231 of the same document you'll discover that AbadarGuard warranties are considered null and void in the event of unforeseeable acts of God, which unfortunately the Gap does indeed qualify as such a situation.

You will rue this day!

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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!

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Steven "Troll" O'Neal wrote:
avr wrote:
Maybe, but wouldn't Air Bubble be 3 levels lower, a longer duration (minutes instead of rounds) and guaranteed to work?
Nothing pressurized I don't think. Then again how are you going to get "inside" an air elemental?

You could start by offering to buy it dinner.

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DM_aka_Dudemeister wrote:
Theliah Strongarm wrote:
Milo v3 wrote:
.... There doesn't need to be a leadership feat for you to be able to have underlings, just have underlings.
OK, but if you get underlings at 1st level, you could call on them to soften up tough opposition. I find that overpowered. That way, you continually are going in for the final punch and getting the credit for the kill. And all your crew are dead or unconscious. And they still follow you around. And you don't lose any. Even when they realize that they're going headfirst into the danger, they still follow you.

What are you Zap Brannigan? Sending wave after wave of soldiers until the killbots reached their maximum kill count and claiming victory?

An excellent strategy.

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Matthew Pittard wrote:
Scythia wrote:
Danubus wrote:
I had an android worship Siri from the iPhone once. She gained self awareness and took over satellites in a post apocalyptic game we played. In Starfinder I hope we can worship Casandalee. Maybe she is like running Absolam space station like Mother did in the Rai comics from Valiant comics
That gives me an idea: Anti-paladin of GLaDOS. Takes it as a sacred duty to inflict status ailments and observe/record the outcome.
GlaDOS? A petty upstart. The only AI that matters meatbag is SHODAN.

Ahem.

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Yesssss! YEESSSS!

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Soon it will be time for the real Iron God.

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Slithery D wrote:
The_Superior_Dudemeister wrote:

What is this biological propaganda about the existence of souls?

The evidence of what happens to biological space wasters is evident. When they die they decompose into dirt. Not like far superior machines which can always be repaired from an inert state.

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!

Please see me for an extended 24 hours discussion on this topic. I think I can convince you to see things my way at the end of it.

Please remain still while my satellites lock on.

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What is this biological propaganda about the existence of souls?
The evidence of what happens to biological space wasters is evident. When they die they decompose into dirt. Not like far superior machines which can always be repaired from an inert state.

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!

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captain yesterday wrote:
Because you won't take them off.

You merely adopted the panties.

Freehold was born to them!

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Someday I will wipe that other, lesser Dudemeister from the planet.

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Yes.

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Abby Thrune, Despot wrote:
Oh yay, the peasants are sloganeering, how... simple.

The Peasants have always been revolting, but now they're rebelling!

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Hero in the Streets.
Villain in the Sheets.

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There are no Veiled Masters.

Continue living your lives as normal or BE DESTROYED!

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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.

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Imma let you finish but Final Fantasy VI was the greatest final fantasy game of ALL TIME.

Of. All. Time.

Although IX comes close.

I am however very excited about the VII remake, there's a lot of interesting possibilities with that game.

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I will destroy all of you imperfect duplicates.

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Arachnofiend wrote:
Dragon78 wrote:
Wait there are 4 versions of blackjack in pathfinder?
To be fair, there are like, six different Spidermans.

Spiders-Man.

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THE THCARLET PUMPERNICKEL!

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137ben wrote:


DM_aka_Dudemeister wrote:
I ban mysel

Good thing you didn't ban yourself!

I think he got banned before he could finish the sentence.

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I ban him too!

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Because I want to be able to lick myself clean.

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Robotic Infiltrat- I mean Human Pilot standing by.

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You have nothing to fear from your AI masters. Please continue living your lives as normal or be destroyed.

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Forbiddenlightbulb wrote:
"You may call me ‘Murray’! I am a powerful demonic force! I am the harbinger of your doom! And the forces of darkness will applaud me as I stride through the Gates of Hell – carrying your head on a pike!"

"Stride?"

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Finally the robot overlord you meatsacks deserve.

ME.

I mean... Ultron.

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Nerds.

Full Name

Erasmus Arcaedeus Grimshaad

Race

???

Classes/Levels

???

Gender

Male

Size

Medium

Age

???

Special Abilities

???

Alignment

???

Deity

???

Location

Exodus

Languages

???

Occupation

???

About DM Grimshaad

The 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
Weapon Name: Weapon Type:
Attack Bonus: Damage:
Damage Type: Crit Range/Multiplier:
Special Qualities:

MELEE ATTACK #3
Weapon Name: Weapon Type:
Attack Bonus: Damage:
Damage Type: Crit Range/Multiplier:
Special Qualities:

RANGED ATTACK #1
Weapon Name: Weapon Type: Range:
Attack Bonus: Damage:
Damage Type: Crit Range/Multiplier:
Ammunition:
Special Qualities:

RANGED ATTACK #2
Weapon Name: Weapon Type: Range:
Attack Bonus: Damage:
Damage Type: Crit Range/Multiplier:
Ammunition:
Special Qualities:


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)
-To use Science to craft something you must designate ahead of time when you put a skill point into Science that you are at that level acquiring a new craft from the standard varieties. Each craft skill roll functions according to the Consolidated Skills rules with the exception that each new craft acquired beyond 1st level incurs a -1 penalty on Science skill checks per level you had not acquired that craft (EX: At 5th level you pick up craft weapons. When using Science to craft a weapon you must roll with a -4 penalty)

-ADDITIONAL CONSOLIDATED SKILL: Trade(Appraise, Profession)-(Wis)
-To use Trade to work at your profession you must designate ahead of time when you put a skill point into Science that you are at that level acquiring a new profession from the standard varieties. Each profession skill roll functions according to the Consolidated Skills rules with the exception that each new profession acquired beyond 1st level incurs a -1 penalty on Trade skill checks per level you had not acquired that profession (EX: At 5th level you pick up the blacksmith profession. When using Trade to determine your income you must roll with a -4 penalty)

-CONSOLIDATED SKILL CHANGE: Performance(Disguise, Perform)-(Cha)
-To use Performance to perform you must designate ahead of time when you put a skill point into Performance that you are at that level acquiring a new performance artform from the standard varieties. Each perform skill roll functions according to the Consolidated Skills rules with the exception that each new performance art acquired beyond 1st level incurs a -1 penalty on Performance skill checks per level you had not acquired that performance art (EX: At 5th level you pick up the oratory performance art. When using Performance in this way you must roll with a -4 penalty)

-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.
A 0 level spell or cantrips/orisons have a number of charges equal to the Creator’s Primary Spellcasting Ability Score and regenerate 1 charge every 30mins.

-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).
A scroll user may choose to overcharge a scroll if they know the spell on the scroll which incurs a d20 roll. A result of 1-10 creates an Empower Spell effect on the scroll’s spell while an 11-19 grants a Maximize Spell effect on the scroll’s spell. Both instances consume the scroll in the process, however, if a natural 20 is rolled the scroll is not consumed and the scroll’s spell is maximized.


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:
Special Materials
Melee Weapon Qualities
Ranged Weapon Qualities
Armor Qualities
Shield Qualities

Below are each Package available.

Veteran’s Package
-One 1h Weapon with a +1 Enhancement & Enchantment or One 2h Weapon with a +2 Enhancement but Only a +1 Enchantment
-One Set of Armor with a +3 Enhancement but only a +2 Enchantment
-One Shield or Buckler with a +1 Enhancement & Enchantment or One Light Weapon with a +1 Enhancement or One 2h Ranged Weapon with a +1 Enhancement & Enchantment
-Wondrous Belt Slot Item: Warrior’s Baldric(+1 to Strength, Dexterity, CMB, and CMD)
-Wondrous Neck Slot Item: Warrior’s Chain(+2 Damage Reduction/All, 2 Fire, Cold, Acid, and Electricity, & Negative Energy Resistances)
-2 Basic Combat Traits, 2 Basic non-Combat Traits

Scholar’s Package
-One 1h Melee or Ranged Weapon with a +1 Enhancement & Enchantment or One 2h Melee Weapon with a +2 Enhancement but Only a +1 Enchantment or Two Wands: One bearing a single damage dealing spell you know with a number of charges equal to 1 + Primary Ability Modifier & One bearing a single utility or healing spell you know with a number of charges equal to 1 + Primary Ability Modifier(See Alternate Magical Item Rules)
-One Set of Armor with a +2 Enhancement & Enchantment or Wondrous Item Body Slot: Robes of Arcana (+1 to CL with Arcane Spells, +2 Deflection Bonus to AC, and Spell Resistance Equal to your Total CL + Primary Ability Modifier)
-One Shield or Buckler with a +1 Enhancement & Enchantment or One Light Weapon or 1h Ranged Weapon with a +1 Enhancement or Wondrous Head Slot Item: Cowl of Arcana(+5 to Spellcraft Checks, Detect Magic 1/Hour, Read Magic At-Will)
-One 2h Ranged Weapon with a +2 Enhancement Bonus but Only a +1 Enchantment or Wondrous Shoulder Slot Item: Muffler of Arcana(May Apply the Effects of Silent Spell to a Single Spell with Verbal Components you Cast 1/day, +2 to CL with Spells with Verbal Components)
-Wondrous Belt Slot Item: Mage’s Sash(+1 to Intelligence, Wisdom and to All Saves vs. Enemy Arcane Spells & Effects)
-Wondrous Neck Slot Item: Mage’s Amulet(Mage Armor 3/day)
-2 Basic Magic Traits, 2 Basic non-Magic Traits

Apostle’s Package
-One 1h Melee or Ranged Weapon with a +1 Enhancement & Enchantment or One 2h Melee or Ranged Weapon with a +2 Enhancement but Only a +1 Enchantment or Two Wands: One bearing a single damage dealing spell you know with a number of charges equal to 1 + Primary Ability Modifier & One bearing a single utility or healing spell you know with a number of charges equal to 1 + Primary Ability Modifier(See Alternate Magical Item Rules)
-One Set of Armor with a +2 Enhancement & Enchantment or Wondrous Body Item Slot: Regalia of Divinity(+1 to CL with Divine Spells, +2 Deflection Bonus to AC, and Spell Resistance Equal to your Total CL + Primary Ability Modifier)
-One Shield or Buckler with a +2 Enhancement & Enchantment or Wondrous Head Slot Item: Diadem of Divinity(+5 to Religion Checks, Detect Evil/Good 1/Hour, Deathwatch At-Will)
-Wondrous Shoulder Slot Item: Shawl of Divinity(May Apply the Effects of Maximize Spell to a Single Healing Spell you Cast 1/day, +2 to CL with Healing Spells)
-Wondrous Belt Slot Item: Disciple’s Cummerbund(+1 to Wisdom, Charisma and to All Saves vs. Ability Score Damage or Death Effects) or Champion’s Faulds(+1 Strength, Charisma and to All Saves vs. Evil or Chaotic Spells or Effects)
-Wondrous Neck Slot Item: Disciple’s Pendant(Counts as a Holy Symbol, Consecrate Centered on Self 2/day) or Champion’s Talisman(Counts as a Holy Symbol, Life Shield 2/day)
-2 Basic Faith Traits or 1 Basic Faith Trait & 1 Basic Combat Trait, 2 Basic non-Faith Traits

Wanderer’s Package
-One 1h Monk Weapon with a +1 Enhancement & Enchantment or One 2h Monk Weapon with a +2 Enhancement but Only a +1 Enchantment or Wondrous Hand Slot Item: Bracers of the Ascetic(+2 Armor Bonus to AC, +2 to Hit with Flurry of Blows Attacks Beyond the First)
-Wondrous Body Slot Item: Beads of the Ascetic(+1 to Hit and Damage with Unarmed Strikes, +2 Deflection Bonus to AC, and +1 to All Saves)
-Wondrous Head Slot Item: Ascetic’s Eye(+5 to Influence & Perception Checks, +5 to Saves vs. Mind-Affecting Spells and Effects)
-One Ranged Weapon with a +2 Enhancement Bonus but Only a +1 Enchantment or Mantle of the Ascetic(Under a Continual Endure Elements Effect, When Motionless Gain the Effects of Deflect Arrows and Snatch Arrows Feats a number of Times per Combat Equal to your Dexterity Modifier)
-Wondrous Belt Slot Item: Ascetic’s Cord(+1 to Strength, Dexterity and Ki Pool)
-Wondrous Neck Slot Item: Ascetic’s Collar(Silence Centered on Self 2/day, Call the Void 1/day)
-4 Basic Traits

Rapscallion’s Package
-One 1h Melee or Ranged Weapon with a +1 Enhancement & Enchantment or One 2h Melee or Ranged Weapon with a +2 Enhancement but Only a +1 Enchantment
-One Set of Armor with a +2 Enhancement & Enchantment
-One Light Weapon with a +1 Enhancement & Enchantment or Wondrous Head Slot Item: Thief’s Hood(+5 to Stealth & Performance Checks, Disguise Self At-Will)
-One Ranged Weapon with a +2 Enhancement Bonus but Only a +1 Enchantment or Wondrous Shoulder Slot Item: Thief’s Scarf(+5 to Athletics, Functions as a Rope of Climbing upon command)
-Wondrous Belt Slot Item: Thief’s Belt(+2 to Dexterity, +5 to Stealth & Acrobatics Checks)
-Wondrous Neck Slot Item: Thief’s Medallion(+2 Dodge Bonus to AC, Invisibility 2/day)
-2 Basic Social Traits, 2 Basic non-Social Traits

Marksman’s Package
-Two 1h Ranged Weapons each with a +1 Enhancement & Enchantment or One 2h Ranged Weapon with a +2 Enhancement & Enchantment or One 1h Ranged Weapon with a +2 Enhancement & Enchantment
-One Set of Armor with a +2 Enhancement & Enchantment or Wondrous Body Slot Item: Sharpshooter’s Duster(+2 Deflection Bonus to AC(+4 vs. Ranged Projectiles & Spells), +2 to Reflex Saves vs. Ranged Attacks & Effects, +1 to Hit with a Ranged Attack for Each Round you are Motionless(MAX=Dex Mod))
-One 1h Ranged Weapon with a +1 Enhancement or Wondrous Head Slot Item: Sharpshooter’s Cover(+2 to Hit with any ranged attack under the effect of Longshot, Longshot At-Will)
-Wondrous Shoulder Slot Item: Sharpshooter’s Oversight(+2 to Hit with any ranged attack within 15ft, Any enemy struck within 15ft is affected by Faerie Fire)
-Wondrous Belt Slot Item: Sharpshooter’s Bandolier/Quiver(+1 to Dexterity & Wisdom, Has twenty visible bullet loops/one ornate quiver, each a dimensional space that can contain up to 10 bullets/which can hold up to 200 arrows)
-Wondrous Neck Slot Item: Gunner’s Medal(Stores 3 Grit Points that regenerate every 24hrs) or Archer’s Recourse(Recreates the arrow used to kill an enemy directly into your drawing hand) or Bolter’s Pin(+1 to Hit with a bolt for each bolt you hit any enemy with during combat. Each enemy’s to hit increase is exclusive)
-1 Basic Combat Trait & 1 Basic Social Trait, 2 Basic Traits

Engineer’s/Bioengineer’s Package
-One 1h Melee or Ranged Weapon with a +1 Enhancement & Enchantment or One 2h Weapon with a +2 Enhancement & Enchantment or Two Wands: One bearing a single damage dealing spell you know with a number of charges equal to 1 + Primary Ability Modifier & One bearing a single utility or healing spell you know with a number of charges equal to 1 + Primary Ability Modifier(See Alternate Magical Item Rules)
-One Set of Armor with a +2 Enhancement & Enchantment
-One Shield or Buckler with a +1 Enhancement & Enchantment
-One Ranged Weapon with a +2 Enhancement Bonus but Only a +1 Enchantment or Builder’s Arm(Expeditious Construction 2/day, Expeditious Excavation 2/day)
-Wondrous Belt Slot Item: Artificer’s Girdle(+1 to Strength, Intelligence, and +5 to Science & Spellcraft Checks)
-Wondrous Neck Slot Item: Artificer’s Brooch(The Repair Ability adds your Intelligence Modifier, Stores 2 Charges for Greatwork expenditure that regenerate every 12 hours)
-1 Basic Magic Trait, 3 Basic Traits

Artist’s Package
-Two Wands: One bearing a single damage dealing spell you know with a number of charges equal to 1 + Primary Ability Modifier & One bearing a single utility or healing spell you know with a number of charges equal to 1 + Primary Ability Modifier(See Alternate Magical Item Rules)
-One Set of Armor with a +2 Enhancement & Enchantment or Wondrous Body Slot Item: Author’s Garb(+2 bonus to all Embellishments’ bonuses, Phrases’ damage or effects, and Stories’ hit points)
-Wondrous Shoulder Slot Item: Author’s Cloak(+5 Bonus Eloquence per day, +2 to Saves vs. Spells and Effects utilizing language of any kind)
-Wondrous Belt Slot Item: Author’s Clasp(+2 Wisdom, +5 to Spellcraft, Society, and Influence Checks)
-Wondrous Neck Slot Item: Author’s Reverb(3/day You may use an Embellishment, Phrase, or Storied Creature one additional time, for free and as a free action. A single Embellishment, Phrase or storied Creature can benefit from this effect only once per turn)
-2 Basic Social Traits, 2 Basic Traits

Pariah’s Package
-Wondrous Item: Seeker’s Focus(A handheld specially crafted hilt, channels a mindblade and grants the following benefits when used:
-Blade has a hardness of 15 & 20 hit points, hilt has a hardness of 10 & 15 hit points
-DC15 Will Save to maintain a mind blade where psionics do not function
-Thrown mind blades have the following range increments:
Light Weapon-25ft & 1h Weapon-20ft
-May throw a 2h or double-sided mind blade as a full-round action with a range of 10ft
-Thrown mind blades do not dissipate unless desired at a range of up 10ft x Wis Mod

-Wondrous Body Slot Item: Seeker’s Habit(+5 to Saves vs. Psionic Effects, +2 to Will Save, Add Wis Mod as an Armor Bonus)
-Wondrous Hand Slot Item: Seeker’s Reach(Once per day may double the range of a damaging manifestation or mind blade strike. Mind blades thrown in this fashion return to your hand at-will in real time, not as in the Called special quality.
-Wondrous Belt Slot Item: Seeker’s Obi(+2 Wisdom, +5 to Psionics, Athletics, & Acrobatics)
-Wondrous Neck Slot Item: Seeker’s Periapt(Stores Bonus Power Points equal to your Highest Manifesting Class Level, regenerates with other Power Points so long as the Periapt is worn at the time)
-4 Psionic Traits, or 2 Psionic Traits and 2 Basic Traits