The Church of the Kaga has enlisted seasoned adventurers from across the face of Exodus to embark on a journey to uncover relics dated back beyond the knowledge of the god-like Kaga itself...
Meanwhile, enemies of Mankind conspire in darkness as the Imperial Alliance strains under the weight of its own hubris...
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:
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Campaign Race => Parallel Race
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Cavian => Samsaran(If Connected to the Hive Mind) or Ratfolk(If Severed from the Hive Mind)
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.
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.
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