PROJECT: Perimo - Legacy of Eons (Homebrew NeoExodus Campaign)

Game Master DM Grimshaad

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...


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Alright, the bulk of the setup is done. Here's all the required information for those of you who are interested in something scifantasy in flavor.

NeoExodus is a beautiful blend of science fiction and fantasy and I've been a fan of the setting since I first laid eyes on the Machinesmith Class.

Here's my pitch and I hope to see some interest soon. Looking for four to five more players. Already have one player so the resulting party should be five or six strong.

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.


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

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.

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)

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 Defection 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(May use any three Embellishments, Phrases, or Storied Creatures one additional time immediately after the first as a free action)
-2 Basic Social Traits, 2 Basic Traits



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Paint me really interested. After a quick read of the Campaign Setting, I think I've took a liking to the Arman Protectorate.

As such I will soon submit an Arman mercenary, a roaming gunslinger with as much fine aim as guile and wits. But I do believe being a simple follower of the Forger's Guild may prove boring in the long term so I thought the following: he took to the mercenary and roamer life because of his personal faith and ideas, ideas which would easily get him killed or imprisoned in his beloved homeland.

So Marcus -which I just decided is his name- is a patriotic and good hearted individual which believes the Sanguine Cult and Forger's Guild has too much power too his liking. And in order to not be a mouthy fool and get himself killed, signed to possibly get killed away from home. But he thinks that maybe by making a name for himself can one day help sway the odds in his favour, and if the Gods will it he may be able to liberate the Tsarine and his people from the cruel grasp of those that would rob them of their freedom.

Now to the building part! I got two questions. I've seen in the Campaign Setting mentions to weapons with Arman in their name, as well as Arman firearms, but I cannot find them. Could you please guide me to the source?

And the second question is two-fold: what is the Technology level in NeoExodus and more precisely the Arman Protectorate? Emerging Guns, Guns Everywhere, yadda yadda. Are the possible weapons only Early Firearms or Advanced too?

Brief Build Excerpt:

Race: Human(Arman)
Class & Levels: Gunslinger 5 (Musket Master)
Stats:
STR 8 ; base 8
DEX 20 ; base 16 ; 2 human ; 1 level up ; 1 item
CON 15 ; base 15 ;
INT 14 ; base 14 ;
WIS 16 ; base 15 ; 1 item
CHA 14 ; base 14 ;
Starting Package: Marksman
-One 2h Ranged Weapon with a +2 Enhancement & Enchantment: Pending what I asked you, it would be a +2 Musket/Rifle, actually a +1 Seeking or a +1 Distance.
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): Here I would be asking if the 1h ranged weapon could be a 2H one to use as the emergency one, but it's a no biggie as I could always build/buy one with the non-magical money allotment. In which case the Sharpshooter's Cover sounds groovy.
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: No choice here, but this is dandy.
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): Same as last one.
Wondrous Neck Slot Item: Gunner’s Medal(Stores 3 Grit Points that regenerate every 24hrs): I can picture this as a blessed bullet that got lodged in his helmet during his serving time, which adds a +3 bonus to coolness.
1 Basic Combat Trait: Black Powder Fortune
1 Basic Social Trait: Mercenary
2 Basic Traits Secret-Keeper & Indomitable Faith


Nice, a gunslinger is always fun.

As far as 'Arman' weapons. Well, I suppose that given there are few references really to any racially specific weapons in the Setting book or elsewhere, and that firearms are pretty much exclusive to the Protectorate, consider all firearms Arman Weapons and not exotic weapons for them.

Now, as far as gun tech is concerned. Only the Arman Protectorate really has the chops to create and utilize guns on a large scale. While within Arman border the Guns Everywhere rule is in effect, though if a player isn't an Arman they are under the Emerging Guns rule.

Should a non-Arman take an Oath of Secrecy to the Forger's Guild and make a reasonable monetary contribution they may gain the benefits of the Guns Everywhere rule while inside Arman borders. However, should anyone, including any Arman, get caught selling a gun, or any Arman technology to anyone not Arman, well, only the Kaga can say the hells to which Arman leadership will traverse to 'correct' their mistake.

If I had to place the overall level of tech in all of Exodus, it's actually very reminiscent of some final fantasy games. Some nations have airships and golems made from robotics (Arman Protectorate) and magic while others chuck fireballs and tickle dragons (Reis Confederacy or The Dominion) and still others call upon the gods and wage holy wars (Caneus Empire.

Ultimately, most places utilize magic, given that Exodus is a realm of High Magic, to do virtually everything so technology is almost backwards in terms of ease of access. The Protectorate has a number of secrets granted by the Kaga that has given them a technoarcanic edge against other nations, but only an edge they keep under wraps.


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All Right! Progress!

Dom-Nhal:

Dom-Nhal
Cynean
LN Medium humanoid (Cynean)
Init +2; Senses Perception +0
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Defense
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AC 20, touch 17, flat-footed 20 (+2 Dex, +3 natural, +5 deflection)
hp 40 (5d8+5)
Fort +5, Ref +6, Will +1
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Offense
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Speed 30 ft.
Melee unarmed strike +6 (1d3+3 nonlethal)
Machinesmith Prototypes Known (CL 5st; concentration +10)
. . 2nd (3/day)—animated swordsman, bull's strength, knock, spider climb.
. . 1st (6/day)—alarm, comprehend languages, floating disk, mage armor, shield, transcribe.
Constructor Charges 7
Repair Uses 8
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Statistics
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Str 16, Dex 14, Con 12, Int 21, Wis 11, Cha 10
Base Atk +3; CMB +6; CMD 18
Languages Common, Cynean
Other Gear
Feats Craft Wondrous Item, Machinesmith Weapon proficiency, Scribe Scroll, Power Attack, Craft Wand
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Special Abilities
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Crafter A machinesmith adds half his class level (minimum 1) to all Craft skill checks
Prototypes Create spell-like devices
Repair A machinesmith can fix broken items with a touch (3d6)
Greatwork A machinesmith gets a mobius core they can use to power a greatwork.
Constructor Greatwork A constructor is an item that takes up the machinesmith's belt or hands slot.
Machinesmith Trick:Utility Tool The machinesmith may build an all purpose tool capable of performing a variety of different functions.
Trapfinding A machinesmith adds ½ his level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). A machinesmith can use Disable Device to disarm magic traps.
Crafting Expertise At 3rd level, the machinesmith gains Craft Wondrous Item as a bonus feat. At 8th level he gains Craft Magic Arms and Armor. At 15th level he gains the Craft Construct feat.
Machinesmith Trick:Repair Flesh The machinesmith learns to use his repair ability on living creatures to recover their hit points. However using this ability only heals half the normal damage.

Engineer’s/Bioengineer’s Package:

+2 Mirrored Chain Shirt, Builder’s Arm(Expeditious Construction 2/day, Expeditious Excavation 2/day), +1 Light Fortification Buckler, Artificer’s Girdle(+1 to Strength, Intelligence, and +5 to Science & Spellcraft Checks), 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 Trait:
Eldritch Delver (magic): You have an unquenchable thirst for knowledge about the world and desire to obtain it firsthand. You gain a +1 trait bonus on all Knowledge (dungeoneering) and Knowledge (history) checks, and you may treat your caster level as 1 level higher for all conjuration spells of the teleportation subschool.
Hedge Magician (magic):You apprenticed for a time to an artisan who often built magic items, and he taught you many handy shortcuts and cost-saving techniques. Whenever you craft a magic item, you reduce the required gp cost to make the item by 5%.

I gotta go, but I'll do the rest when I get home I promise!


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Looks very interesting. I think I'll submit a monk, inspired by the guy from Kill 6 Billion Demons.

Looking over the Wanderer package, it seems that the Bracers and Beads both provide a deflection bonus to AC. I was wondering one of those was supposed to be an armor bonus instead? They don't stack, as written, and there's no way to avoid taking the beads.


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Whoa, this is an interesting setting. Count me interested.

I've been reading through some of the materials, and am thinking of playing a dark elf. The idea of playing a character with great strength yet great weaknesses, combined with the race's uncanny outward appearance, seems interesting to play. Thinking of either going druid or oracle.

I'll be posting more later when I gather my ideas.

Edit: The fact that you have an adventurer's pack known as the "Rapscallion’s Package" amuses me to no end. So, you could be a wanderer, scholar, artist, etc, or you can be a rapscallion. This shouldn't be as funny as it somehow is to me, heh. Thank you for making my day.


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dot. Thinking of a fleshwraith/alchemist. going to read about the setting


Burnscar wrote:

Looks very interesting. I think I'll submit a monk, inspired by the guy from Kill 6 Billion Demons.

Looking over the Wanderer package, it seems that the Bracers and Beads both provide a deflection bonus to AC. I was wondering one of those was supposed to be an armor bonus instead? They don't stack, as written, and there's no way to avoid taking the beads.

Good catch, I'll rework the bracers as an Armor Bonus.


Also, just for reasons of the political intrigue in the setting, the character sheet I have formatted at the beginning of the Build Rules contains the varied pieces of info I'll need to inject your characters into the campaign.

Feel free to use my formatting or at the very least include the additional items in your own. Preciate it :)


Character sheet of Dom-Nhal, Cynean Machinesmith:

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Names & Appearance
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Noble Title: None
Rank: Journeyman Forger
Alias: Dom-Nhal
Full Name: Dom-Nhal-Keri-Stra-Vas
Gender: Male
Eye Color: Yellow
Skin Color: Topaz
Height: 6' 2"
Weight: 300 lbs
Additional Features: Seems to be made of Topaz.
Description: Dom-Nhal is a topaz yellow cynean, who has the familiar sturdy features of his race, with a literal cleft chin and handsome cheek lines. He wears a thick leather apron which has numerous pockets and small scrollcase-like tubes worked into it, and he carries both a satchel on his waist and a backpack on his back. His hands are covered in massive brass gauntlets, which glow yellow at the seams of the joints and have illusory readouts and controls on the inside of the wrists. The fingertips and palms have strangely glowing ports on them that wisps of smoke trail from once and a while. He wears a chain shirt under his apron and wears a strange mechanical buckler on his left arm that looks like it could detach too easily to be useful. His belt and neck are both clasped in brass equipment, which have their own technological style similar to his gauntlets.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Backstory
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Birthplace: Arman Protectorate.
Parentage: Both alive, father is a wizard, mother is a fighter.
Religious Views: Cynean Normal belief structure.
Political Views: Libertarian
Early Life: Study, practiced applicable fabrication techniques.
Now: Works for Arman Protectorate Forger's Guild
Future Aspirations: Continue field testing
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Minutia
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Race: Cynean Cultural Home: Unknown?
Type: Humanoid Subtype: Cynean
Alignment: Lawful Neutral Deity/Belief System: Cynean
Size: Medium
Base Speed: 30 Flight Speed: 0 Swim Speed: 0 Climb Speed: 0
Starting Languages: Common, Cynean Learned Languages:Sorcerous, Ancient Arman, Exodite, Gavean, Enukan
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Ability Scores
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
STRENGTH-(Str): 16/17 Modifier:+3
DEXTERITY-(Dex): 14 Modifier:+2
CONSTITUTION-(Con): 12 Modifier:+1
INTELLIGENCE-(Int): 21/22 Modifier:+5/+6
WISDOM-(Wis): 11 Modifier:+0
CHARISMA-(Cha): 10 Modifier:+0
--------------------
Defense
--------------------
AC 26, touch 17, flat-footed 26 (+2 Dex, +6 armor, +3 natural, +5 deflection)
hp 40 (5d8+5)
Fort +5, Ref +6, Will +1
--------------------
Offense
--------------------
Initiative +2;
Speed 30 ft.
Melee unarmed strike +6 (1d3+3 nonlethal)
Machinesmith Prototypes Known (CL 5th; concentration +11)
. . 2nd (4/day)—animated swordsman, bull's strength, knock, spider climb.
. . 1st (6/day)—alarm, comprehend languages, floating disk, mage armor, shield, transcribe.
Constructor Charges 8
Repair Uses 9
Gear:+2 Mirrored Chain Shirt, Builder’s Arm(Expeditious Construction 2/day, Expeditious Excavation 2/day), +1 Light Fortification Buckler, Artificer’s Girdle(+1 to Strength, Intelligence, and +5 to Science & Spellcraft Checks), Artificer’s Brooch (The Repair Ability adds your Intelligence Modifier, Stores 2 Charges for Greatwork expenditure that regenerate every 12 hours)

Feats
Craft Wondrous Item: Can craft all manner of wonders.
Machinesmith Weapon/Armor Proficiency: Machinesmiths are proficient with all simple weapons and repeating crossbows. They are also proficient with light armor, but not with shields.
Scribe Scroll: Can scribe spells on scrolls.
Craft Wand: Can imbue spells into wands.
Inscribe Magical Tattoo: Can ink wondrous item-like tattoos.
Total crafting discount(including traits): 35%

Traits
Eldritch Delver (magic): You have an unquenchable thirst for knowledge about the world and desire to obtain it firsthand. You gain a +1 trait bonus on all Knowledge (dungeoneering) and Knowledge (history) checks, and you may treat your caster level as 1 level higher for all conjuration spells of the teleportation subschool.
Hedge Magician (magic): You apprenticed for a time to an artisan who often built magic items, and he taught you many handy shortcuts and cost-saving techniques. Whenever you craft a magic item, you reduce the required gp cost to make the item by 5%.
Clever Wordplay (Diplomacy): Your cunning and logic are more than a match for another’s confidence and poise. Choose one Charisma-based skill. You attempt checks with that skill using your Intelligence modifier instead of your Charisma modifier.
Tireless Logic: Your curious mind figures out even the most complex problems. Once per day when you make an Intelligence-based skill check or ability check, you can roll twice and take the better result.
Spark of Creation:You have always had a knack for making useful things, and your talent as an artisan was evident even at an early age. You gain a +1 trait bonus on Craft checks, and the cost of creating magic items is reduced by 5%.

Drawbacks
Meticulous: You plan and prepare everything in detail, and aren’t good at improvising when things don’t go as planned. You take a –2 penalty on skill checks for skills with which you’re untrained.

Crafter A machinesmith adds half his class level (minimum 1) to all Craft skill checks
Prototypes Create spell-like devices
Repair A machinesmith can fix broken items with a touch (3d6)
Greatwork A machinesmith gets a mobius core they can use to power a greatwork.
Constructor Greatwork A constructor is an item that takes up the machinesmith's belt or hands slot.
Machinesmith Trick:Utility Tool The machinesmith may build an all purpose tool capable of performing a variety of different functions.
Trapfinding A machinesmith adds ½ his level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). A machinesmith can use Disable Device to disarm magic traps.
Crafting Expertise At 3rd level, the machinesmith gains Craft Wondrous Item as a bonus feat. At 8th level he gains Craft Magic Arms and Armor. At 15th level he gains the Craft Construct feat.
Machinesmith Trick:Repair Flesh The machinesmith learns to use his repair ability on living creatures to recover their hit points. However using this ability only heals half the normal damage.

If I understand properly, I get half the normal skill ranks per level, yes? That means I get 2+1/2 Int mod, which totals to 5 per level. Not bad.
Consolidated Skills
*ACROBATICS-(Dex):
(Acrobatics(except jumping), Escape Artist, Fly, Ride)
*ATHLETICS-(Str):
(Acrobatics,(jumping), Climb, Swim)
SCIENCE-(Int): +14 (5 ranks, +6 Int, +3 class)
(Craft, Knowledge(engineering))
Craft Skills Taken (level taken): Clockwork (1st), Masonry (2nd), Weapons (3rd), Armor (4th), Caligraphy (5th).
*FINESSE-(Dex): +10 (5 ranks, +2 Dex, +3 class)
(Disable Device, Sleight of Hand)
INFLUENCE-(Cha):
(Bluff, Diplomacy, Intimidate)
NATURE-(Int):
(Handle Animal, Knowledge(dungeoneering, geography, nature))
PERCEPTION-(Wis): +8 (5 ranks, 3 class)
(Perception, Sense Motive)
PERFORMANCE-(Cha):
(Disguise, Perform)
TRADE-(Wis): +14 (5 ranks, +6 Int, +3 class)
(Appraise, Profession)
RELIGION-(Int):
(Knowledge(planes, religion))
SOCIETY-(Int):
(Knowledge(history, local, nobility), Linguistics)
SPELLCRAFT-(Int): +14 (5 ranks, +6 Int, +3 class)
(Knowledge(arcana), Spellcraft, Use Magic Device)
*STEALTH-(Dex):
(Stealth)
SURVIVAL-(Wis):
(Heal, Survival)
*= Armor Check Penalty Applies


How do we do hp past first level?

Also something tangetially setting related: We seem insanely rich for our level. (Well, maybe not me, precisely, but all those guys with +4 equivalent weapons and stuff)

Is there an in-game reason for this, or did we just get lucky? Does everyone in-setting just have more stuff than we're used to in pathfinder, or are magic items just that much cheaper to get?


From the setting book, NeoExodus is an Extremely High fantasy game. They literally have magical inter-city teleporters in some places!

I wouldn't be surprised if we aren't a little high on the power scale though; I've never been in a 30 point-buy before. I *KNOW* LPJ, and... well, let's say if what I know of his ideas of balance are true, we're probably right around where we need to be.


Burnscar wrote:

How do we do hp past first level?

Also something tangetially setting related: We seem insanely rich for our level. (Well, maybe not me, precisely, but all those guys with +4 equivalent weapons and stuff)

Is there an in-game reason for this, or did we just get lucky? Does everyone in-setting just have more stuff than we're used to in pathfinder, or are magic items just that much cheaper to get?

Max out the HP for your first 5 levels. From 6 on we'll do rolls(rerolling 1s).

Also, when using the Consolidated Skills don't add only 1/2 your Int Mod, add the whole thing.

Rungok pretty much hit the nail on the head with the high magic.

In Depth...:
Exodus is literally saturated with magic. It's commonplace to the point of absurdity. Manual labor is actual most often done utilizing magical means(enchanted plows, brooms, stoves, forges, etc., ...).

The PCs for this campaign are exceptional in a world where the extraordinary is commonplace. Unlike a world like Golarion or even Eberron where there are what can only be described as 'pockets' of high magic and even of null magic, Exodus is full to the brim and every nation that currently holds power is well versed in high magical warfare.

There's basically a history of sorcerer-kings ruling the world and then getting their asses handed to them by bloodragers who then get their asses kicked by magical golems and gunpowder. In all of that magical expenditure the level of magical use and the items derived from it are if anything higher than ever.

Even the barbaric nations wield powerful magics akin to the Shard of Jund(for those Magic: the Gathering buffs) where the megafauna like dragons and dinosaurs are worshiped for their sheer physical presence and through various rituals that primal magic is channeled into terrible power.


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All right, thank you! I'm skimming some of the setting material (seems awesome), but I'd managed to miss that aspect of it.


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DM Grimshaad wrote:
While within Arman border the Guns Everywhere rule is in effect, though if a player isn't an Arman they are under the Emerging Guns rule.
d20srd wrote:
Guns Everywhere: ...Firearms are simple weapons, and early firearms, advanced guns, and their ammunition are bought or crafted for 10% of the cost listed in this chapter. The Gunslinger loses the gunsmith class feature and instead gains the gun training class feature at 1st level.

How would this work outside of the Protectorate for an Eldritch Archer Magus? Or for an Eldritch Archer Magus with a Pistolero Gunslinger dip?


Madcaster wrote:
DM Grimshaad wrote:
While within Arman border the Guns Everywhere rule is in effect, though if a player isn't an Arman they are under the Emerging Guns rule.
d20srd wrote:
Guns Everywhere: ...Firearms are simple weapons, and early firearms, advanced guns, and their ammunition are bought or crafted for 10% of the cost listed in this chapter. The Gunslinger loses the gunsmith class feature and instead gains the gun training class feature at 1st level.
How would this work outside of the Protectorate for an Eldritch Archer Magus? Or for an Eldritch Archer Magus with a Pistolero Gunslinger dip?

If a PC possesses a gun for any reason and they are from outside the Arman Protectorate they do not benefit from the Guns Everywhere rule but are subject to the Emerging Guns rule.

Further more...:
They(the Forger's Guild of the Arman Protectorate) will hunt you down. They may kill you or simply coerce you. It depends on your behavior with the firearms in question(i.e. don't sell them to non-Armans or teach non-Armans how to make them).

If you wish to play such a renegade I'm not opposed but just be warned that a run in with agents of the Guild will happen. An Oath of Secrecy at the start is also an option but it will cost you a good chunk of your Personal Items gold allotment. The Oath will completely take the heat off of you and you will gain the benefits of the Guns Everywhere rule at character creation and while in the Arman Protectorate for purchases.

Also, anyone, human or not, living in or claiming residence in the Arman Protectorate is considered Arman for these purposes.

I think that 550g out of the 1,250g is a worthy contribution to the Forger's Guild to acquire the Oath of Secrecy's benefits. Armans do not have to make the gold contribution for the Oath of Secrecy but still must take the Oath if they want to use firearms.

I'll add the cost and Oath to the Build Rules for the campaign.


By the way, everyone, if you look at my profile you'll find the updated rules as we go.

Once I have the 5-6 players needed we'll begin and I'll repost them in the appropriate thread.


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Ah, I misunderstood. Outside = not a citizen. Not outside the borders.
Cool, Magus 4/Gunslinger 1 coming up.


What is a Basic Trait? That's not a category, AFAIK.


Burnscar wrote:
What is a Basic Trait? That's not a category, AFAIK.

The link provided in the Reference Documents goes to the Archives of Nethys Trait Page. The Basic Traits are the ones marked as Basic with a particular category in parentheses.


I wanted to ask for some advice here. Since dark elves come from underground cave complexes, what region would my character most likely be from? I've been trying to read through the guide, but it's a bit difficult to find specific bits of information in there.

On that same vein, what is intended for us to do with the noble title/rank? Do I delete noble title if my character doesn't have one? Is there a page in the campaign setting guide with ranks?


SunstonePhoenix wrote:

I wanted to ask for some advice here. Since dark elves come from underground cave complexes, what region would my character most likely be from? I've been trying to read through the guide, but it's a bit difficult to find specific bits of information in there.

On that same vein, what is intended for us to do with the noble title/rank? Do I delete noble title if my character doesn't have one? Is there a page in the campaign setting guide with ranks?

The additional names or titles are more for later when you attain some additional status with a government or organization. Just keep them in mind is all at this point.

In addition...:
Being a Dark Elf having recently come from one of your isolated underground enclaves you are most likely to be associated with the Church of the Kaga or The Dominion, both are widely accepting of strange sentients and the like. The former is more comfortable with elves, as they are one of the few groups capable of extraplanar travel and with said knowledge.

Within the Church of the Kaga you may have the Rank of Scrivener or within the Dominion you may have the Noble Title of Free Knight, as a roaming lesser noble with virtually no ties to any governmental body. You may choose to aid the Dominion or whomever but realize that whom you side with in a conflict draws a line that is hard to erase.


Alright, we have five prospects so far in addition to the one I had already.

The Party So far...:

(Cemented)1.) rungok (Dom-Nhal, Cynean Machinesmith)

2.)EmissaryOfTheNorth (Marcus, Human(Arman) Gunslinger)

3.)burnscar (-, Monk)

4.)SunstonePhoenix (Dark Elf, -)

5.)legoguy4492 (-, Fleshwraith/Alchemist)

6.)Madcaster (-, Magus/Gunslinger)

Looks like we need a healer, any takers?


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DM Grimshaad wrote:

Alright, we have five prospects so far in addition to the one I had already.

** spoiler omitted **

Looks like we need a healer, any takers?

Color me very interested. I could easily create a healer in the next two hours. Love playing support characters irl so just need to do a quick read and build.


Working on an Idea. Hope to have something up soon to see what you think. It uses psionics so I hope to sway you with the idea. :)


Xan Nes wrote:
Color me very interested. I could easily create a healer in the next two hours. Love playing support characters irl so just need to do a quick read and build.

Alright, very nice! I'm more of a support player myself :)


Ashe wrote:
Working on an Idea. Hope to have something up soon to see what you think. It uses psionics so I hope to sway you with the idea. :)

Psionics as in D&D psionics, correct? Or Pathfinder's Psychic Spellcasting?


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DM Grimshaad wrote:
Alright, very nice! I'm more of a support player myself :)

*High fives*

Going to go more flavor with this, don't have the racial stuff up at the moment so I am sure I am sacrificing optimization, but thinking either an Enuka Oracle (Earth) 3/ Barbarian 2 or a P'Tan Oracle 5. I will have a full char up once I can pull up the race info


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Backstory:
Going with Naila Hajar, a dark elf druid with a giant scorpion as a companion. She worked mapping cave complexes and tunnels, as well as scouting out habitable caverns for possible development. Her explorative job, however, left her occasionally discovering exits to the outside world. While she was very aware of the dangers of the outside, she began making longer and longer trips outdoors by moonlight and occasionally running into other species of intelligent humanoid.

Her curiosity was unsated by these trips. Naila wanted more. After weeks of travels, and growing more and more distant with her community, she packed her belongings and never returned.

Naila has become a vagabond. She lives in temporary shelters built just outside of towns, and has become somewhat well known in the communities that she frequents as a strange sort of errand runner, working for anyone who has a request and a coin. From hunting down beasts plaguing farmers' livestock to carrying messages from town to town, Naila enjoys the recognition she gets from her odd jobs as well as the freedom that comes with her status.

------------------------

I'm thinking that Naila has most likely taken work from the Church of Kaga before, though doesn't have any sort of strict loyalty to them; more just a friendliness with its local members. This fact, however, can change with time, and may allow some interesting development when she actually has to choose to represent a cause in a time of adversity.

Please, tell me what you think of any of these ideas. Naila's very loose right now, and her character concept isn't rock solid. If playing a character who practically treats sunlight like poison is too difficult to work into your game, I'm not married to the concept and can change, even if I do like dark elves as a concept.


Xan Nes wrote:
DM Grimshaad wrote:
Alright, very nice! I'm more of a support player myself :)

*High fives*

Going to go more flavor with this, don't have the racial stuff up at the moment so I am sure I am sacrificing optimization, but thinking either an Enuka Oracle (Earth) 3/ Barbarian 2 or a P'Tan Oracle 5. I will have a full char up once I can pull up the race info

It's a fun character concept and fun is more valuable than optimization in my book :)


SunstonePhoenix wrote:

** spoiler omitted **

Please, tell me what you think of any of these ideas. Naila's very loose right now, and her character concept isn't rock solid. If playing a character who practically treats sunlight like poison is too difficult to work into your game, I'm not married to the concept and can change, even if I do like dark elves as a concept.

I like that you went with the Dark Elf racial subtype. It's weird and weird can make for one hell of an roleplaying goldmine. I won't force you to play one but I will modify your chosen package's gear to accommodate constant activity above ground just to make both our jobs easier at first.

Understand that while I'll be cool with streamlining character creation, later loot may not always be ideal as upgrades in favor of keeping your functionality in sunlight.

However, rungok's character seems to be geared towards item creation and once we get things going you two can discuss the creation of specialized items for your ailment and even the modification of acquired loot for it as well.


Also, just a tidbit for everyone still unsure about their character concepts: the more healers apply the greater likelihood I'll increase the party size.

I'll cap it at 10 Total Party Members. This will allow for built in replacements in case some drop in the future.

It'll be 6 dps/tank and 4 healing/support ideally. The more eclectic you all are the easier the easier survival will be, obviously, though a few blasters and a trap-sleuth or two would be wise.

Multiclassing will help in the aforementioned regard so feel inspired to get weird with it.

Gonna pass out for work tonight, but I'll check in before I take off around 6-8pm tonight and throughout the night. Glad to see the interest, I hope to get started roughly by this time next week if we can get the submissions and party mechanics smoothed out by then.


I'm working on the details of the build as of now, working on the others submissions, my concept and what we talked.

But a question for everyone involved, with a bit of an explanation: as Grimshaad knows, I'll be multiclassing off Gunslinger (either one or three levels of the guntotting class, gotta decide, so you can even consider gunslinger as a dip). The thing is I finally rounded the other class to either Ranger or Alchemist.

The first one would steer the concept towards being a skill-monkey, tracker and general outdoors bravado man.
The second one would go where the nice things go: a guns blazing, bombs blasting and secondary healer one. An ex-rifleman and field doctor with quite a punch to pack.

Would any of the gentlemen and gentleladies here tell me which one do you find more... fun?


Definitely going with the Ekuna Barbarian Oracle. While the -4 int and -2 cha are not optimal, I want to test it out. Rhe total plan will only give me the two barbarian levels, probably going Oracle all the rest of the way unless you allow rage prophets. Either way will be a fun build. Going to take the Quills and Massive mutations and a large falchion. My full build will be up in a few hours


This sounds like it's going to be a fun party. Now, I actually am built like a dedicated caster/crafter for the party, but also I have a neat trick that lets me use my repair ability to heal damaged organic creatures. Right now it's (3d6+6)/2, so it's not going to be the mainstay fix-em-up, but in a pinch... it can help. Mostly, I will be using my prototypes to help deal with issues and use my greatwork to do some battlefield control or create temporary weapons or objects.
I *can* fight in melee, but I'm not that great at it since I only have simple weapons.

I actually need to purchase a firearm, but I think in a few levels I'll just MAKE myself one. I'm an Arman Protectorate citizen *and* a forger's guild member, so I can use/make them... but there will be roleplay discussions that happen if a 'rogue' character is added to the party. Don't worry, he won't fly off the handle, but he WILL need to discuss the situation if you didn't take the Oath.


Alright so I'm not going to finish the build before work ends. So my idea is Jedi/Sith. Depends on the alignment of the party. Basic build will be a Soul Knife War Soul Archetype Level 4 with 1 level Psy Warrior Meditant Archetype

So the lightsaber is his soul blade so we alter the ability a bit so he can't summon it without a Focus. The focus being a device with a lightsaber crystal.

He will only have two Psionic Powers: Inertial Armor and Inevitable strike. Inertial armor will be protection provided by his power in the force, as It is his Mind Knight Path power and can be re manifested each hour by expanding his focus/ Tapping into the Force. Inevitable strike can be battle meditation: Swift action and the force shows a momentary weakness in the next strike for the +5 bonus, or Spend a round studying to gain the +20.

War Soul will be used to flesh out the combat side, it will be providing these 5 Maneuvers: Scything Strike: Lets you attack 2 adjacent enemies much like cleave; Blade of Breaking: Allows a sunder or disarm with a bonus; Rising Sun Zenith: Make a Sense Motive Vs Armor Class for attack to do double damage. Flurry Strike: Full round for 2 attacks. And Leaping Dragon: Use the Force to leap great distances.

Alright hope you like the idea. I will check back in tomorrow morning and continue to build if you do. Thanks.


DM Grimshaad wrote:

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

So is that a +2 weapon with a +1 enchantment or either a +2 weapon or +1 weapon with +1 enhancement. Same goes with the armor.


sorry. i don't have time to create a character. have to drop out.


Interested, but I want to read more about the setting before I start throwing out ideas.

Question: Why no Investigators (Hybrid class, ACG)?


Ashe wrote:

Alright so I'm not going to finish the build before work ends. So my idea is Jedi/Sith. Depends on the alignment of the party. Basic build will be a Soul Knife War Soul Archetype Level 4 with 1 level Psy Warrior Meditant Archetype

So the lightsaber is his soul blade so we alter the ability a bit so he can't summon it without a Focus. The focus being a device with a lightsaber crystal.

He will only have two Psionic Powers: Inertial Armor and Inevitable strike. Inertial armor will be protection provided by his power in the force, as It is his Mind Knight Path power and can be re manifested each hour by expanding his focus/ Tapping into the Force. Inevitable strike can be battle meditation: Swift action and the force shows a momentary weakness in the next strike for the +5 bonus, or Spend a round studying to gain the +20.

War Soul will be used to flesh out the combat side, it will be providing these 5 Maneuvers: Scything Strike: Lets you attack 2 adjacent enemies much like cleave; Blade of Breaking: Allows a sunder or disarm with a bonus; Rising Sun Zenith: Make a Sense Motive Vs Armor Class for attack to do double damage. Flurry Strike: Full round for 2 attacks. And Leaping Dragon: Use the Force to leap great distances.

Alright hope you like the idea. I will check back in tomorrow morning and continue to build if you do. Thanks.

Not opposed to this concept. The party alignment will lean towards good(evil on nexus is hard to get by with). As a psionic character I have material you need to be aware of. I'll send in a private message. Keep the sent material in mind if you still wish to create this jedi character.


Brill-Mane of the Wildlands of Bal:

Appearance & Backstory
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Names & Appearance
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Noble Title:None
Rank:
Alias:Brill-Mane
Full Name: Brill-Mane
Gender: Male
Eye Color: White
Skin Color: Mildly Pink, mostly covered in black fur.
Height: 7’11”
Weight: 300 lb
Additional Features: Four Long braids of hair from his head.
Description: Bill-Mane is large, even by the standards of Enuka. Covered in a dark black fur, the only parts of his pink skin being his hands, feet, and face. He is solidly built with a firm strong jaw, bushy eyebrows, and a broad nose. Unlike many of his more fierce looking kin, he appears slightly human, though according to his ancestry it was due some kind of giant blood in his family. Four long braids, each two feet in length, come down from his head, two over each shoulder.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Backstory
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Birthplace: Wildlands of Bal
Parentage: One Alive, Father is Clan Chief, Mother died in childbirth
Religious Views: The Cult of the Dragon
Political Views: Laws of Nature
Early Life: Training as a hunter and warrior before his vision faded to what it is now.
Now: Works as a mercenary in the outside world taking jobs that involve his strength, on a journey to prove worth
Future Aspirations: Take over as chief after I prove my worth in the outside world

Core Stats
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Minutia
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Race: Enuka Cultural Home: Reis Confederacy
Type: Humanoid Subtype: Enuka
Alignment: Chaotic Neutral Deity/Belief System: The Cult of The Dragon
Size: Medium
Base Speed: 40ft Flight Speed: 0 Swim Speed: 0 Climb Speed:0
Starting Languages: Enuka, Common, Giant Learned Languages:
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Ability Scores
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
STRENGTH-(Str):16 Modifier:+3
DEXTERITY-(Dex): 14 Modifier:+1
CONSTITUTION-(Con):16 Modifier:+3
INTELLIGENCE-(Int): 8 Modifier:-1
WISDOM-(Wis): 10 Modifier:+0
CHARISMA-(Cha): 17 Modifier:+3

Battle Stats
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Defense
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
HP: 63 (2d12+3d8+15)
FORTITUDE:+7 (3+3+1) Specific Save Variants:+2 against charm and compulsion effects
REFLEX: +2 (1+1) Specific Save Variants:+2 against charm and compulsion effects
WILL:+3 (3) Specific Save Variants:+2 against charm and compulsion effects
AC: 22 Touch:11 Flat-Footed:21
(Total AC= 10 + 1 + 0 + 9 +2 + 0+ 0 + 0)
(Touch AC= Total AC – Natural Armor Bonus, Armor Bonus, & Shield Bonus)
(Flat-Footed AC= Total AC – Dexterity Bonus & Dodge Bonus)

IMMUNITIES:
DAMAGE REDUCTION: 3/- SPELL RESISTANCE:
FIRE RESISTANCE:2 COLD RESISTANCE:2 ELECTRICITY RESISTANCE:2
ACID RESISTANCE: 5 NEGATIVE ENERGY RESISTANCE:2
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Offense
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
BASE ATTACK BONUS-(BAB): +4
INITIATIVE: +1
CMB:+9 CMD:20
(CMB= 4 + 3 + 1+1)
(CMD= 10 + 4 + 3 + 1 + 1+1)

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Attacks
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

MELEE ATTACK
Weapon Name: Slasher Weapon Type: +1 Large Keen Falchion
Attack Bonus: +7 Damage: 2d6+5
Damage Type: Slashing Crit Range/Multiplier:15-20
Special Qualities:

Quills
Weapon Name: Braid Quills Weapon Type: Quills Range: 30ft
Attack Bonus: +5 Damage: 1d8
Damage Type: Peircing Crit Range/Multiplier: 20
Ammunition:----
Special Qualities: 1/hour

Mighty Pebble
Weapon Name: Mighty Pebble Weapon Type: handheld rock Range: 20ft
Attack Bonus: +5 Damage:2d6
Damage Type: bludgeoning Crit Range/Multiplier:20
Ammunition:---
Special Qualities:1/day

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): +5 (5 ranks)
(Perception, Sense Motive)
PERFORMANCE-(Cha):
(Disguise, Perform)
TRADE-(Wis):
(Appraise, Profession)
RELIGION-(Int): +7 (5 ranks+ 3 class -1 int)
(Knowledge(planes, religion))
SOCIETY-(Int):
(Knowledge(history, local, nobility), Linguistics)
SPELLCRAFT-(Int): +7 (5 ranks + 3 class - 1 int)
(Knowledge(arcana), Spellcraft, Use Magic Device)
*STEALTH-(Dex):
(Stealth)
SURVIVAL-(Wis):
(Heal, Survival)
*= Armor Check Penalty Applies

Traits & Feats

Basic Combat- Faiths HunterDivine powers smile upon you each time you grievously wound a favored enemy. When you confirm a critical hit against a favored enemy, you may extend the duration of any divine spell affecting you by 1 round. The benefits from multiple critical hits stack. Divine spells with an instantaneous duration can’t be extended in this manner.

Basic Combat- Reactionary You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. You gain a +2 trait bonus on initiative checks.

Basic Non-Combat Trait- BirthmarkYou were born with a strange birthmark that looks very similar to the holy symbol of the god you chose to worship later in life. This birthmark can serve you as a divine focus for casting spells, and as a physical manifestation of your faith, and it increases your devotion to your god. You gain a +2 trait bonus on all saving throws against charm and compulsion effects.

Basic Non-Combat Trait- Feral Speech You were raised in a community that included numerous individuals who spoke with creatures of the wild. You gain one of the following languages of your choice as a bonus language: Aklo, Aquan, Auran, Giant, Ignan, or Sylvan. With your GM’s permission, you can instead select Druidic, but druids are protective of their language—you are likely to find yourself hunted by druids wishing to eliminate you as a threat to their sole ownership of their secrets.

Drawback- Umbral UnmaskingYou cast no shadow whatsoever, or the shadow you do have is monstrous. Under normal lighted conditions, this is not hard to observe—but uncommon to notice. Creatures that succeed at a DC 15 Wisdom check notice it plainly (an additional Perception check may be required based on environmental conditions). This telltale sign of wickedness cannot be concealed by misdirection, nondetection, or illusions, except those that also affect shadows (such as invisibility).

Basic Trait- Focused Mind Your childhood was dominated either by lessons of some sort (whether musical, academic, or other) or by a horrible home life that encouraged your ability to block out distractions and focus on the immediate task at hand. You gain a +2 trait bonus on concentration checks.

Combat CastingYou get a +4 bonus on concentration checks made to cast a spell or use a spell-like ability when casting on the defensive or while grappled.

Additional Mutation Gain additional Mutation

Special Abilities
Enuka-Massive-The Enuka is more massive than other medium creatures, standing over seven feet tall. The enuka may use weapon up to one size larger that it without penalty. The Enuka counts as being one size larger when calculating CMB and CMD.

Enuka-Quills-The enuka can launch sharp quills from his body. As a standard action, the enuka can loose a volley of quills at a single creature within 30 ft, with no range increment. The enuka must succeed at a ranged attack against the target. If successful, he deals 1d8 points of piercing damage. An enuka can use this ability once per hour
Oracle Stone Mystery

Oracles CurseClouded Vision: Your eyes are obscured, making it difficult for you to see. You cannot see anything beyond 30 feet, but you can see as if you had darkvision. At 5th level, this distance increases to 60 feet. At 10th level, you gain blindsense out to a range of 30 feet. At 15th level, you gain blindsight out to a range of 15 feet.

Revelation- Acid Skin You gain resist acid 5. This resistance increases to 10 at 5th level and 20 at 11th level. At 17th level, you gain immunity to acid.

Revelation-Mighty Pebble As a standard action, you can charge and throw a pebble (or other stone of similar size) that detonates when it strikes a target as a ranged attack. The pebble has a range increment of 20 feet and has a +1 enhancement bonus to attack and damage for every four oracle levels you possess. Any creature struck by the pebble takes 1d6 points of bludgeoning damage per two oracle levels you possess (minimum 1d6). Creatures in squares adjacent to the target take half damage, or no damage if they make a Reflex saving throw. If the attack roll misses, treat the pebble as a thrown splash weapon to determine where it lands. You can use this ability once per day, plus one additional time per day at 5th level and every five levels thereafter.

Fast MovementA barbarian's land speed is faster than the norm for her race by +10 feet. This benefit applies only when she is wearing no armor, light armor, or medium armor, and not carrying a heavy load. Apply this bonus before modifying the barbarian's speed because of any load carried or armor worn. This bonus stacks with any other bonuses to the barbarian's land speed.

Rage A barbarian can call upon inner reserves of strength and ferocity, granting her additional combat prowess. Starting at 1st level, a barbarian can rage for a number of rounds per day equal to 4 + her Constitution modifier. At each level after 1st, she can rage for 2 additional rounds. Temporary increases to Constitution, such as those gained from rage and spells like bear's endurance, do not increase the total number of rounds that a barbarian can rage per day. A barbarian can enter rage as a free action. The total number of rounds of rage per day is renewed after resting for 8 hours, although these hours do not need to be consecutive.
While in rage, a barbarian gains a +4 morale bonus to her Strength and Constitution, as well as a +2 morale bonus on Will saves. In addition, she takes a –2 penalty to Armor Class. The increase to Constitution grants the barbarian 2 hit points per Hit Dice, but these disappear when the rage ends and are not lost first like temporary hit points. While in rage, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration.
A barbarian can end her rage as a free action and is fatigued after rage for a number of rounds equal to 2 times the number of rounds spent in the rage. A barbarian cannot enter a new rage while fatigued or exhausted but can otherwise enter rage multiple times during a single encounter or combat. If a barbarian falls unconscious, her rage immediately ends, placing her in peril of death.
Rage Power- Moment of ClarityThe barbarian does not gain any benefits or take any of the penalties from rage for 1 round. Activating this power is a swift action. This includes the penalty to Armor Class and the restriction on what actions can be performed. This round still counts against her total number of rounds of rage per day. This power can only be used once per rage.

Uncanny DodgeAt 2nd level, a barbarian gains the ability to react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dexterity bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A barbarian with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action against her.
If a barbarian already has uncanny dodge from a different class, she automatically gains improved uncanny dodge (see below) instead.

Enuka- Thick Hide An Enuka with the thick hide mutation is able to shrug off some of the damage taken. An Enuka with this ability gain DR 1/-. This damage reduction stacks with damage reduction from other sources such as the barbarian class ability.

Spells
0 lvl- Detect Magic, Create Water, Guidance, Spark, Stabilize
1 lvl 6/day- Magic Stone, Cure Light Wounds, Sun Metal, Iron Beard, Divine Favor

Gear
Slasher +2 Large Keen Falchion
+1 Buckler
+3 Breastplate of Light Fortification and Stanching
Warriors Baldric
Warriors Chain
Adventurer’s PackThis 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.
Tephlon-> Riding Gecko
Military Exotic Saddle
10 days of Feed
Oracles Kit
Clothing Furs
Area Map
Spiders Silk Rope
Survival Kit, Masterwork
Adamantium Wire Saw
5ep, 5pp, 25gp, 50sp, 100cp


Please let me know if there is anything I need to edit


Xan Nes wrote:
DM Grimshaad wrote:

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
So is that a +2 weapon with a +1 enchantment or either a +2 weapon or +1 weapon with +1 enhancement. Same goes with the armor.

'Enhancement' is the bonus to hit & damage or armor gained with high quality/magical weapons or armor, respectively, while 'Enchantment' is the additional magical quality present on the item.

So, more often than not the overall quality of the items presented is higher than the enchanted quality they bear are worth. Strong items with weaker enchantments.

I can understand the confusion so here's an example of a 2h weapon from this package: +2 bastard sword with the Flaming Quality is legal while a +2 bastard sword with the Flaming AND Shock Quality is not.


DM Grimshaad wrote:


'Enhancement' is the bonus to hit & damage or armor gained with high quality/magical weapons or armor, respectively, while 'Enchantment' is the additional magical quality present on the item.

So, more often than not the overall quality of the items presented is higher than the enchanted quality it bears is worth. Strong items with weaker enchantments.

I can understand the confusion so here's an example of a 2h weapon from this package: +2 bastard sword with the Flaming Quality is legal while a +2 bastard sword with the Flaming AND Shock Quality is not.

Thank you *quickly edits Brill-Mane*


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@Ashe, if you're going jedi, you might want to read up on and have your character be part of the Janissaries. They're pretty much exactly in-setting jedi. Right down to owing allegiance to the galactic imperial senate.

GM, I got this far on making Calin, Canean Sacred Servant Paladin of Kaga before it occured to me that maybe having a paladin who follows Kaga isn't allowed? I'm thinking it has some great flavor (and the interplay between Unsanctioned Knowledge, the Knowledge domain power and a conductive weapon is really cool), but figured I should ask first.

I was going to make a monk, but had a bit too hard of a time piercing it together properly, so I made her instead.


Xan Nes wrote:
** spoiler omitted **...

Looks good, and I see you read the gear response.

As a reminder to everyone: Any leftover gp from your Personal Items Allotment of 1,250gp is not carried over to be included in your resulting wealth. The allotment is represented with the mount and gear you have attained for adventuring while the equipment you wear is representative of the accomplishments that you've made up until this point.

Your starting Currency is listed as: 5ep, 5pp, 25gp, 50sp, 100cp. Electrum has a unique worth on Exodus depending on where you are and Platinum is worth 10gp/1pp.


Burnscar wrote:

@Ashe, if you're going jedi, you might want to read up on and have your character be part of the Janissaries. They're pretty much exactly in-setting jedi. Right down to owing allegiance to the galactic imperial senate.

GM, I got this far on making Calin, Canean Sacred Servant Paladin of Kaga before it occured to me that maybe having a paladin who follows Kaga isn't allowed? I'm thinking it has some great flavor (and the interplay between Unsanctioned Knowledge, the Knowledge domain power and a conductive weapon is really cool), but figured I should ask first.

I was going to make a monk, but had a bit too hard of a time piercing it together properly, so I made her instead.

Aha! A Pally lover in the party, awesome! If you want to be a different flavor of paladin(i.e. a not-Lawful Good one) for a different kind of God(like the Kaga^^^) use the appropriate variant in the Ultimate Evil reference document. I think you'll like the options :)


G-unit wrote:

Interested, but I want to read more about the setting before I start throwing out ideas.

Question: Why no Investigators (Hybrid class, ACG)?

Mostly because I think sherlock holmes would be eaten alive on Exodus.

However, if you can beef up an Investigator, Investigator Archetype, or Multiclass Investigator enough I may be absolutely cool with the addition of one. The standard 'super-sleuth' trope just pans out weakly in a world on the brink of total war though.


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Kavon Uday, prymidian sharpshooter-magus. I only spent 1245 gp pocket money, any suggestions for the rest 5 gp? :)

Appearance & Backstory:

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Names & Appearance
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Noble Title: -
Rank: -
Alias: -
Full Name: Kavon Uday
Gender: Male
Eye Color: Yellow
Skin Color: Scarlet
Height: 6 feet
Weight: 215 lbs
Additional Features: Braided beard and hair.
Description: Kavon Uday is a typical prymidian with scarlet skin and white hair. Although not as tough as others of his kind, he is still taller and sturdier than most humans. His most prized possession, after the spellbook of course, is the revolver, which he always keeps in the holster on his left side. Knowing, what a firearm can do to an armor, he does not bother with anything more heavy, than a simple sturdy leather with a duster on top.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Backstory
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Birthplace: Mavra, Arman Protectorate
Parentage: Father (alive) - Sorcerer, Mother (alive) - Protean Scribe
Religious Views: Agnosticism
Political Views: Indifferent
Early Life: Studied a wide variety of subjects, from politics to herbalism, including arcane craft and firearm usage
Now: Agent of the Forgers' Guild
Future Aspirations: To make a name in Prymidian circles by making a great discovery

Core Stats:

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Minutia
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Race: Prymidian Cultural Home: Arman Protectorate
Type: Humanoid Subtype: Prymidian
Alignment: Neutral Deity/Belief System: Agnosticism
Size: Medium
Base Speed: 30 Flight Speed: 0 Swim Speed: 0 Climb Speed: 0
Starting Languages: Common, Prymidian Learned Languages: Ancient Arman, Balite, Cynean, Nasian, Sorcerous
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Ability Scores
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
STRENGTH-(Str): 10 Modifier: +0
DEXTERITY-(Dex): 19 Modifier: +4
CONSTITUTION-(Con): 14 Modifier: +2
INTELLIGENCE-(Int): 16 Modifier: +3
WISDOM-(Wis): 13 Modifier: +1
CHARISMA-(Cha): 12 Modifier: +1

Battle Stats:

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Defense
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
HP: 52 (1d10 +4d8 +5*2)
FORTITUDE: 6 =+2 +4 Specific Save Variants:
REFLEX: +3 =+2 +1 Specific Save Variants: +2 to Reflex Saves vs. Ranged Attacks & Effects
WILL: +4 =+0 +4 Specific Save Variants:
AC: 18 Touch: 16 Flat-Footed: 14 Specific AC Variants: +4 vs. Ranged Projectiles & Spells
(Total AC= 10 + 4 Dexterity Modifier + 0 Natural Armor Bonus + 2 Armor Bonus + 0 Shield Bonus + 0 Dodge Bonus + 2 Deflection Bonus + 0 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: 0 SPELL RESISTANCE: 0
FIRE RESISTANCE: 0 COLD RESISTANCE: 0 ELECTRICITY RESISTANCE: 0
ACID RESISTANCE: 0 NEGATIVE ENERGY RESISTANCE: 0
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Offense
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
BASE ATTACK BONUS-(BAB): +4
INITIATIVE: +3
CMB: +4 CMD: 14
(CMB= 4 BAB + 0 Strength Modifier + 0 Size Modifier)
(CMD= 10 + 4 BAB + 0 Strength Modifier + 4 Dexterity Modifier + 0 Size Modifier)

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Attacks
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
MELEE ATTACK #1
Weapon Name: - Weapon Type: Dagger
Attack Bonus: +5 Damage: 1d4
Damage Type: S or P Crit Range/Multiplier: 19-20/x2
Special Qualities: -

RANGED ATTACK #1
Weapon Name: Gypnos Weapon Type: +2 Revolver Range: 40 ft.
Attack Bonus: +10 or +8/+8 (Rapid Shot) Damage: 1d8
Damage Type: B and P Crit Range/Multiplier: x4
Ammunition: 6 Bullets in the chamber (move action to reload)
Special Qualities: Reliable, Distance
+2 to Hit with any ranged attack under the effect of Longshot
+1 to Hit with a Ranged Attack for Each Round you are Motionless (MAX=Dex Mod)
+2 to Hit with any ranged attack within 15ft, Any enemy struck within 15ft is affected by Faerie Fire

Consolidated Skills:

Total: 25 =5 gunslinger +16 magus +4 FC magus
*ACROBATICS-(Dex): 4 (0 +4(dex))
(Acrobatics(except jumping), Escape Artist, Fly, Ride)
*ATHLETICS-(Str): 4 (1 +0(str) +3(class))
(Acrobatics(jumping), Climb, Swim)
SCIENCE-(Int): 6 (3 +3(int))
(Craft (firearms), Knowledge(engineering))
*FINESSE-(Dex): 0
(Disable Device, Sleight of Hand)
INFLUENCE-(Cha): 6 (5 +1(cha))
(Bluff, Diplomacy, Intimidate)
NATURE-(Int): 6 (3 +3(int))
(Handle Animal, Knowledge(dungeoneering, geography, nature))
PERCEPTION-(Wis): 4 (3 +1(wis))
(Perception, Sense Motive)
PERFORMANCE-(Cha): 1 (0 +1(cha))
(Disguise, Perform)
TRADE-(Wis): 2 (1 +1(wis))
(Appraise, Profession (Scribe))
RELIGION-(Int): 5 (2 +3(int))
(Knowledge(planes, religion))
SOCIETY-(Int): 6 (3 +3(int))
(Knowledge(history, local, nobility), Linguistics)
SPELLCRAFT-(Int): 9 (3 +3(int) +3(class))
(Knowledge(arcana), Spellcraft, Use Magic Device)
*STEALTH-(Dex): 4 (0 +4(dex))
(Stealth)
SURVIVAL-(Wis): 5 (1 +1(wis) +3(class))
(Heal, Survival)

*= Armor Check Penalty Applies


Traits & Feats:

Gesture Expertise: You are adept at nonverbal communication. You can use a sign language or gestural system to send complex messages quickly in combat, and with a successful DC 15 Linguistics check, you can express yourself clearly enough to communicate basic messages to people who do not understand your gestures. You gain a +2 trait bonus to send secret messages via gestures using the Bluff skill, and to understand gestures with the Linguistics skill.

Larger Than Life: You wield firearms with truly terrifying menace. When you use the Intimidate skill on a creature while wielding a firearm, you are considered one size category larger than your actual size.

Arcane Revitalization: Your martial prowess can feed your arcane power. Once per day, when you confirm a critical hit with a weapon attack, you regain 1 arcane pool point. You can’t exceed your maximum number of arcane pool points.

Magical Knack: You were raised, either wholly or in part, by a magical creature, either after it found you abandoned in the woods or because your parents often left you in the care of a magical minion. This constant exposure to magic has made its mysteries easy for you to understand, even when you turn your mind to other devotions and tasks. Pick a class when you gain this trait—your caster level in that class gains a +2 trait bonus as long as this bonus doesn’t raise your caster level above your current Hit Dice.

Racial:
Arcane Polyglot: Prymidians can speak and understand the language of any intelligent creature they encounter, whether it is a racial tongue or a regional dialect. In addition, a prymidian can cast read magic at will as a spell-like ability with a caster level equal to his Hit Dice. This ability only applies to spoken languages. A prymidian does not retain the ability to speak or understand when not in the presence of a creature speaking that language.
Scholarly: A Prymidian gets a +2 racial bonus to all Knowledge and Linguistics checks.
Linguistic Protection: Prymidians have a +2 racial bonus on saving throws against language-dependent abilities and against spells and spell-like abilities with a verbal component. Linguistics is always a class skill for them. This ability replaces Tentacles.
Languages: All Prymidians begin play speaking Common and Prymidian. They may select any non-secret languages (such as druidic) as additional bonus languages.

Feats:
1[character]: Point-Blank Shot
3[character]: Precise Shot
5[character]: Rapid Shot

Class Abilities:

1[gunslinger]: Deeds, grit, pistol training
1[magus]: Arcane pool, cantrips, Ranged Spell Combat (Ex), Ranged Weapon Bond (Ex)
2[magus]: Ranged Spellstrike (Su)
3[magus]: Magus arcana
4[magus]: Spell recall

Arcane Pool: 5
Grit: 1 +3 from Gunner’s Medal (regenerate every 24hrs)

Grit (Ex):
A gunslinger makes her mark upon the world with daring deeds. Some gunslingers claim they belong to a mystical way of the gun, but it’s more likely that the volatile nature of firearms simply prunes the unlucky and careless from their ranks. Whatever the reason, all gunslingers have grit. In game terms, grit is a fluctuating measure of a gunslinger’s ability to perform amazing actions in combat. At the start of each day, a gunslinger gains a number of grit points equal to her Wisdom modifier (minimum 1). Her grit goes up or down throughout the day, but usually cannot go higher than her Wisdom modifier (minimum 1), though some feats and magic items may affect this maximum. A gunslinger spends grit to accomplish deeds (see below), and regains grit in the following ways.

Critical Hit with a Firearm: Each time the gunslinger confirms a critical hit with a firearm attack while in the heat of combat, she regains 1 grit point. Confirming a critical hit on a helpless or unaware creature or on a creature that has fewer Hit Dice than half the gunslinger’s character level does not restore grit.

Killing Blow with a Firearm: When the gunslinger reduces a creature to 0 or fewer hit points with a firearm attack while in the heat of combat, she regains 1 grit point. Destroying an unattended object, reducing a helpless or unaware creature to 0 or fewer hit points, or reducing a creature that has fewer Hit Dice than half the gunslinger’s character level to 0 or fewer hit points does not restore any grit.

Deeds:
Up Close and Deadly (Ex): At 1st level, when the pistolero hits a target with a one-handed firearm that is not making a scatter shot, she can spend 1 grit point to deal 1d6 points of extra damage on a hit. If she misses with the attack, she grazes the target, dealing half the extra damage anyway. This is precision damage and is not multiplied if the attack is a critical hit. This precision damage increases to 2d6 at 5th level, to 3d6 at 10th level, to 4d6 at 15th level, and to 5d6 at 20th level.

The cost of using this deed cannot be reduced with the Signature Deed feat, the true grit class feature, or any similar effect. This precision damage stacks with sneak attack and other forms of precision damage.

This deed replaces the deadeye deed.

Gunslinger’s Dodge (Ex): At 1st level, the gunslinger gains an uncanny knack for getting out of the way of ranged attacks. When a ranged attack is made against the gunslinger, she can spend 1 grit point to move 5 feet as an immediate action; doing so grants the gunslinger a +2 bonus to AC against the triggering attack. This movement is not a 5-foot step, and provokes attacks of opportunity. Alternatively, the gunslinger can drop prone to gain a +4 bonus to AC against the triggering attack. The gunslinger can only perform this deed while wearing medium or light armor, and while carrying no more than a light load.

Quick Clear (Ex): At 1st level, as a standard action, the gunslinger can remove the broken condition from a single firearm she is currently wielding, as long as that condition was gained by a firearm misfire. The gunslinger must have at least 1 grit point to perform this deed. Alternatively, if the gunslinger spends 1 grit point to perform this deed, she can perform quick clear as a move-equivalent action instead of a standard action.

Arcane Pool (Su):
At 1st level, the magus gains a reservoir of mystical arcane energy that he can draw upon to fuel his powers and enhance his weapon. This arcane pool has a number of points equal to 1/2 his magus level (minimum 1) + his Intelligence modifier. The pool refreshes once per day when the magus prepares his spells.

At 1st level, a magus can expend 1 point from his arcane pool as a swift action to grant any weapon he is holding a +1 enhancement bonus for 1 minute. For every four levels beyond 1st, the weapon gains another +1 enhancement bonus, to a maximum of +5 at 17th level. These bonuses can be added to the weapon, stacking with existing weapon enhancement to a maximum of +5. Multiple uses of this ability do not stack with themselves.

At 5th level, these bonuses can be used to add any of the following weapon properties: dancing, flaming, flaming burst, frost, icy burst, keen, shock, shocking burst, speed, or vorpal.

Adding these properties consumes an amount of bonus equal to the property’s base price modifier. These properties are added to any the weapon already has, but duplicates do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. These bonuses and properties are decided when the arcane pool point is spent and cannot be changed until the next time the magus uses this ability. These bonuses do not function if the weapon is wielded by anyone other than the magus.

A magus can only enhance one weapon in this way at one time. If he uses this ability again, the first use immediately ends.

Arcane Pool (Su):
An eldritch archer's choices of weapon special abilities to apply with arcane pool at 5th level include distance, nimble shot, and returning but not dancing, keen, or vorpal.

This ability modifies the magus's arcane pool.

Ranged Weapon Bond (Ex):
At 1st level, an eldritch archer gains a bonded object as per the wizard's arcane bonded object; it must be a ranged weapon, and it can't be used to cast a spell once per day. Holding her bonded item does not prevent the eldritch archer from providing somatic components for her spells.

Spell Combat (Ex):
At 1st level, a magus learns to cast spells and wield his weapons at the same time. This functions much like two-weapon fighting, but the off-hand weapon is a spell that is being cast. To use this ability, the magus must have one hand free (even if the spell being cast does not have somatic components), while wielding a light or one-handed melee weapon in the other hand. As a full-round action, he can make all of his attacks with his melee weapon at a –2 penalty and can also cast any spell from the magus spell list with a casting time of 1 standard action (any attack roll made as part of this spell also takes this penalty). If he casts this spell defensively, he can decide to take an additional penalty on his attack rolls, up to his Intelligence bonus, and add the same amount as a circumstance bonus on his concentration check. If the check fails, the spell is wasted, but the attacks still take the penalty. A magus can choose to cast the spell first or make the weapon attacks first, but if he has more than one attack, he cannot cast the spell between weapon attacks.

Ranged Spell Combat (Ex):
Instead of a light or one-handed melee weapon, an eldritch archer must use a ranged weapon for spell combat. She doesn't need a free hand for ranged spell combat. The eldritch archer cannot accept an attack penalty to gain a bonus on concentration checks to cast a spell defensively.

This ability modifies spell combat.

Ranged Spellstrike (Su):
At 2nd level, whenever an eldritch archer casts a spell that calls for a ranged attack, she can deliver the spell through a ranged weapon she wields as part of a ranged attack. Instead of the free ranged attack normally allowed to deliver the spell, an eldritch archer can make one free ranged attack with a ranged weapon (at her highest base attack bonus) as part of casting this spell. The attack does not increase the spell's range.

If the spell can normally affect multiple targets, only a single missile, ray, or effect accompanies each attack; if the spell allows multiple attacks and the eldritch archer can make additional ranged attacks as part of a full-round action with spell combat, one additional ray, missile, or effect from the spell accompanies each subsequent ranged attack the eldritch archer makes in the same round until all attacks allowed by the spell are made. Unused missiles, rays, or effects remaining at the end of the eldritch archer's turn are wasted.

This ability alters spellstrike.

Spell Recall (Su):
At 4th level, the magus learns to use his arcane pool to recall spells he has already cast. With a swift action he can recall any single magus spell that he has already prepared and cast that day by expending a number of points from his arcane pool equal to the spell’s level (minimum 1). The spell is prepared again, just as if it had not been cast.

Magus Arcana:
Spell Shield (Su): The magus can expend a point from his arcane pool as an immediate action to grant himself a shield bonus to AC equal to his Intelligence bonus until the end of his next turn.

Spells Prepared:

At will - Longshot
0th (4) - Dancing Lights, Detect Magic, Light, Prestidigitation
1st (4/day) - Expeditious Retreat, Grease, Obscuring Mist, Vanish
2nd (2/day) - Blur, Glitterdust

Spells Known:

0th - all
1st - Expeditious Retreat, Grease, Magic Missile, Obscuring Mist, Ray of Enfeeblement, Shield, Silent Image, Snowball, True Strike, Vanish
2nd - Blur, Glitterdust

Inventory:

Carrying Capacity: Light: 0-33 lbs. Medium: 34–66 lbs. Heavy: 67–100 lbs.
Current Load: 28 lbs.
Money: 5 ep, 5 pp, 25 gp, 50 sp, 100 cp

Clothes:
Explorer's Outfit (8 lbs.)

Weapons:
+2 Revolver (Adamantine; Distance, Reliable) (1d8/x4, 40 ft., Misfire 0, Capacity 6, B and P, 4 lbs.)
2 Daggers (1d4, 19-20/x2, 10 ft., P or S, 1 lb.) 2 gp*2

Armor:
Leather (AC+2, MDB+6, ACP 0, ASF 10%, 15 lbs.) 10 gp

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)) (1 lbs.)

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 (+1 to Dexterity & Wisdom, Has twenty visible bullet loops, each a dimensional space that can contain up to 10 bullets) (2 lbs.)
*200 bullets

Wondrous Neck Slot Item:
Gunner’s Medal (Stores 3 Grit Points that regenerate every 24hrs)

Coin Pouches:
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.)

Adventurer’s Pack (5 lbs.): This weathered messenger bag 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 100 lbs worth of items. There are also eight smaller pockets, two that can carry 20 lbs, two that can carry 10 lbs, and four that can carry 5 lbs. Each pocket functions as an extradimensional space but will burst if more than its capacity is placed within, jettisoning all containing items within a 10 ft area. Items that could not fit in a standard backpack or pocket will not fit within this pack, regardless of weight.

Pack Contents:
Spellbook (3 lbs.)

Trail rations (for 7 days) (1 lb. each) 5 sp
2 Waterskin (Weight 4 lbs., Capacity 1/2 gallon, each) 1 gp*2

Bedroll (5 lbs.) 1 sp
Blanket (3 lbs.) 5 sp
Small tent (20 lbs.) 10 gp
Fishhook 1 sp
Fishing net (5 lbs.) 4 gp
Compass (1/2 lb.) 10 gp
Silk rope (50 ft.) (5 lbs.) 10 gp
2 String or twine (50 ft. each) (1/2 lb. each) 1 cp*2
Signal whistle 8 sp
Chain (10 ft.) (2 lbs.) 30 gp
Manacles, masterwork (Escape Artist DC 30; Str check DC 28; hardness 10, hp 10) (2 lbs.) 50 gp
*Superior Lock (Disable Device DC 40) (1 lb.) 150 gp
Crowbar (5 lbs.) 2 gp
2 Earplugs 3 cp*2
Flint and steel 1 gp
Grappling Hook, common (4 lbs.) 1 gp
Hourglass (1 hour) (1 lb.) 25 gp
Hourglass (1 minute) (1/2 lb.) 20 gp
6 Piton (1/2 lb. each) 1 sp*6
Folding pole (10 lbs.) 2 sp
Folding shovel (12 lbs.) 10 gp

3 Antiplague 50 gp*3
3 Antitoxin (vial) 50 gp*3
4 Alchemist's fire (1 flask) (1 lb.) 20 gp*4
2 Tanglefoot bag (4 lbs.) 50 gp*2

Book, journal (1 lb.) 10 gp
Chalk (4 pieces) 1 cp*4
Charcoal (2 sticks) 5 sp*2
Ink (1 vial - 1 ounce) 8 gp
Inkpen 1 sp
2 Case, map or scroll (1/2 lb.) 1 gp*2


Mount:

Light Riding Horse
N Large animal
Init +2; Senses low-light vision, scent; Perception +6
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
DEFENSE
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
AC 11, touch 11, flat-footed 9 (+2 Dex, –1 size)
hp 15 (2d8+6)
Fort +6, Ref +5, Will +1
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
OFFENSE
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Speed 50 ft.
Melee 2 hooves –2 (1d4+1)
Space 10 ft.; Reach 5 ft.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
STATISTICS
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Str 16, Dex 14, Con 17, Int 2, Wis 13, Cha 7
Base Atk +1; CMB +5; CMD 17 (21 vs. trip)
Feats Endurance, RunB
Skills Perception +6
SQ docile
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
SPECIAL ABILITIES
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Docile (Ex)
Unless specifically trained for combat (see the Handle Animal skill), a horse's hooves are treated as secondary attacks.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
INVENTORY
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Saddle, riding (25 lbs.) 10 gp
Saddlebags (Empty Weight 8 lbs., Capacity 20 lbs.) 4 gp


Madcaster wrote:

Kavon Uday, prymidian sharpshooter-magus. I only spent 1245 gp pocket money, any suggestions for the rest 5 gp? :)

** spoiler omitted **
** spoiler omitted **...

Looks good, just gonna have to eat the 5gp :P.

EVERYONE::
I've revised the character sheet linked to you in my Profile and included the following in the MINUTIA Category just beneath Race and Cultural Home:

[b]Classes/Levels:[b] [i]Favored Class/Bonus:[i]

[b]Total Experience:[b] 0exp /15,000exp [i]Progression Speed:[i] Medium.

I left the back slashes out so you can see the format and use it by adding them on your own sheets.

We'll be do a Medium Experience progression, obviously, and I plan on going the distance to 20 if we can so be in for the long haul with this campaign.


Here's the applicants so far. Once G-Unit has presented an idea we'll need about 2 more if possible, though at this point we seem to have at least 3 pseudo-healer builds. Good to see. Everyone is looking good so far.

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 (-,)

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