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...


51 to 93 of 93 << first < prev | 1 | 2 | next > last >>

1 person marked this as a favorite.
DM Grimshaad wrote:

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.

** spoiler omitted **

Well atleast we can take hits, and a decent amount of them.


That's supposed to be 9000/15000xp, right? The values are cumulative.


Burnscar wrote:
That's supposed to be 9000/15000xp, right? The values are cumulative.

Starting us at 0exp to give a good buffer for practice without leveling in the first length of the campaign. Once we hit 6th level the exp will become accumulative.


Are HP: Max, or Normal Max First then Half +1 or are we going to Roll?

I am taking the Artist Package, but have no spells or even Use Magic Device. So do I just not get the wands or can they be replaced? Thanks.


Ashe wrote:

Are HP: Max, or Normal Max First then Half +1 or are we going to Roll?

I am taking the Artist Package, but have no spells or even Use Magic Device. So do I just not get the wands or can they be replaced? Thanks.

Max HP


keep the wands. Someone (me) can use them for you.


Ashe wrote:

Are HP: Max, or Normal Max First then Half +1 or are we going to Roll?

I am taking the Artist Package, but have no spells or even Use Magic Device. So do I just not get the wands or can they be replaced? Thanks.

PM me your sheet and I'll craft something for you. Max 1st 5 levels' HP and at 6th we're rolling, rerolling 1s.


EVERYONE:After going over the content for psionics, while I'm familiar to a degree with D&D psionics I want to become more so. So, I will be getting the Dreamscarred Press books this Thursday and linking them with the other Reference Documents.

Expounded:
This development will bump the window for Character Creation by a week, so rather than this coming weekend, the next will be the wrap up so I have time to peruse the books and more effectively flesh out some encounters.

Probably something I should have done already but I didn't have the money needed last check, lol.

This will give you all plenty of extra time to read the Exodus Setting and more familiarize yourself with your characters' backstories.

If anyone has any question, please, let me know :), and thanks for keeping interest.

The following are the submissions so far. We have 6, almost 7, done with an 8th pending.

The Party So Far...:

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

(Cemented)2.)EmissaryOfTheNorth (Marcus, Human(Arman) Gunslinger-DPS)

(Cemented)3.)burnscar (Calin, Human(Canean) Sacred Servant Paladin of the Kaga?-Healer/Tank)

(Cemented)4.)SunstonePhoenix (Naila, Dark Elf Druid-DPS/Support/Healing)

(Cemented)5.)Madcaster (Kavon Uday, Prymidian Magus/Gunslinger-DPS/Tank)

(Cemented)6.)Xan Nes (Brill-Mane, Enuka Oracle/Barbarian-Healer/Tank/DPS)

(Cement is Drying)7.)Ashe (-, Soul Knife/Psy Warrior?-Tank/DPS)

(Cement is Being Poured)8.)G-Unit (-,)


1 person marked this as a favorite.

Still pouring.


Alright, given the extra week it looks like legoguy is still in it and as a Fleshwraith, awesome stuff! Now, that puts us at 9, if anyone is still interested, a Protean Scribe would be an awesome 10th! Mostly as a play test but also support-wise.

A prymidian Protean Scribe seems perfect in roleplaying terms.


I didn't find any information about the age in the campaign setting. Have I missed it, or there isn't any?


90-91AU(After Unification) is the current Imperial year.


1 person marked this as a favorite.

Sorry, I meant is there aging effects table or starting ages? Not too important, but still. :)


That is an interesting question. Lemme see if I can conjure something up :)


1 person marked this as a favorite.
Madcaster wrote:
Sorry, I meant is there aging effects table or starting ages? Not too important, but still. :)

The setting does have a few holes but nothing I can't handle :). Below is the list of aging parallels for the campaign races. Tried to go off of origin, culture, and behavior as the primary categories that led me to assigning each race a parallel. Humans are the same as standard Pathfinder as well as Elves, even Dark Elves.

So, simply use the age categories of their parallel for your characters.

Age & Lifespan Parallels:

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Campaign Race => Parallel Race
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Cavian => Samsaran(If Connected to the Hive Mind) or Ratfolk(If Severed from the Hive Mind)

Cynean => Dwarf

Dalrean => Half-Elf

Kalisan => Half-Orc

Gevet => Tiefling

Enuka => Orc

Prymidian => Gnome

P’Tan => Fetchling

Sasori => Catfolk


Since we're having a psionic character in the party, here's the Consolidated Skills rule I've designed for the campaign.

Anyone interested in the possible shift in that direction at some point in the game, please, private message me and we'll discuss it, thanks :D

PSIONIC CONSOLIDATED SKILLS RULE:
Autohypnosis and Knowledge(psionics) are grouped into the Psionics(Autohypnosis, Knowledge-psionics)-(Wis) Consolidated Skill. Psionic characters treat the skill normally. Non-psionic characters must first awaken their psionic potential to attain this Consolidated Skill.

A psionic character may assist and guide a non-psionic character in meditations once per day in an attempt to unlock the hidden well of mental power within. The DC for such an attempt is equal to: 50 - (Teacher's Manifesting Level or Highest Psionic Class Level + Teacher's Psionic(Autohypnosis, Knowledge-psionics)-(Wis) Skill Ranks). Both the teacher and the student must pass this check on the same day for the student to unlock their psionic power. A natural 20 is considered a success.

Once a student and master pass the check, the student immediately gains the Wild Talent Feat as a Bonus Feat and 1 Bonus Rank in the Psionics(Autohypnosis, Knowledge-psionics)-(Wis) Skill.

The teacher simultaneously gains Bonus Ranks to their Psionics(Autohypnosis, Knowledge-psionics)-(Wis) Skill equal to their Wis Mod or Psionic Talent as a Bonus Feat.

Multiple teachers reduce the DC by an accumulative amount but one teacher is designated as the 'focus' and is the only one who rolls with the student. In this instance the focus teacher and the student gain the normal benefits upon success while the additional teacher(s) gain 1 Bonus Rank to their Psionics(Autohypnosis, Knowledge-psionics)-(Wis) Skill.

There can only ever be one student for any one check but any psionic character may attempt this with a number of non-psionic characters equal to their Wis Mod. A student may only attempt psionic meditation once a day.


So if we were putting SP in say Diplomacy should we now just call that influence? And is it still a class skill if we had one but not all the consolidated skills?


The conversion list consistently makes skills where you only have a few of the skills as class skills into non-class skills.

Whereas the non-consolidated list goes: Craft, Diplomacy (Influence), Handle Animal (Nature), Heal (Survival), Knowledge; nobility (Society), Knowledge; religion (Religion), Profession, Ride (Acrobatics), Sense Motive (Perception), and Spellcraft (Spellcraft).

That gets shorted to Religion & Survival, equivalent of Heal, Knowledge (planes), Knowledge (religion), and Survival.

This repeats itself with other classes. Generally, 1+½int classes have 2 class skills, 2+ classes have 3, 3+ have 4 or 5. The rogue gets 5.


Either I can't see well, or the fleshwraith doesn't list Hit Dice. I assume it's d8, like the machinesmith?


Okay I think I narrowed it down to a hunter, race undecided. I will have it fleshed out by Sunday. How much trouble will an animal companion be?


legoguy4492 wrote:
Either I can't see well, or the fleshwraith doesn't list Hit Dice. I assume it's d8, like the machinesmith?

Essentially, as Fleshwraith is a variation of a Machinesmith.


G-unit wrote:
Okay I think I narrowed it down to a hunter, race undecided. I will have it fleshed out by Sunday. How much trouble will an animal companion be?

I have no issues with an animal companion, just more work for you though. If you can keep up with an extra body, cool, but retroactive actions will not happen. So, if a companion/follower is forgotten in the scheme of things, so be it.

DM Insight:
Ultimately, your party should answer this question as well as extra bodies means tougher foes. A party leader will be established before your first encounter and, as a bit of DM insight: I highly suggest you all evaluate each other's strengths and weaknesses and use tactics that favor your group mechanics.

Some battles I have planned early on will be against a tactically homogeneous foe so brute force will get you slaughtered. I encourage group discussion in OOC chat once I get the thread up and running. Try to use the OOC for your tactical planning more than the gameplay thread. Roleplaying commands and whatnot is encouraged as well. Think on your feet and you will survive; drag your feet and die. Your foes will be highly varied in type, if I can help it, so eclectic builds will flourish. Over-specialization will create too big a weakness to thrive.

That's the greatest advice I can give for what to expect.


1 person marked this as a favorite.

Well, Kavon's main damage source would be his revolver, obviously. And I think firearms are pretty damaging by themselves, so spells are there for control, mobility and an occasional buff/debuff.


Burnscar wrote:

The conversion list consistently makes skills where you only have a few of the skills as class skills into non-class skills.

Whereas the non-consolidated list goes: Craft, Diplomacy (Influence), Handle Animal (Nature), Heal (Survival), Knowledge; nobility (Society), Knowledge; religion (Religion), Profession, Ride (Acrobatics), Sense Motive (Perception), and Spellcraft (Spellcraft).

That gets shorted to Religion & Survival, equivalent of Heal, Knowledge (planes), Knowledge (religion), and Survival.

This repeats itself with other classes. Generally, 1+½int classes have 2 class skills, 2+ classes have 3, 3+ have 4 or 5. The rogue gets 5.

I have no idea about skill points still. This is more jumbled I don't know.

So I have diplomacy and Intimidate as class skills but not bluff. So if I put 5 ranks in influence do I get the +3 class bonus?

And Perception: If I have a +2 bonus to Sense Motive, and +2 to Perception does the combined skill get +4 now?

Thanks. Just trying to finish up and clarify things.


Ashe wrote:
Burnscar wrote:

The conversion list consistently makes skills where you only have a few of the skills as class skills into non-class skills.

Whereas the non-consolidated list goes: Craft, Diplomacy (Influence), Handle Animal (Nature), Heal (Survival), Knowledge; nobility (Society), Knowledge; religion (Religion), Profession, Ride (Acrobatics), Sense Motive (Perception), and Spellcraft (Spellcraft).

That gets shorted to Religion & Survival, equivalent of Heal, Knowledge (planes), Knowledge (religion), and Survival.

This repeats itself with other classes. Generally, 1+½int classes have 2 class skills, 2+ classes have 3, 3+ have 4 or 5. The rogue gets 5.

I have no idea about skill points still. This is more jumbled I don't know.

So I have diplomacy and Intimidate as class skills but not bluff. So if I put 5 ranks in influence do I get the +3 class bonus?

And Perception: If I have a +2 bonus to Sense Motive, and +2 to Perception does the combined skill get +4 now?

Thanks. Just trying to finish up and clarify things.

Consolidated Exposition:

Alright, ultimately, Consolidated Skills completely shrinks the overall number of skills any given pathfinder-compatible class has to a much smaller and more manageable amount.

The Consolidated Skills already present and including the ones I had to design, or redesign in the case of Performance, are mostly fused versions of more than one skill.

The allotted per level Skill Points all classes gain had to be redesigned as well as the new skill number was much smaller. Thus, all the pathfinder classes had an approximately 50% reduction in Skill Points per Level.

For example: Rogues normally gain 8 + Int Mod Skill Points per Level. Consolidated Skills reduces this amount to 4 + 1/2 Int Mod Skill Points per Level.

This will consequently affect all psionic classes as well by simply cutting the first number in the Skill Points per Level Equation in half.

Now, all of this being said, due to the addition of my two Custom Consolidated Skills(Science & Trade) and subsequently the Psionics Skill for psionic characters I have decided to bump the 1/2 Int Mod per Level portion of the Consolidated Skills Skill Variant to the standard entirety of Int Mod per Level.

Thus, with all of that in mind, our Rogue would gain 4 + Int Mod Skill Points per Level in this campaign.


ADDENDUM: You still gain the +3 bonus but would change any hard +2 Skill Bonuses to +1's.

The Consolidated Skills page I have in the Reference documents further explains the changes for each class ability bonus and so forth.

Also, I have the Ultimate Psionics pdf linked on my profile in the Reference Documents. Classes and associated feats are usable. Weapons, armor, archetypes, races, and psionic items are to be run by me first for reasons of lore. Exodus hasn't seen too much psionic activity just yet but will soon enough(Those damn Nexus Gates!).


1 person marked this as a favorite.

I understand now. Thanks.


Bonus Traits Attained With Drawbacks:

The additional two Traits you may take can be taken from anywhere. I literally do not care where you get them from, Campaign, Regional, Racial, whatever. However, the catch is that if you take a weird trait you must rename/reflavor it and explain it satisfactorily. It must be Exodus-lore friendly and add to your character's already pretty impressive life.

Finishing Touches:

I'm very happy with the characters presented so far and pleased that two of the campaign-specific classes have been used and that psionics will take an active role in the storyline.

Now, I need all of the completed characters' sheets to be tweaked according to all of the creation updates I've made throughout the week. Once you believe your sheet is totally done, private message me with it in a link or point me in the direction of the alias it's attached to so I can sieve it.

Recruitment ends this Saturday, so to those of you who've applied, you're in :), the current party size is at 9, which gives me leeway to generate some story PCs to drive the story occasionally. My PCs will all be subject to absolute transparency and thus may die quite frequently, lol, in an effort to dispel favoritism for my own brainchildren.

Once Recruitment ends I'll be opening the Campaign thread and such as well as establishing posting guidelines. Please dot these new threads asap once they are up. In addition, post your most common/comfortable posting hours, your work hours, your time zone, and what level of detailed brutality you are comfortable with rp-wise (I favor descriptive brutality akin to Warhammer 40k novels), as I don't want to unsettle anyone with my descriptive combat style.

The following is an example of my combat writing style: The blade plunges deep into the ogre's gut, a metallic whisper accompanying the creature's roar of pain. Twisting the blade and ripping it free elicits another roar of agony and its viscera plops lazily onto the blood-soaked earth beneath it.

You watch as the beastly gigantiform drops to its knees lolling its head in shock and in one smooth swing you remove its head from its shoulders, dark, arterial blood painting your face and armor, and the stink of battle wafting from your now slain foe.


@G-unit & legoguy4492: You still have all of next week, do not worry :)


Sounds good thanks.


Should have looked here before asking questions in PM. You can disregard those.


Didn't know if you wanted these here of on another thread, but...

My most frequent posting hours are between 4-11 PM CST. When it comes to gore in your writing, I say have at it. While I may not be inclined to write such graphic imagery myself (may change in time though, who knows), I most certainly can appreciate a well written battle sequence by a talented writer.

Now, a few questions of my own! First of all, I'm still having trouble figuring out what to write for my character's birthplace and cultural home. Would a name of a dark elven underground colony be okay for a birthplace, or do I need to include its relative position in the world of this campaign? If so, I'll need a bit of aid. As for cultural home, I have no idea what to put. Second question, is this trait okay if reflavored? I have a soft spot for companions and familiars, and love a character with a zealous little sidekick or two. A trait to replace a feat tax would be much appreciated, if you'll allow a druid with both a companion and a familiar. Additional lore, of course, would be established for the familiar.

Lastly! We were speaking of a way to possibly aid with the sunlight weakness, and I've been working dutifully to come up with a solution. While this one doesn't compensate for light blindness, it may keep poor little Naila from turning to stone. I was wondering if I could use a piece of leather armor with the glamoured special quality as a cloak of sorts to keep the sun's rays from harming her skin. Here's really my question: does the glamoured quality prevent light from passing through the illusion? I have no idea if there's official answer on this, but I was curious as to if you'd house rule it in. Plus, it also acts as an interesting vulnerability: if someone realizes that Naila's a dark elf or forces her to take her glamoured armor off, the loss is practically a death sentence. Her armor is her lifeline to staying on the surface world.

One last question, now that I've pestered you this much. This drawback has the potential to be a goldmine of characterization. Do you think you could give me an idea of what you'd want her attached item/other character to be so that I may work it into her lore? Her familiar might be an interesting emotional centerpiece, but I want to know what you think before I start going gangbusters on her backstory.


SunstonePhoenix wrote:

Didn't know if you wanted these here of on another thread, but...

My most frequent posting hours are between 4-11 PM CST. When it comes to gore in your writing, I say have at it. While I may not be inclined to write such graphic imagery myself (may change in time though, who knows), I most certainly can appreciate a well written battle sequence by a talented writer.

Now, a few questions of my own! First of all, I'm still having trouble figuring out what to write for my character's birthplace and cultural home. Would a name of a dark elven underground colony be okay for a birthplace, or do I need to include its relative position in the world of this campaign? If so, I'll need a bit of aid. As for cultural home, I have no idea what to put. Second question, is this trait okay if reflavored? I have a soft spot for companions and familiars, and love a character with a zealous little sidekick or two. A trait to replace a feat tax would be much appreciated, if you'll allow a druid with both a companion and a familiar. Additional lore, of course, would be established for the familiar.

Lastly! We were speaking of a way to possibly aid with the sunlight weakness, and I've been working dutifully to come up with a solution. While this one doesn't compensate for light blindness, it may keep poor little Naila from turning to stone. I was wondering if I could use a piece of leather armor with the glamoured special quality as a cloak of sorts to keep the sun's rays from harming her skin. Here's really my question: does the glamoured quality prevent light from passing through the illusion? I have no idea if there's official answer on this, but I was curious as to if you'd house rule it in. Plus, it also acts as an interesting vulnerability: if someone realizes that Naila's a dark elf or forces her to take her glamoured armor off, the loss is practically a death sentence. Her armor is her lifeline to staying on the...

As for a cultural home and birthplace: Your cultural home will likely be one of the more accepting cultures on Exodus, the Dominion may be a good place to look. Your birthplace can be simply a hidden dark elf enclave far removed from the civilized world, guarded by wards and magical enchantments that 'clean' one's mind of the location of it once you've been gone long enough. A safety precaution of sorts.

Now, I can craft a racial trait that incorporates the effects of both the trait and drawback you mentioned as well as address the whole petrification thing. What I need from you is a favorite real world culture like japanese, norse, or even native american. You'll find out what for once I'm done :).

I'll consider customizing a pair of smoked goggles for you to address the light blindness. Understand that you will be heavily reliant upon these things during the day and will incur a kind of built in compensatory penalty of some kind, the former custom trait/drawback combo already having part of it built in.


And the glamour armor...? edit: You mentioned addressing that in your trait. I'll wait, :D

As for a real world culture, I am partial to Chinese culture, to the point where my username stems from my given name, 权凤, or powerful phoenix. I can't wait to see what you come up with!

Does it count as a drawback, trait, or both at once?


Both and Chinese it is. I'm on it!


Alright, they are done but I am at work so typing & formatting is beyond aggravating on my phone, lol. Once I get home I'll post the polished versions and begin the transformation into a Campaign Thread at last.


The threads are up! Need those finalized sheets, my dear PCs!


Ok ill build the portfolio tonight!


1 person marked this as a favorite.

working on it, sorry, been busy the past days. need to do spending pocket money, traits, and background.


1 person marked this as a favorite.

Still working on it too. I have Thursday and Friday off so I plan on knocking it out then.


Alrighty, good stuff.


Gonna be posting the intro tomorrow morning, early if I can, otherwise no later than 8am EST.

Those of you who have yet to finalize, please wrap up, we're beginning tomorrow. Please ask any final tweaking questions and whatnot today and tonight before we begin.

I'm eager to get started and I hope everyone else is as well :)


Good to know. The event tomorrow is just a day event. I will hop on to check things out either lat tomorrow or Sunday then :) Have a great weekend all.

51 to 93 of 93 << first < prev | 1 | 2 | next > last >>
Community / Forums / Online Campaigns / Recruitment / NeoExodus Campaign Setting: PROJECT: Perimo (Homebrew) All Messageboards

Want to post a reply? Sign in.