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DM Grimshaad's page

Organized Play Member. 87 posts (89 including aliases). No reviews. No lists. No wishlists. 1 Organized Play character. 2 aliases.




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GAMEPLAY POSTING GUIDELINES:

ROLEPLAYING
Have fun! This is supposed to be fun, albeit a bit exasperating with all the formatting and the math and the so on, lol, but once we smooth out how each of us responds to each environment from roleplaying with each other to roleplaying with NPCs and the bread and butter: Combat.
Now, the following rulings are to make formatting easier for all of us and easier for me to identify the genre of roleplaying text I’m reading.
BOLD TYPE: Bold type from you guys, the PCs, is solely for speaking as in quotation marks and the like. Bold type from me, the DM, is speech in narratives and NPC speech.

ITALICS: Italics are for introspection, as in inner dialogue. Basically, it’s for what’s going on inside your character’s noggin while he gazes heroically into the distance. Italics for me is generally the basic type for narratives, very rarely will you see inner dialogues from NPCs outside telepathy or otherwise on your behalf.

BIGGER & Smaller: These added formats can be used for exposition during roleplaying in the case of smaller formatting, while bigger is more for exclamations of speech or noise.

SPOILERS: Spoilers are a silly thing to use for privacy in the scheme of things so if you need to do something secretly, away from your fellows’ prying eyes, Privately Message me. Spoilers in roleplaying will be mainly for PC-prompted skill checks where you describe your action in the spoiler’s formatting and then roll inside of it. Spoilers for me are mostly to cut down on massive freaking posts of ungodly length. If you feel that somehow your next roleplaying post is super-sized, feel free to use a spoiler as well.

COMBAT
This is somewhat of a hassle with play-by-posts but I believe that we can simplify combat to a degree where I can surmise all that is happening with our 9+ PCs and followers and quickly and effectively respond.
Now, combat will be prompted by me in the form of a bold and capitalized INITIATIVE CHECK spoiler with the names of those requiring a roll inside of it by name. Followers and such will generally roll with their master unless they are a significant distance away. Keep track of your babies, there will be mutated-two-headed dingoes ready to gobble them up should you lose track.
Anyone acting in the surprise round of combat, if there is one, stays at the top of the list while those that follow at the beginning of standard combat file in behind on the list.
Every single action you attempt will be accompanied by the following: A succinct description(does not have to be wordy but it does have to make sense), the associated roll(s), the action’s type(as in, is it a move, standard, immediate, at-will, free, or full-round action?), the action’s goal, and anything else you deem pertinent at that time.
You goal with a combat post is to communicate your intention with the action you are taking and rolling in junction. The roll must be posted with the descriptive portion and goal, or after, but not before.
Honestly, I don’t expect trouble from anyone I’m just setting this up for the record.

FREQUENCY OF POSTING
I understand that life happens and we all got other stuff to do. Please, just message me to let me know if you need a break or can’t post for a time. I’ll work my DM magic and give your PC a break gently.
Now, if I go a week and you have not messaged me or posted in that time(I will forums stalk you, my dear PCs, but I don’t want to) I will colorfully retire your character. A homebrew needs momentum once it gets moving and monkey-wrenching it with inactivity is just unkind, but so is Exodus.
I don’t foresee this as an issue, just doing my DM duty putting it out there.
As far as how often I want posting to occur: Once every 48hrs is the minimum during roleplaying stretches while once every 12-24hrs is strongly encouraged for combat. Anything less frequent than this will pique my interest and force me to try and contact you in a Private Message to see if you’re still about. Greater frequency makes the story move fast and combat even faster.
If you have extenuating circumstances and let me know ahead of time, I am happy to oblige. Seriously, talk to me. I won’t bite. My monsters might, but I won’t. I promise.

PARTY MECHANICS
All I expect from you all is to work together eventually, maybe not right off the bat but at some point. There will be zero PvP.
The power level difference between each PC can seem vast when evaluated from a meta-gaming perspective but I expect courtesy from powerful characters. It’s cool getting those huge criticals and nuking swarms of zombies makes you giggle, I know, it makes me giggle too, but the spotlight is on ALL of you. Show your fellows some lovin’, yeah? (Not literally…)


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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



I have a good chunk of the content I need to build a campaign in the world of Exodus and would love to give it a go.

If anyone is interested, let me know and I'll begin putting stuff together.

Just an fyi: I have the PDFs for Machinesmith(including the extra stuff), Fleshwraith, and Protean Scribe classes. Also have the Lost Races: Elves PDF and the Psionic Cavian PDF. I have waaaaaaay more than those as well.