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![]() Ok, the basics on CC. 3PP friendly. RACES: Those I listed, which stats will be posted for. CLASSES: Gestalt, with one half REQUIRED as a Psionic class. Max HP per HD. 2 traits. Starting Level 7. Max Starting Gold + GP based on character level. 26 point buy, one a 1-1 basis from a base of 10, may reduce a score up to 2 points to gain that amount to distribute amongst other scores. Sorry all I posted is the basics, but I've been working on catching up reading with my campaigns and working on an important assignment. Races and fluff will trickle in, but for now, it's time to log out! ![]()
![]() I'm back to post this for you all! Sorry for my absence, my glucose levels have been going from low to high and it's taken a lot out of me about the last week or so. If any of you would like proof of my issues, I can post some doctors findings. I don't want people to just think I decided to abandon everyone for some trivial reason. This campaign IS still happening though, so don't pack your proverbial bags and head home just yet! I know someone will probably say they'll believe it when they see it, but you will indeed see it later. I'm about to cash in for the night since it's almost dawn, but prepare for a substantial post on stats, if not everything including all the fluff about Axos! ![]()
![]() I'm back everyone! This is a general announcement for everyone in one of my campaigns or recruitment. The screen on my phone was shattered, which has prevented me from posting in the past like week because I have not been able to scroll down a webpage with a cracked screen. I took a picture of my phone with a friends phone, so if anyone is interested in me verifying that it was a real problem, I can post it and provide a link. I know it's not necessary, but I don't like just telling people that there is a problem without offering some sort of proof. I feel it helps you all to trust that I tell the truth, since some people are compulsive GM-slackers. I SHOULD be good on posting until around September 2nd, when I go to the endocrinologist for my appointment. Obviously on Thursdays I will not be posting, but that had already been mentioned. I will be working through my discussions and recruitments todays, so I will not be posting until tomorrow. PSIONICS PEOPLE! Down, you psionics-rabid people, down! :P I shall unveil at least 7 races tonight! I will also be answering any questions you all have as well. ![]()
![]() Xentik, that is acceptable. Rynjin, I forgot to add that they MUST inhabit a corpse or lose 1 CON an hour. They basically look like a pool of blood in their natural form. Their 'aspect form' is the form they genetically alter a host body to look like and is chosen upon character creation. There are feats to simply inhabit a host body without changing it and, I think, one that allows them to assume any humanoid appearance. ![]()
![]() Rynjin, the Augurs do not directly detect the user as magic, they sense the presence of magic around the individual. The more powerful the magic user, the easier they are to sense. For powerful magic users, the Augurs only need to be within a few miles to be able to sense them. The Augurs, in case it isn't obvious, are not entirely human anymore. They all wear masks of mirrored crystal under the hoods of their robes. And there ARE Druids, but not very many at all in Adipir. CR500Cricket, waiting on people to decide on the megacampaign option or not. GypsyMischief, the gods are still there, but mostly absent. There are a handful who exist within the campaign world and even one who lives in a mortal city (Yssnal the Demiurge,) whoare more involved with their worshippers, but they are still alien and unknowable. And pretty much any class is an option. And yes, those who want to start in Zeltarin can purchase the Stypmhalides Tent Birds, which are basically like giant metal chocobos in concept. :) RACES, MORE TO COME! Star Crystal Synthetics:
Medium Construct CON -, +4 INT, +2 CHA Speed: No land speed, 30 ft. (Good) Fly speed + 5 Racial Bonus to any one Knowledge skill Weapon Proficiency: All Simple Weapons and 2 Exotic Weapons Languages: Common and Ancient Lowlight Vision Darkvision 90 ft. Recharging (EX): Must expend 1 Power Point per level per day and spend 4 hours to recharge. Failure to do so means that the SCS takes a -1 to all rolls per day until either it recharges, at which point the penalties vanish, or until it reaches 11 days, when the SCS shuts down and 'dies'. Its memory core remains intact, once its body shatters, leaving behind a small glowing sphere the size of a large marble. Memory Core (EX): Those versed in technology can make a (DC 15+SCS's level) Knowledge: Engineering or Knowledge: Psionics check to 'reboot' the core of a slain SCS and restore it to functionality, allowing it to 'regrow' a body in 1d4 days. Alternately, a psionic character can attempt to shunt pure psionic energy to reboot the core, costing one-half his or her entire power point pool and dealing an amount of CON damage equal to the SCSs level-3 (Minimum 2,). Despite the utility of being easily restored a memory core only has a hardness of 5 and 5 HP and, if destroyed, permanantly slays the SCS beyond the hope of recovery. Slam: SCSs have 2 Slam attacks, dealing damage as per their size. Unlike most slam attacks, the SCSs edged crystalline makeup causes the slam to deal 1/2 bludgeoning and 1/2 slashing damage. Advanced Optics (EX): The SCS is equipped with variety of useful sensors and alternate visual modes, such as MRI, x-ray, thermal, spectral, and sonographic vision, which they may switch between as a standard action. The robot can determine the chemical composition of objects, detect the presence of foreign chemicals in the body, and similar things, all by switching vision modes. The SCS receives a +4 bonus to Sense Motive checks, Heal checks made to diagnose an illness, and Perception checks (Which they may now use to spot things smaller than visible to the naked eye,). Fragile Construction (EX): SCSs do not gain the bonus HP normally given to Constructs. They are also take 3 extra damage, after calculating regular damage, from critical hits and sneak attacks, given their obvious weaknesses of the glowing nodes within their body. Naturally Psionic (EX): SCSs are naturally psionic and gain 1 additional Power Point a level. Mag Lev (EX): The Star Crystal’s body generates a magnetic repulsion field that gives the robot a Flight speed equal to 30 ft. It has good maneuverability but can hover. (The robot receives a +4 racial bonus on Fly checks). Electrical Refraction (EX): A Star Crystal Synthetic’s strong personal bio-electric field renders the robot immune to Electrical damage. Anytime the robot is exposed to Electrical damage, instead of suffering harm, the SCSs systems are energized. The Star Crystal Synthetic receives a +2 luck bonus on all skill checks for one minute after suffering electrical damage. If the Electrical attack is a critical hit, the Star Crystal Synthetic instead acts as if hasted for one minute. Force Reflection (EX): A Star Crystal Synthetic’s faceted body provides the robot with Force Resistance 10. Any Force based attack that does not overcome the SCSs energy resistance is reflected back at the attacker. Use the original attack roll to determine the reflected attack’s effectiveness, but determine the attack’s range as if it originated from the Star Crystal Synthetics’s position. Unaccustomed to Violence (EX): Star Crystal Synthetics are products of a long-dead, superadvanced alien culture that had long since evolved past violence, often causing them to hesitate at critical moments. The Star Crystal Synthetic ALWAYS goes last on any given turn and is considered Flat-Footed on the first round of combat. Fluxminx:
Medium Monstrous Humanoid (Shapechanger) Normal Speed: 30 ft. +2 DEX, -2 INT, +2 CHA Racial Skills: Fluxminx are consummate shapeshifters and receive a +8 racial bonus on Disguise checks made to imitate another humanoid. Fluxminx are surprisingly good at reading people, receiving a +3 racial bonus on Sense Motive checks. Fluxminx flexibility gives the creatures a +2 racial bonus on Escape Artist checks. Morphic Form (EX): Fluxminx can alter their bodies at will, as a full round action. A Fluxminx is a natural shapeshifter and has the Shapechanger subtype. The Fluxminx can alter its apparent age, race, gender and control the minor details of its form, such as hair and eye color, the presence of scars and tattoos and the like. While shapechanging, a Fluxminx’ distinctive voice pattern changes to imitate the creature mimicked. When shapeshifting, the Fluxminx’s size does not change, though the creature can redistribute its mass, and appear fatter, slimmer or more or less muscular. The Fluxminx can imitate any Medium or Small humanoid creature, and may vary its apparent height by up to three feet in either direction. After at least 5 minutes of conversation with any sentient humanoid who would be attracted to the Fluxminx’ apparent gender, the shapeshifter can attempt a DC 15 Sense Motive check. If successful, the Fluxminx can ‘customdesign’ an altered form specifically catering to the desires and wishes of that person. The Fluxminx receives a +2 circumstance bonus on all CHA based skill checks made against the target while in that specific ‘masque’. A Fluxminx can remain in an altered form indefinitely. When sleeping or unconscious, the shapeshifter relaxes and returns to its natural form, as do slain Fluxminx. Amorphous Physiology (EX): A Fluxminx’ internal organs are as flexible as their outer appearance. Fluxminx are extraordinarily difficult to kill, and can recover from damage that would kill an unmodified human. A Fluxminx’ decentralized anatomy gives the creature some protection against critical hits. A Fluxminx has a 25% chance to ignore the effects of a critical hit, as if he had the light fortification feature. Atypical Anatomy (EX): Their malleable bodies prevent Fluxminx from receiving any external cybernetic system. Fluxminx can receive internal devices, which can be modified to subtly change position within their metamorphic internal structures. Khymer: Medium Aberration Normal Speed: Khymer have a base land speed of 30 feet. Darkvision: Khymer can see in the dark up to 60 feet. Diversity: Khymer are very diverse and varied, giving them a +2 bonus to any two ability scores. Toxic Blood: The khymer’s blood form is highly toxic and poisonous to both the living and undead. Any creature that attempts to bite, swallow whole, or blood drain a khymer in blood form will know of their toxic blood and will often become unwilling or unable to use that attack against that khymer again. Any that persist or are forced to swallow khymer blood must make a Fortitude save (DC 15 + the khymer’s Constitution modifier) or take 1d6 points of Strength damage each round for ten rounds or until consecutive two successful Fortitude saves are made to purge the blood. Disease Immunity: A khymer is immune to disease, whether magical or non magical. Naturally Psionic: Khymer gain 1 bonus power point at 1st level. This benefit does not grant them the ability to manifest powers unless they gain that ability through another source, such as levels in a psionic class. Enhanced Psionics: At will, khymer can enhance their natural psionic powers and abilities beyond the levels of normal psions. Any time a khymer enhances one of its abilities, it must make a Fortitude save (DC 25). On success, it takes 1 point of Con damage. On failure, it takes 2 points of Con damage and is staggered until the end of its next turn. Only one effect can be enhanced at a time; the khymer must roll a new Fortitude save each time it enhances one of its abilities. This enhancement can be one of the following effects: A khymer can expand its power point total at the expense of its body vessel. A khymer doing so recovers 5 power points, which are added to the khymer’s power point reserve as if they had been gained by resting overnight. A khymer can manifest its powers to greater effect. All variable numeric effects of an empowered power are increased by one-half. An empowered power deals half again as much damage as normal, cures half again as many hit points, affects half again as many targets, and so forth, as appropriate. Augmented powers can also be empowered (multiply 1½ times the damage total of the augmented power). Saving throws and opposed checks (such as the one you make when you manifest dispel psionics) are not affected, nor are powers without random variables. Using this ability does not increase the power point cost of the power. A khymer can manifest its powers farther than normal, increasing the range of a power with a range of close, medium, or long by 100%. An enlarged power with a range of close has a range of 50 feet + 5 feet per level, a medium-range power has a range of 200 feet + 20 feet per level, and a long-range power has a range of 800 feet + 80 feet per level. Powers whose ranges are not defined by distance, as well as powers whose ranges are not close, medium, or long, are not affected. Using this ability does not increase the power point cost of the power. A khymer can manifest its powers for longer than normal. An extended power lasts twice as long as normal. A power with a duration of concentration, instantaneous, or permanent is not affected by this ability. Unnatural Metabolism: Khymer do not heal physical ability damage normally; instead, all damage must be healed magically. If a khymer
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![]() RACES FORTHCOMING! Here are some VERY rough drafts of three of the three megacontinents! Zeltarin, Land of the Ancients:
Decription: Zeltarin is an ancient continent of awe-inspiring steppes and shifting sands. At the center of the continent surrounded by a ring of mountains, lies the Desert of Crystal Sands, the remains of the once beautiful Radiant Grove of Yssnal. Zeltarin is held in awe by the majority of the world, for it is said to have been the cradle from which all life emerged.
Be’Ahna, the Altar of Yssnal- The capital city of the Clockwork Emirate in the Desert of Crystal Sands. A theocracy ruled by Yssnal the Demiurge, an ancient machine god of untold power whose power protects the city against all threats. The city is a technological paradise, with machines that ensure the inhabitants are provided for and see that order is maintained. The city is open for free trade by decree of Yssnal although visitors are advised to be on their best behavior within the city walls lest they face the wrath of the Ninefold Vanguard. The city has a stable of Stymphalides Tent Birds, mounts who are sold or rented out to travelers. The birds metallic wings can form a ‘tent’ around their owners to protect them from the rare but deadly Crystalstorms of the desert that can flay an unprotected traveler within minutes. The Desert of Crystal Sands- A desert formed of crystalline sands created when an unknown catastrophe shattered the Radiant Grove of Yssnal, a forest of crystalline trees sacred Yssnal almost a thousand miles in circumference. The sands amplify the already powerful psionic energies of the planet, causing psionics to warp, twist, and occasionally, cause manifesters to hemorrhage from a huge surge of energy. The Gates of Eternity- Somewhere in the Desert of Crystal Sands, two massive doors of some gleaming unknown metal lie cut into the side of a cliff. Legends hold that the Demiurge of Be’Ahna, weeping radiant tears from his gemlike eyes, emerged from these doors to build his city and to protect and guide the survivors of the Day of Radiant Tears, the day the unknown catastrophe wiped out the Radiant Grove. Adipir the Sprawling Metropolis:
Adipir is a land transformed by the works of the mortal races. The entire continent, once a lush and verdant place of forests and rolling plains, has been converted into a single, city-sized metropolis ruled by the Elder Council, a collection of seven powerful Elans who maintain their grip on the city-state through a combination of politics and the brutal suppression of those who oppose them.
The Hive- The most popular bar and brothel in the entire city and the hub from which many secret plans are made and adventures began. The Hive is a high-class but affordable club made of volcanic gold and colored glass with a dance floor of honeycomb-shaped crysteel that flows hypnotically through a range of colors. The place is staffed by a large colony of Thriae who chose not to flee or fight the city’s expansion and is run by Ooquiniiis, a strange Ceptu with ties to the Elder Council. Rumors say that the Thriae Queen, Millisaede, has some hidden grudge against Ooquiniiis though no one can guess what that may be. The Tower of Wisdom- The Tower of Wisdom, easily the most impressive mortal-made structure on the entire planet is a massive, miles wide and high tower that stretches so high in the air, it pierces the atmosphere and resides partially in space. The gleaming tower is home to the Elder Council and their veritable army of personal servitors, who scheme to expand their city-state to encompass the entire world. Dissidents within Adipir whisper that captured insurgents are taken to the tower and emerge… changed, made into inhuman slaves of the Elder Council. It is even said that many of the Augurs walking the world are these ‘changed’. Meiyoniin the Land of Jade and Honor: Meiyoniin is a lush, verdant continent of exotic plants and animals. In the lands of Meiyoniin, honor is held in high regards and nearly every man, woman, and child has an iron-clad sense of it. The land is ruled by the Megami Kosumosu the Dragon Empress, who used arcane mysteries and powerful psionics to become a dragon-like being. In Meiyoniin, arcanists are not viewed in as negative of a light, though they are treated as curious oddities and may be harassed by locals who want a lock of their hair or some similar strange request, due to one of many local superstitions regarding magic users.
Mount Takamagahara- The sacred mountain of lore, from which it is said the Empress gained her knowledge of the arts of magic and her deep insights into the nature of the world. The mountain is the tallest in all the world and is covered in fresh white snow all year around. Along the mountains pathways are strange carved tablets depicting events from the worlds ancient past in mural form and indecipherable runes which glow a faint gold color. It is whispered that those who can make the journey to the summit can attain enlightenment and the kind of immortality afforded to the Empress by whatever unknown force lies within. The Maw of Yearning Darkness- The Maw of Yearning Darkness is a blight upon the world, a massive cleft in the ground that leads straight to the prison of the dark entity the Deurgar seek to keep chained. Tendrils of smoky black energy writhe around the edge of the pit and fearsome beasts of wholly alien design crawl from the pit every so often to wreak havoc and ruin upon the land. A group of mystics and warriors seek to keep the dark threats contained within the bowels of the earth, but are losing members of their prestigious organization to attrition. ![]()
![]() Sorry everyone, my friends threw me a surprise party yesterday because of how crappy things have been lately, which is why I didn't post. I WILL POST RACES LATER! SORRY FOR THE DELAY! BEFORE I POST CHARACTER CREATION RULES LATER, HOW DOES EVERYONE FEEL ABOUT THE MEGACAMPAIGN IDEA TALORI PROPOSED? Also, magic is embraced in the crystal desert, because the crystal sands warp psionics (Sort of like Primal Magic or Wild Magic,). Alexgndl, no set time until the above megacampaign idea is voted on and character creation is put up. And no particular format for story, ect. Rynjin, it extends to all magic, though the people of the Clockwork Emirate in the crystal desert think the reverse: magic is the way to go and psionics are a curse (Despite that they all have the power, the sands effects make it madness to pursue! Plus, sometimes manifesting powers in the desert can cause hemorrhages because of the power surging through the body, augmented by the crystalline sands!). Alchemy, at least most of it, is viewed as science and for the most part has no stigma. As far as supernatural abilities, it depends on how blatant they are and how good you are at convincing others that they are not magic. As far as whether people recognize you or not, it depends on how overt you are (If you show up in a village with spells active or robes burning with blue arcane sigils, it's obvious!), so discretion is key. Beware though, some major cities have 'augurs' to help root out magic, sort of like the templars from Dragon Age with a more sagely bent and very powerful psionic powers. PSIONIC/MAGIC TRANSPARENCY IS UP FOR VOTE! I currently vote no, because it would reinforce WHY magic is still practiced by those with the gift and those who are mad or bold enough to study it or otherwise willingly seek it... there is little to no defense against it, save by other magical beings, which are exceedingly rare. ![]()
![]() Ok everyone, I will get races by request posted soon! Let me go through and answer questions first! REMEMBER! ONLY ONE HALF OF THE GESTALT HAS TO BE PSIONIC! THOSE WHO WANT MAGIC, REMEMBER THAT MAGIC IS VIEWED IN A VERY NEGATIVE LIGHT! YOU WOULDN'T BE EXECUTED FOR NO REASON, BUT THE BURDEN OF SUSPICION WOULD BE ON YOU ALWAYS! Two psionic classes in a gestalt give one combined pool. Jimibones, I could stat up the Doppelganger race for you. Also, once I select characters I will make a 'dummy recruitment' for the campaign. Redblade8, yes ACG is an option if you are amenable to changing your stats later if the final version is different than the playtest. Cr500cricket, any alignment is fine as long as you can make it work and keep up group cohesion. Talori, how does that work? Is it all in one thread or is it in multiple threads? Never ran one, so I am clueless! :/ Tenro, what were the rolls for? Stats are point buy! :) Azten, yes I do! Why do you ask? |