INTEREST CHECK: NeoExodus Campaign Setting


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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.


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I also have the machinesmith pdf's, and would love to try playing it in a campaign that encourages their use! :D

What would the character build requirements be?


Wow, fantastic! Thought my post fell on deaf ears. So far I'm beginning to build the first chapter of the campaign.

Sorta kinda guidelines-ish...:
It'll be 5th level with very strict options for gear. I'll be obviously compromising with things like Greatworks and I want to incorporate psychic classes but it seems the setting was built with psionic manifesting not psychic spellcasting at heart. I'd have to seriously rework many feats and abilities from what I can tell. Completely doable, just a pain in the ass, lol.

The rough build would be 5th level(currently working on gear options, no gold allotment, just some very strict options to choose from. more randomized loot will appear throughout the campaign but at the start, for the sake of sanity only the very narrow options I am concocting are available, all of which are pretty damn good anyway, lol) and you'd have all NeoExodus races to include elves from Lost Races, to choose from.

You'll have 30 Ability Score Points to toy with with no final score being higher than 20 or lower than 8. The PCs are exceptional individuals, far and above the average mercenaries across exodus.

Max HP across the board.

Pocket money will be determined soon.

I'll be using a slight variant of the Unchained Consolidated Skills skill variation for ease of creation. I have a magic item rework for charged items like wands and staves as well as scrolls.

The added Consolidated Skills are: Science(Craft, Knowledge-engineering)(Int) and Trade(Appraise, Profession)(Wis). Also, each class's Consolidated Skill Skill Point gain adds their full Int Mod instead of 1/2 of it per level.

Wands and Staves will have far fewer charges and regenerate at a set pace every so many hours, possibly directly related to the spell's level(Min of 1 charge/1 hour wait to Max of 1 charge/9 hour wait). Scrolls will be usable once per day and not be consumed by being used. I'll probably work in a few custom feats for these reworks.

In addition, weapons can be upgraded and enchanted from almost any gradient. An iron sword can be reforged into an adamantine one with a +1 enchantment or even simply be enchanted as a a +1 iron sword. Costs to get this done are identical to the book enchantment costs and some of the more exotic ones require legendary mage-smiths found in remote corners of the world...

Machinesmith! Love it!:
As far as a machinesmith goes, you'd need to be associated with the Arman Protectorate faction-wise, otherwise they'll hunt you down for having somehow attained their technology, especially if you choose to use firearms. You don't have to love the Protectorate, but you do have to be sworn in, as in make an Oath of Secrecy(to not give away technological secrets to other factions under penalty of death). Being a renegade is not suggested.

Ultimately, for now, if you want to you can draw up a character with a background, chosen race, and as much historical detail as you'd like.

Each PC will be a seasoned adventurer or soldier hailing from all over Exodus. A message from the Church of the Kaga has drawn you to a dense grove of willow-like trees bordering the Protectorate on the south and the Wyldlands on the north. You've received similar missives in the past and usually they have directed you to more metropolitan areas of the world, often in search of hunks of strangely carved stone or even old moldering scrolls or tomes.

The Chapel you're to rendezvous at is not on any map and the remoteness of its locale makes your hackles rise...

Aside from the Machinesmith pdfs do you have any other NeoExodus ones?


Okay that sounds fine! I don't know much about the setting, just really the Machinesmith class, which I think will work out better on your end since I'll totally just accept what you tell me about the world and whatnot!

And no I don't have anything but the Machinesmith PDF and the 6 feats for machinesmiths pdf. Now I'm not even sure I have everything for them.

After looking it over, I want to take the Constructor greatwork, is that okay? I don't know about races, is there anything interesting in the setting that would work well?


Okay I did a bunch of research and I think I got what I want. I made a Cynean Machinesmith with a Constructor greatwork. I didn't select skills because I need to read more on how consolidated skills work, and I didn't buy gear because monies was not determined.

His constructor takes up his hands slot, and are steampunk-styled gauntlets with mobius energy emission ports on the fingertips and palm.

Character for submission:

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.

Constructor mechanics:

Slot Taken: Hands
It has a number of charges equal to the machinesmith's Intelligence modifier + 1/3 her class level per day. As a full-round action that provokes attacks of opportunity, the machinesmith can expend a charge to create a simple item made of glass, clay, wood, stone, or a soft, non-precious metal or alloy such as brass, bronze, copper, or tin. The machinesmith creates this item from raw Mobius energy and does not need to have the materials on hand that it would normally require.
The item can weigh no more than 5 pounds plus 1 pound per machinesmith level. The item cannot contain complex chemical components or moving parts, as a firearm would. The item must be sized so the machinesmith can easily carry and hold in one or both hands. From the moment the item is created, it appears in hand, ready to use. Weapons created with a base constructor have the fragile weapon quality.
Using the base constructor, the machinesmith can also create masterwork items. Doing so costs another charge, and the machinesmith must make a Craft check with a DC equal to the item's normal craft DC +10. If the machinesmith fails this check, the base constructor creates a normal item instead, but the extra charge is still expended. Masterwork weapons created this way do not have the fragile weapon quality.
Items created by a base constructor have a fleeting existence. They last a number of minutes equal to the machinesmith's class level before dissipating back into nothingness.

Level 5 upgrade:

At 5th level, the machinesmith can create iron and steel items. Also, she can create slightly more complex items than before, specifically those that require more than one component, such as a bow or a wooden spear with a steel point. The machinesmith can also imbue a created item with magical properties.
To create a magical item, she must first create a masterwork item, then expend a third charge and make a Spellcraft check with a DC equal to the normal check required for creating the item +15, not including any DC increases for not meeting the prerequisites of the item. If the machinesmith has the prototypes for the spells required to build the item, she can expend those prototypes to reduce the DC for creating the item. The machinesmith must still possess the necessary crafting feats for the item, and she must have a caster level equal to the caster level of the item or high enough to fulfill the item's requirements, if any. If the machinesmith fails this check, the item is destroyed and the charges are wasted.
For example, say that a 8th-level machinesmith wishes to create a +1 longsword. First, she would spend 3 charges from her constructor and make a DC 20 Craft (Weapons) check.
Then, she would make a DC 23 Spellcraft check to imbue the sword with the appropriate amount of magic. If she instead wished to make a +1 flaming longsword, she would still need to expend the charges from her constructor and make the Craft check. However, in this case, the Spellcraft DC would increase to 30, or to 35 if she had not memorized any of the prototypes needed to fulfill the prerequisites.
The machinesmith cannot create cursed items, potions, scrolls, wands, or staves. Items with any abilities that emulate a spell (e.g., ring of invisibility) lose those abilities. If the machinesmith creates an item that uses charges, that item starts with no charges and can only benefit the machinesmith through passive means. For example, a luck blade still gives its bonus to saving throws and its reroll ability, but effectively has no wishes. Magic items created this way are even more temporary than mundane items created by the machinesmith; they last only 1 round per level. The machinesmith cannot create magic items for which she does not possess the necessary crafting feat. If a magic item created this way is successfully dispelled, the item dissipates entirely as if the Duration of the item had expired. Magic items with effects that trigger upon destruction (e.g., staff of the magi) lose those effects.


rungok wrote:

Okay I did a bunch of research and I think I got what I want. I made a Cynean Machinesmith with a Constructor greatwork. I didn't select skills because I need to read more on how consolidated skills work, and I didn't buy gear because monies was not determined.

His constructor takes up his hands slot, and are steampunk-styled gauntlets with mobius energy emission ports on the fingertips and palm.

** spoiler omitted **...

Sorry I didn't respond faster. Work night shift and kinda crashed a bit after my post, lol.

Critique:
Hmmm, I'm okay with a cynean machinesmith, in fact there's pretty cool correlation. Aside from that, A caster-machinesmith is waaaay different from what I was expecting and I am totally cool with it :D

The good thing is that you have a good pool of items to choose from upon creation which will make you pretty damn tough and versatile.

All in all, looking good.

I have a formatted character sheet I'm designing for this setting/campaign so you can more effectively organize some of the things I'll need to keep an eye on.

I'll try to have the full build requirements, restrictions, and options this weekend to early next week so we can maybe get more into this. I'll see if I can link a bunch of my PDFs for ease of access as well.

I'll basically recreate this thread with all the info at once and link it here for you :)


Here's the new recruitment thread:
New Recruitment Thread

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