Razmir the man known as the living god is making his move expanding into neighboring nations. It seems nobody can stop him as his power truly seems to be that of a god. A select few know the secret of his power and are taking steps to end his rule with the help of another who wields the same power as Razmir. Sazed Khaim a member of the old order of the keepers.
Houserules:
Houserules:
Casting: When casting a spell defensivly if you fail you do not automaticly lose the spell, rather you provoke an attack as you normally would for not casting defensive. If you are hit you must make a concentration check dc 10+damage taken if you fail this check you lose the spell.
Rolls:
Many rolls will be handled by the GM in secret.(don't worry, I don't fudge.)
Any result that can influence the character behavior will not be rolled open.
Rolls that will be handled by the GM:
Perception
Sense Motive.
if you make the check I will send you a pm or make a post and put it in a spoiler depending on the situation.
Sometimes I will roll Initiative others I will ask you to roll depending on the situation. In some situation (rarely) I will bypass init entirely and have you all go first and enemies second or have enemies go first and you all go after.
Combat rules:
I'm a fair GM, I dont roll combat in secret, I don't change results, I don't ignore bad calls from the characters.
Sometimes, character dies, but I'm not a player killer, if I think that an encounter will be easy handled, when it should be more challenging, I will make it a more challenging, if the party it's not prepared to face something, I will drop hints, if they insist... well killing one or two players never made me lack sleep...
Actions:
I'm a GM that do not punish the character for trying something new or cool, or even strange. Visual appealing actions are encouraged, the dc will of course depend on what are you trying, but you can try! If what you want to do is wicked cool, I can even bend the game mechanics to allow it! The most importat part is: Everyone have fun.
Posting Rate
If it could be done, I expect 1/day posting, if you can post more, it will really good.
During weekend, this rule does not apply. If you are able to post, great! But dont stress over this, everyone need some time to rest (In my case, I need time to play and DM :D on my tabletop games).
Level up
Aside from character creation, when you level up, if you want something not from core rulebook, you'll need to search it inside the game. basicly what you need to do is just show in game your character is searching for that knowledge. This rule is not meant to prohibit anything, I just don't like something like this: "Character always as a full caster, never picked up a sword in his entire life, and then he gain a new level and says: Master, I'll level up as a fighter now..."
Male Human Inquisitor of Pharasma 11 l AC 24 T 13 FF 21 l HP 54/69 l F +9* R +7* W +12* l Init +5 l Perc +17
Fast healing 2
Reflex Save:1d20 + 3 + 1 ⇒ (10) + 3 + 1 = 14
The skeletal hands drag Devyhn to the ground, tearing bloody gashes in his body.
Devyhn's Status:
-8 HP
Stabilize:1d20 + 0 ⇒ (3) + 0 = 3
Will the Healing judgement continue to work, since I'm still alive, or does it end because I am unconscious? If it ends, was it sufficient to stabilize me?
Edit: I reread that and I made a mistake...the ability doesn't end but you do not get the bonuses until you regain consciousness.
Once activated, this ability lasts until the combat ends, at which point all of the bonuses immediately end. The inquisitor must participate in the combat to gain these bonuses. If she is frightened, panicked, paralyzed, stunned, unconscious, or otherwise prevented from participating in the combat, the ability does not end, but the bonuses do not resume until she can participate in the combat again.
Surprised and held in place by the zombie hands, Achren's Eidolon is quickly shredded, with his gaunt, emaciated body beneath taking a fair beating too.
Ouch. Can't take another hit like that!
Achren also reaches out to Devhyn
First Aid:1d20 + 1 ⇒ (15) + 1 = 16
and is able to staunch the flow of blood.
Male Tiefling (kyton-kin) Synthesist 10 HP 85+55/85+76 Init+8 AC29 (T17 FF26), F/R/W 9/11/13 CMD 23 PER+19
Achren moves up to a flanking position, and launches an attack
I think I should be able to reach the position SW of the Mage without coming within 5' of the Zombie or the Mage. If I can't, I will just move next to Bleyz and lose the flanking bonus
I should mention that you only get an extra attack from haste when making a full attack action.
He takes a claw from Achren and two solid blows from Bleyz.
He staggers back "I used to much magic on those wards...Didn't have enough left for a battle, dam Raskir shouldn't have gone alone..." he collapses beaten. Leaving only a zombie.
hp 61/75 AC 28, T22, FF28, fort +10 refl +12, will +16, bab 7/2 melee 11/6, ranged 9/4, cmb 11 cmd 29, init +4, perc +18, move 60, 8/10 chgs elem fist (+3d6), 9/11 ki pts, SR 15 oni-spawn Tiefling monk/10
skills:
acrobatics 19, climb 7(-4=3), escape artist 12, heal 7, perception 19, sense motive 7, stealth 15, swim 5(-4=1)
"Apparently we are seeking one more, by the name of Raskir.... " Bleyz says, while relieving the body of the caster of anything that looks like it might be valuable. He will hold it all out for someone to cast 'detect magic' on.
"Also, we should be wary, he mentioned having used some of his power creating some kind of wards."
Male Tiefling (kyton-kin) Synthesist 10 HP 85+55/85+76 Init+8 AC29 (T17 FF26), F/R/W 9/11/13 CMD 23 PER+19
"Hopefully there will be something in this mages loot. I think he said that his staff has few charges left, but if it is necessary I can try to make it work."
There is one you cant taking 10.
spellcraft:1d20 + 10 ⇒ (12) + 10 = 22
You identify everything:
-potion of Invisibility
-potion of eagle's splendor
-potion of fly
-wand of shield (44 charges)
-amulet of natural armor +1
-cloak of resistance +2
-headband of alluring charisma +2
-ring of protection +1
hp 61/75 AC 28, T22, FF28, fort +10 refl +12, will +16, bab 7/2 melee 11/6, ranged 9/4, cmb 11 cmd 29, init +4, perc +18, move 60, 8/10 chgs elem fist (+3d6), 9/11 ki pts, SR 15 oni-spawn Tiefling monk/10
skills:
acrobatics 19, climb 7(-4=3), escape artist 12, heal 7, perception 19, sense motive 7, stealth 15, swim 5(-4=1)
If Devhyn is indeed unconscious and unable to use the wand:
"Oh, yeah, I have one potion of cure wounds... it's a fairly low powered one as I recall, but it will hopefully bring him around."
Bleyz digs in his pack and finds a potion bottle, wrapped in clothing to keep it safe from breakage. He carefully pours the contents down Devhyn's throat, cautious to keep him from choking.
All the remaining intruders have retreated to the lower vaults were I can no longer see. I sense the seal is weakening, soon this seal to the whispering tyrants prison will be no more.
hp 61/75 AC 28, T22, FF28, fort +10 refl +12, will +16, bab 7/2 melee 11/6, ranged 9/4, cmb 11 cmd 29, init +4, perc +18, move 60, 8/10 chgs elem fist (+3d6), 9/11 ki pts, SR 15 oni-spawn Tiefling monk/10
skills:
acrobatics 19, climb 7(-4=3), escape artist 12, heal 7, perception 19, sense motive 7, stealth 15, swim 5(-4=1)
"I'm a little hurt, but others are in worse states... heal them first. I'm more hampered by this malaise that has affected my stamina, and that you cannot heal."
He shrugs off any attempted healing until others are at least as healthy as he is. currently at 23/33
hp 61/75 AC 28, T22, FF28, fort +10 refl +12, will +16, bab 7/2 melee 11/6, ranged 9/4, cmb 11 cmd 29, init +4, perc +18, move 60, 8/10 chgs elem fist (+3d6), 9/11 ki pts, SR 15 oni-spawn Tiefling monk/10
skills:
acrobatics 19, climb 7(-4=3), escape artist 12, heal 7, perception 19, sense motive 7, stealth 15, swim 5(-4=1)
"Erik, Achren and I are all hurting. I don't think it matters who goes first... While I won't turn down some healing, I don't think I'm as badly hurt as the others."
Male Human Inquisitor of Pharasma 11 l AC 24 T 13 FF 21 l HP 54/69 l F +9* R +7* W +12* l Init +5 l Perc +17
Devyhn nods solemnly at Erik's remark. Swearing on one's life was as serious an oath as one could possibly make to a Pharasman.
"You are my friend, Erik, as are you all. We have fought our way through many foes, and though we have lost some along the way, we continue the fight, and through our struggles, we honor their memory. I stand with you, as you stand with me."
He lays his marked hand on Erik, and calls on Pharasma's power.
Male Human Inquisitor of Pharasma 11 l AC 24 T 13 FF 21 l HP 54/69 l F +9* R +7* W +12* l Init +5 l Perc +17
I don't know if the numbers on Lysander's sheet are current. I can always heal him later on if need be, I guess. Otherwise, it seems we're ready to roll.