Numeria has a long history of mystery and wonder buried under its rugged landscape, for on that one fateful night thousands of years ago, the Rain of Stars scarred the land. The fragmented remnants of a ship from beyond the stars fell from the sky, scattering strange technological ruins and deadly perils across the land. Today, these sites are feared by the barbaric tribes and coveted by the sinister spellcasters of the Technic League. Yet something worse than brutish berserker or super-science wizards has risen to power in these hidden technological ruins.
Something stirs in the shadows of Numeria and unless someone figures it out the whole world could be in danger.
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: You are villains. Villains are smart, resourceful and have style! Have you ever seen a memorable villain that could just swing his sword and do nothing more?
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 Samsaran Investigator (empiricist) 2 | AC 15; T 11; FF 14 | hp 7/7 | F -3, R +4, W +1 (+2 vs. death effects, neg. energy, neg. levels) | CMD 12 | Init +1 | Perception +11 (+1 vs. traps) | Inspiration 4/5
I'll be getting it the day it comes out. Been getting more and more excited!
At 2nd level, Henric gains:
- 1d8 ⇒ 4 hp
- +1 BAB, CMB, CMD
- +1 to Reflex and Will saves
- 1 new 1st-level formula - enlarge person
- 1 more 1st-level extract per day
- 11 skill points - spent on Craft (alchemy),Disguise, Heal, Knowledge (arcana, nature, nobility, religion), Linguistics, Perception, Sense Motive, Use Magic Device
- Can use Knowledge (nature/arcana) to identify poisons; can, after identifying a poison, use Craft (alchemy) to neutralize.
- Poison Resistance - +2 bonus on all saving throws against poison.
- Poison use - cannot accidentally poison self when applying poison to a weapon.
- 1 language from Linguistics - Infernal.
Male Samsaran Investigator (empiricist) 2 | AC 15; T 11; FF 14 | hp 7/7 | F -3, R +4, W +1 (+2 vs. death effects, neg. energy, neg. levels) | CMD 12 | Init +1 | Perception +11 (+1 vs. traps) | Inspiration 4/5
The classes! The archetypes! The new options for existing classes! *swoon*
Just from play testing the Hunter, it seems to be rather crappy, if one has wrong companion for the environment, particular dungeons, where most of the hunters abilities are mostly suitable for the outdoors. Let see what they changed when the official advance classes comes out.
Male Werewolf-kin Shaman 3 (17 HP, AC 14/T 11/FF 13, Fort 2, Ref 2, Will 6), Init. +1, Perc +8 (+11 dark), low-lt. vis.
Sorry, just now getting to it.
Gaining (level 2)
Diplomacy, Kn. Planes, Kn. Religion, Handle Animal, Survival
Hex: Speak With Animals (birds) handy!
Spells per day now 5 orisons and 3 at level 1
+1 BAB, +1 Will save
HP gained:1d8 + 2 ⇒ (3) + 2 = 5
I can track party group loot, there is already a place for it on Xaikon's profile. Added this feature some time ago to the template for another game that required permanent storage, party loot, etc.
Male Samsaran Investigator (empiricist) 2 | AC 15; T 11; FF 14 | hp 7/7 | F -3, R +4, W +1 (+2 vs. death effects, neg. energy, neg. levels) | CMD 12 | Init +1 | Perception +11 (+1 vs. traps) | Inspiration 4/5
I'd like to know what changes were made to the Investigator between the playtest and the final document, so I can update Henric accordingly.
F Android Slayer lvl 5. HP 46/46, AC 21/16/16, Init+5, Perc.+9, Fort+5 Ref+9 Will+3
Yes well that leaves primarily the dangerous task of clearing it out. If you really want to salvage it it'll be a tough nut to crack, it being starmetal.
Could be a ruptured power core that leaked out radiation, causing radiation illness, just look what happened at Chernobyl reactor by Prypiat in Ukraine