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..."
HP:46/59, AC:20:13:20, CMD:22Saves:7:4:5Skills:Appraise: +9, Dip: +12, Per +10, Sense +10, Stealth +8,
I'm guessing that Campaign Setting book has some beasts in it, that your planning on using?
And I don't mind if you use the *Xenomorph from the link for a short bit, since Halloween is coming and all.
Likely need an update to Pathfinder and some fixes (I don't think it's large, it's medium).
Yep, hunter got some changes, and there also some interesting arch types that was not in beta.
Would this be a good opportunity to update characters, make changes? May change animal companions, or loose it completely (seeing Krist, really has not been in combat due to unable to see in the dark, I could remove all companion features, and turn into a simple non-combatant pet, if allowed, so as not to break the story).
Ooo, I liking some of the archtypes, they more in line of what I think the hunter should be.
I like to take the feral hunter archtype if it is possible, and revert Krist to just a simple non-combatant pet (so not to mess up the story so far, as Krist was the key for Xaikon first forming friends with Raskir).
Wow! Regardless of being interested in an archtype, hunter has major changes, affecting skill points number, bonus feats, spell list changes and going spontaneous casting, and other new abilities. I spend the weekend rebuilding character to the new rules and archtype, before moving through the lightning.
Jayla, remember this is discussion thread. Roll may change in game-play thread.
With the changes to Hunter, Precise Shot became class feat at 2nd, and I had it from replacing the 3 traits. Now have either 3 traits or feat to choose. I really not sure what to take, any suggestions? Even thought of monster feats for flying such as Flyby Attack. Even Rapid Shot came up. then again can take 3 traits.
I rolled for healing spell, but did not state actually casting it, and was asking Alvoise if he needed healing looking somewhat slightly cut up. He declined, if no one wants the healing, I toss the roll away.
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
GM, would it be too late for me to apply an archetype? I've been rereading them, and it turns out Empiricist is crazily appropriate for Henric, considering his intellect and past lives. It swaps out poison lore and poison resistance, neither of which I've used yet.
However, since I don't know where this campaign is likely to be headed, I'm not sure which would be more useful - Int to more skills, or knowledge of and resistance to poisons. If you could give me some advice without giving away anything big, that would be great! :-)
Well the campaign doesn't feature to much poison but it does feature quite a few toxic substances. Overall I think your good to use the archtype. Make the change if you want too.
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
Level gains:
hp:1d8 ⇒ 4 *sigh* Same as last time... ugh.
+1 BAB / CMB / CMD
+1 Will save
1 more 1st-level extract per day
1 formula* (chose heightened awareness)
Investigator talent - expanded inspiration (no longer expend uses of inspiration on the following skills when trained: diplomacy, heal, perception, profession, sense motive)
M Dhampir Bloodrager/3 hp: 23/35| AC 18 T 15 FF 13| Fort +5 Ref +5 Will +1; Init +4 Per +8
For the new feat, I changed Weapon Focus for Dodge as noted on the character sheet. Since we haven’t had combat or been in a situation where it affects anything I didn’t think it’d be a big deal.
So yes I'm finished leveling up.
Aren't we trying to find the identity of the man killed back in Caliphas? This is where he and he Silas met.
You in a tavern and an old man is attacked by cyborg assassins who self destruct when their task is done.
You investigate and learn that the old man was a mage who had recently arrived in town using a caravan. The local sherif offers you a reward if you can learn more about the man or his attackers.
You contact the caravan that the old man used to leave Numeria and you learn he was on the run from something. You also learn then when he boarded the caravan he bid farewell to a young girl who stayed behind.
You decided to go to the town were he boarded the caravan to see if you can learn anything.
On the way you stopped at a mining town that was abandoned and all that stuff in the mine happened.
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'm housesitting and don't have access to my Herolab portfolios. Next time I swing by home, I'll update my profile.
Thanks for the recap, GM. It helps to have one every now and then. =)
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.
HP gained:1d8 + 2 ⇒ (3) + 2 = 5
I get a new animal for Speak with Animals (hex) at 1st and 3rd. Can I choose groups like birds and canines? The examples are more specific, for example eagles. If you're ruling as written, I think I will choose Feral Speech from the Witch Hex list (precluding me from taking any other witch hexes), which lets me speak to any kind of animal.
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.
Leveling up. Converting to published ACG. Lost Spirit Whispers (WIS to AC/CMD so those went down by 3--ouch!) but gained Storm Burst.
feat is Extra Hex for Healing (touch as CLW)
A shaman who chooses the nature spirit as her spirit or wandering spirit gains the following ability.
Storm Burst (Su): As a standard action, the shaman causes a small storm of swirling wind and rain to form around one creature within 30 feet. This storm causes the target to treat all foes as if they had concealment, suffering a 20% miss chance for 1 round plus 1 round for every 4 shaman levels she possesses. The shaman can use this ability a number of times per day equal to 3 + her Charisma modifier. At 11th level, any weapon she wields is treated as a thundering weapon.
ranks in Kn. Local, Perception, Ride, Profession (Herbalist), Spellcraft
I just letting you know I back home now from trip, yet have not slept for 2 nights, so very zombie. I will post tomorrow morning, when I feel like I have a brain again.
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.
GM--would like a ruling on how specific the creature type must be for Speak With Animals. Can it be birds and canines, or does it need to be owls and wolves (for example)?