Shadows of Numeria (Inactive)

Game Master DireMerc

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.

link to images

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: 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..."


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HP: 46/59, AC: 20:13:20, CMD: 22 Saves: 7:4:5 Skills: Appraise: +9, Dip: +12, Per +10, Sense +10, Stealth +8,

Hudson's humour was great in that movie.
And some of the other one-liners from the Marines and Ripley


HP: 46/59, AC: 20:13:20, CMD: 22 Saves: 7:4:5 Skills: Appraise: +9, Dip: +12, Per +10, Sense +10, Stealth +8,

I take that the GM has been reading his Numeria Book and Tech Guide


I have been reading the campaign setting yes :)

I look forward to getting the technology guide a little later this week.


HP: 46/59, AC: 20:13:20, CMD: 22 Saves: 7:4:5 Skills: 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).


HP: 37/37; Init: +3; Feral Focus: Bull (+2 Str); Spells used: 1: 5, 2: 1; Arrows: 5/20+20; Teamwork: Coordinated Shot

I going to get the Tech Guide, Numeria, and Advance Class Guide once all 3 are available to download.


HP: 37/37; Init: +3; Feral Focus: Bull (+2 Str); Spells used: 1: 5, 2: 1; Arrows: 5/20+20; Teamwork: Coordinated Shot

Finally got to download the 3 products after Paizo server down days. Ready time now, to see how they changed the classes.


HP: 46/59, AC: 20:13:20, CMD: 22 Saves: 7:4:5 Skills: Appraise: +9, Dip: +12, Per +10, Sense +10, Stealth +8,

Some classes got changed very little, others enough that you'd need to rebuild a character's stat array.


HP: 37/37; Init: +3; Feral Focus: Bull (+2 Str); Spells used: 1: 5, 2: 1; Arrows: 5/20+20; Teamwork: Coordinated Shot

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.


HP: 46/59, AC: 20:13:20, CMD: 22 Saves: 7:4:5 Skills: Appraise: +9, Dip: +12, Per +10, Sense +10, Stealth +8,

Archetypes are never in the playtest.


HP: 37/37; Init: +3; Feral Focus: Bull (+2 Str); Spells used: 1: 5, 2: 1; Arrows: 5/20+20; Teamwork: Coordinated Shot

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).


Go for it.

So who wants the brave the lightning first? Assuming you go straight for the ladder and climb down there is only a 1 in 3 chance you get zapped.


F Android Slayer lvl 5. HP 46/46, AC 21/16/16, Init+5, Perc.+9, Fort+5 Ref+9 Will+3

Jayla is very curious, so decides to go first.
She tries to be as careful and observant as she currently can.
Perception: 1d20 + 8 ⇒ (3) + 8 = 11

Bummer on the role.
What roles are needed?


Reflex save just in case, your going for the ladder right?


HP: 37/37; Init: +3; Feral Focus: Bull (+2 Str); Spells used: 1: 5, 2: 1; Arrows: 5/20+20; Teamwork: Coordinated Shot

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.


F Android Slayer lvl 5. HP 46/46, AC 21/16/16, Init+5, Perc.+9, Fort+5 Ref+9 Will+3

Whatever seems least dangerous, if that is the ladder then yes, she'd go for that.


HP: 37/37; Init: +3; Feral Focus: Bull (+2 Str); Spells used: 1: 5, 2: 1; Arrows: 5/20+20; Teamwork: Coordinated Shot

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.


HP: 37/37; Init: +3; Feral Focus: Bull (+2 Str); Spells used: 1: 5, 2: 1; Arrows: 5/20+20; Teamwork: Coordinated Shot

Oki, chose the 3 traits for the replacement of Precise Shot that became class ability at 2nd in the released ACG.

Updated to Feral Hunter, though there some issues still with it, plenty editing/design errors.


F Android Slayer lvl 5. HP 46/46, AC 21/16/16, Init+5, Perc.+9, Fort+5 Ref+9 Will+3

Maybe i'll dl it too.
I'm curious to archetypes


HP: 37/37; Init: +3; Feral Focus: Bull (+2 Str); Spells used: 1: 5, 2: 1; Arrows: 5/20+20; Teamwork: Coordinated Shot

There is a bunch for slayer.


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.

Love the book so far. So many options. Even new archetypes for old classes. I haven't gone through to see what changed on the shaman yet.


F Android Slayer lvl 5. HP 46/46, AC 21/16/16, Init+5, Perc.+9, Fort+5 Ref+9 Will+3

Not a particular archetype i'd apply to an android.


HP: 46/59, AC: 20:13:20, CMD: 22 Saves: 7:4:5 Skills: Appraise: +9, Dip: +12, Per +10, Sense +10, Stealth +8,

Some of the Bloodrager archetypes, I like, but not enough to swap out from the normal Bloodrager.


HP: 37/37; Init: +3; Feral Focus: Bull (+2 Str); Spells used: 1: 5, 2: 1; Arrows: 5/20+20; Teamwork: Coordinated Shot

I be travelling from 2nd September until 27 September, so will have random access to internet.


HP: 37/37; Init: +3; Feral Focus: Bull (+2 Str); Spells used: 1: 5, 2: 1; Arrows: 5/20+20; Teamwork: Coordinated Shot

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.


Valeria could use it but didn't say anything. Assume it went to her.


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.


F Android Slayer lvl 5. HP 46/46, AC 21/16/16, Init+5, Perc.+9, Fort+5 Ref+9 Will+3

Level gains:

HP 8 (average +1con +1FCB)
BaB +1
Will +1

I noticed i forgot my int modifier last lvl up, so that's 12 in total to assign.

Acrobatics +1
Climb +2
Disable Device +2
Heal +2
Kn. Geography +1
Kn. Local +1
Perception +1
Stealth +1
Survival +1

Sneak attack 1d6
3rd lvl feat: Slayer's Feint (use acrobatics instead of bluff for the purpose of Feint)


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)
  • 11 skill points - craft (alchemy), diplomacy, disable device, disguise, escape artist, heal, knowledge (dungeoneering), knowledge (engineering), linguistics, perception, spellcraft
  • 1 new language from linguistics**
  • 1 feat - brew potion (as alchemists/investigators are counted to have a caster level).***
  • Keen recollection - can attempt all Knowledge skills untrained.
  • Trap sense - +1 on Reflex saves and +1 dodge bonus to AC against traps.

*GM, will I have the opportunity at some point to aquire new formulae? I'm starting to feel the sting of my limited versatility.

**I don't know which languages will be appropriate/will see use in this campaign. Unless anyone has a better suggestion, I'll take Abyssal.

***GM, will I have appropriate time for item crafting? If not, please let me know now so I'm not walking around with a useless feat.


HP: 46/59, AC: 20:13:20, CMD: 22 Saves: 7:4:5 Skills: Appraise: +9, Dip: +12, Per +10, Sense +10, Stealth +8,

HP: 1d10 + 3 ⇒ (8) + 3 = 11

+1 BAB
+1 Ref, Will

Blood sanctuary

Feat: Extra Rage


You will have downtime yes


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.
DireMerc wrote:
You will have downtime yes

Nice. I don't think I ever fully revised to the official ACG so I will do that when I level up.


HP: 46/59, AC: 20:13:20, CMD: 22 Saves: 7:4:5 Skills: Appraise: +9, Dip: +12, Per +10, Sense +10, Stealth +8,

ACG Classes are up on d20pfsrd.com so if you don't have the book you can look it up


Yep you can check on the ogc it's all there.


M Dhampir Bloodrager/3 hp: 23/35| AC 18 T 15 FF 13| Fort +5 Ref +5 Will +1; Init +4 Per +8

+1 BAB
+1 Ref, Will
Blood Sanctuary
4 skill points (heal, perception, spellcraft, acrobatics)
+2 bloodrage rounds/day
Feat: Weapon Focus (rapier)
hp d10+2+1 favored class
new hp: 1d10 + 2 + 1 ⇒ (6) + 2 + 1 = 9


who remembers why you are here?

Everyone done leveling up?


F Android Slayer lvl 5. HP 46/46, AC 21/16/16, Init+5, Perc.+9, Fort+5 Ref+9 Will+3

I think we are....


HP: 46/59, AC: 20:13:20, CMD: 22 Saves: 7:4:5 Skills: Appraise: +9, Dip: +12, Per +10, Sense +10, Stealth +8,

Memory is a bit vague on why...


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.


Ok so recap

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. =)


HP: 46/59, AC: 20:13:20, CMD: 22 Saves: 7:4:5 Skills: Appraise: +9, Dip: +12, Per +10, Sense +10, Stealth +8,

If I was playing one of my clerics, I'd be curing you of radiation Henric.


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, extremely busy weekend. Will level up when I get a chance.


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


HP: 37/37; Init: +3; Feral Focus: Bull (+2 Str); Spells used: 1: 5, 2: 1; Arrows: 5/20+20; Teamwork: Coordinated Shot

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.


Sounds good


I had forgotten you mentioned you were going a trip my bad on that account.


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)?


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.

Raskir can now use his Healing shaman hex to do a CLW on any person (or animal) once per day (once per target that is). Ought to be handy.

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