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..."
A good question I only have the first part of the Ap and I already made quite a few changes to the story to make it my own.
I was thinking of picking up part two and seeing what I wanted to keep or change as we approached the end of this chapter but I haven't really planned out the story much further than that yet.
HP:46/59, AC:20:13:20, CMD:22Saves:7:4:5Skills:Appraise: +9, Dip: +12, Per +10, Sense +10, Stealth +8,
Something that could be done is take an existing module(s) and re-skin them to Numeria.
An example is you could take the mini-AP line of Falcon's Hollow and reskin it, changing Falcon's Hollow to a town in numeria and modifying the environment and monsters to match even modifying the townfolk.
Well it is 4 of us left, including the GM. No point continuing if any of the last 3 players leave.
Well the original idea of this was to test play the new classes. I have to say I not impressed with the Hunter class, even using archetype to improve it's usability.
I fine to re-set the environment (setting) to be more suitable, if everyone still wants to continue. Valeria and Jayla are definitely interesting characters I enjoyed traveling with.
Ok so I looked at it and I was going to run part 1 and 2 or iron gods pretty much as is with a few changes and then after that I was going to divert into my own story again.
3 adventurers consisting of slayer (combatant), bloodranger (combat with sorcerer), hunter (combatant with some divine spells - little healing)
Seeing I not really fond of Hunter class, I think I going to career to another related class I think. Somehow we need to buff up our healing ability. What suggestions do you have.
I don't think this adventure would reach level 20 characters, so going for the capstone feature is no loss in multiclassing into new direction. Her charisma is rather bad, so will avoid classes making heavy use of charisma. I take look at the suggestions given so far.
HP:46/59, AC:20:13:20, CMD:22Saves:7:4:5Skills:Appraise: +9, Dip: +12, Per +10, Sense +10, Stealth +8,
Given the high wisdom, I'd say divine, likely cleric, since they get full progression, and most of the divine casters get medium BAB even with moderate casting.
Warpriest seems to be a good second class to take. Just wondering if Xaikon should first take hunter (feral) to 4th level to get wildshape ability or begin with warpriest level 1 (GM's choice: possible blessing choices are (due to worshipping nature's spirits): weather, earth, air, war, healing, darkness (as she is nocturnal) ).
HP:46/59, AC:20:13:20, CMD:22Saves:7:4:5Skills:Appraise: +9, Dip: +12, Per +10, Sense +10, Stealth +8,
was looking through bloodrager archetypes and found the urban bloodrager, and it does look good, but the fact it removes DR is something that makes me think twice about about it.....
F Android Slayer lvl 5. HP 46/46, AC 21/16/16, Init+5, Perc.+9, Fort+5 Ref+9 Will+3
I think i'll keep it to just vanilla slayer, as with Jayla's background, she's been using daggers alot. Plus she's carrying multiple of those.
Realized Slayer's feint needed combat expertise.
It's too taxing with feats to take Expertise/Slayers feint/Improved feint.
So likely force replace it with combat reflexes.
+1 BaB
+1 fort & +1 ref
Taking slayer talent ranger combat style > 2 weapon fighting, for dual daggers. Cliché? Maybe, i don't care :)
But with iron gods, it might be an investments to have them be adamantine, to bypass robot DR.
F Android Slayer lvl 5. HP 46/46, AC 21/16/16, Init+5, Perc.+9, Fort+5 Ref+9 Will+3
If the gunslinger's equipment is worth at least 100gp for each of us (probably so), it would (alongside the 500), make for a nice set of adamantine daggers.
Leaving the rest to be spent on shiny items.
Edit: i didn't realize adamantine weapon was 3000gp.
So much for those plans....
I have decided to stick to hunter to obtain wildshape feature as a natural progression to her continuous appearance changes reflecting animal aspects. I will just ensure she has healing spells selected, as she is a spontaneous caster.
The 4000 gp gets divided by 3 so that is 1333 gp each, plus 500 gp, plus 100 gp, giving a total 1933 gp each before selling stuff found in the ship. Anyone got item what we took from ship?
That alone, without taking his miscelaneous items, would fetch some coin too.
Of those items, the rope, bandolier, grappling hook and compass would be most of use.
I reckon we want to keep the potions of CLW and shield.
Total worth of summed items, excluding potions: 4951gp (1650,33 each)
Nice even more funds to better gear. 1650.33+1333+500 = 3483.33 (excluding ship loot and potions)
Jayla, you more front line than me, so better you take the +1 leather armour, besides not suitable for strix having wings. I see if we can find some protection rings. Cloak is still usable by Xaikon, if no one wants it.