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..."
Ok you rest for the night and head out towards the Archive.
It takes you half a day to get there. When you arrive you find the remains of a structure but it lies in ruins that are overrun in vegetation.
Only a single wall remains standing and a few pillars the rest is just rubble. You notice what could be the remains of a staircase near the center as well.
His skull is caved in and a bloody sack lies on the ground near him. He is dressed in leather armor and has a bow and a sword, he looks like a ranger. At first glance it doesn't look he was there very long, a few days at most.
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 kneels beside the corpse, and places his marked palm on the deceased elf's chest.
"Pharasma shepherd your soul to your patron's house."
Following his prayer, Devyhn tries to determine more specific information about the elf's cause of death (what type of weapon smashed his skull, how big was its wielder,etc.)
Judging by the wound it seems his skull was fracture by a blunt object and looking at the sac there is clearly an object in there and the sac is covered in blood. You think that could have been the weapon used.
The bow is a masterwork composite longbow (+1 str) the sword is a standard longsword and the armor is standard leather armor.
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
Who is in charge of Group Booty? don't forget to add the bow, sword and armour to it.
"If these indications are right there may be something in the sack. Possibly something arcane."
Achren casts Detect magic. He will concentrate primarily on the sack and it's contents, but also on the surrounding area, slowly turning in a circle until the whole area has been covered.
Male Human (Chelaxian) Vigilante (Stalker) 7 | HP 70/70 | AC 22, touch 17, FF 16 | Fort +4, Ref +10, Will +5 | Init +5, Perception +10
Lysander kneels down and whispers in Sylvan, wishing the elf's soul speed in its return to the natural cycle of the Green. He picks up the bow and tests its draw. "This is a fine weapon. I'd be glad if I could use it."
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)
Bleyz blinks in surprise as the bag, or its contents, attacks Achren... He springs into action, make a flurry of attacks on it, striking for non-lethal damage.
Erik strikes the bag and there is a resounding PING as metal strikes metal. Bleyz comes forward and punches at the bag he feels something hard inside but only manages to knock it away a bit.
Achren tears at the bag clawing and biting into it.
The bag tears open revealing a golden goblet adorned with a crimson sapphire. The goblets floats in the air as the torn bag crumbles to the ground. There is a noticeable dent were Erik hit it but it otherwise seems undamaged.
Most of you forgot to roll the initiative. But it's fine it was just to see in what order you actions happened.
Devyhn figures it's somekind of enchanted object.
Missing Lysander and Kartal for round 1 actions then I will post goblet then we will move on to round 2.
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)
Bleyz releases his tight grip on the goblet, holding it loosely in his hand. "Well, that was just... odd. Wonder if it still has any magic in it, or if it was just that crystal... regardless, it probably still has value for the metal."
Some trace magic remains on the goblet but it's quickly fading.
You open the trapdoor to find stairs going down. You head down the stairway and it opens into a large rectangular chamber. The stone walls of this area are covered with intricate carvings of historic events. In the center of the chamber stands the bottom half of a broken obsidian obelisk. Crude picks, hammers, and other tools lie scattered around the chamber.
You hear a loud grinding noise and Devyhn swings his light in that direction and spots a pair of kobolts trying to drag away a 60 pound block of obsidian.
The kobolts shriek and start to flee.
kobolt initiative:1d20 + 2 ⇒ (16) + 2 = 18
You need to beat their init to attack them before they move. They are 60 feet away when you spot them.
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 runs after the kobold. That's a full-round action, so no combat this round. I can run 120' in a straight line, so 80' and then turn should be no problem; not sure how far I can get after that this round, but if I can catch him, I can try a grapple.
In a straight line meaning you cant turn. Now the bottom half of a broken obsidian obelisk is in your way so you would need to jump over it (dc 10 jump check) and even doing that you can only run 80 feet to get the corner and stop and that would be the end of your turn. Added a map in the google drive for reference
Reaching the corner you can see the wounded kobolt up ahead and he's waving at a pair of his buddies up ahead shouting at them in Draconic most likely calling for help.
Devyhn, Erik and Kartal need you to post your actions.
Erik looks right and sees that the room at the end of the hall there is brightly lit and he can see what looks like a well in the center and the light seems to be coming from the well a sort of orange glow. The hallway to the left goes down about 60 feet and ends with a wooden door.
The wounded kobolt is joined by his two friends and they keep running going west down the hall and then they reach another corner and they turn left.