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..."
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
Realising the futility of chasing a guard who had already raised the alarm, and seeing that there is the danger of running blindly into a trap or an ambush, Achren slows down and turns to his fellows,
"Let's go back to the others. This is pointless, and needlessly dangerous."
"Do we know anything about what they were doing? Do any of us speak their language? We might not want to just leave until we know if they can help in our journey. Maybe luck has led us here to them rather than mere coincidence."
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
"I speak draconic, but I don't think they will be in the mood for talking after we killed one of them. As to what they were doing here, it seems they were trying to warn their fellows about us, but unless I miss my guess they chose a roundabout route, not a direct one. That means either they are looking to circle round and ambush our friends or the direct route is trapped. maybe both. Either way, we need to go back."
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 shines his lantern straight down the western hallway, hoping to make it harder for the creatures to see, and to give himself and Erik visible targets. He fires at the creature in the front.
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 will move to the first square to the North of where the Western corridor starts, ready to strike the kobolds as they enter the main room but outside of the firing path for Erik and Lysander. he will strike the first kobolds to pass him (ready an action).
I numbered the kobolts so you can better keep track of injuries.
Lysander's arrow takes a kobolt(1) in the throat as it rounds the corner, killing it instantly.
Bleyz trows a stone as they round the corner badly injuring one of them (2).
Devyhn misses.
Erik fires two arrows and lands one hit causing a deep wound on a kobolt(5).
Achren - roll your attack.
Kartal stays at the ready.
The kobolts move in. From the west the two kobolts in front (5,6) move in and get to the sides so their friends behind them can charge. One charges Erik (8), another charges Devyhn(7), and the one injured by Bleyz retreats while the others(3,4) move in position to attack Achren.
Because of Kartal's power you can re-roll your attack and take a swing at Number 7 . Here I will do it.
Erik's attack somehow bounces off the floor and strikes number 7 instead killing it instantly.
Power attack:1d20 + 6 ⇒ (13) + 6 = 191d8 + 9 ⇒ (8) + 9 = 17
Kartal trows a starknife at a kobolt just barely missing.
attack:1d20 - 2 ⇒ (10) - 2 = 81d4 + 1 ⇒ (4) + 1 = 5
The last remaining kobolt trows down his weapon and raise his hands spouting out some words in draconic "Mighty big ones show mercy to poor little one yes?
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 keeps his bow trained on the last of the creatures, unsure of what it's saying but understanding it isn't fighting at the moment. "What do we do with this one?"
If it makes any quick moves or tries to run, Lysander's shooting it, preferably in the leg.
"My suggestion would be to take a chance, and possibly prevent conflict. They may have information we can use. I doubt they'd give it to us if we let our weapons do the talking. Besides, I'm proof that supposed enemies don't have to be such."
Kobolts are greedy carnivorous cowards with a pack mentality. If they think they can win they will most certainly try to kill, rob and eat you however if they fear you it can be easy to get them to back down so long as they don't have a massive advantage in numbers in which case they may attack regardless if they have a strong leader to urge them forward.
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
"Kobolds like to attack in packs, overwhelming with large numbers. If we allow ourselves to be escorted to their leader, we will be in the heart of their lair. The entire tribe will be surrounding us. It will be very risky. One sign of weakness, and they will attack."
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
"Well then, let us go speak with their leader, and see if it is willing to be cooperative. I suggest someone keep a tight rein on this one, so that any traps he may plan on leading us into will target him as well."
You confer your desire to meet the leader of the kobolts and the kobolt nods and begins to leads the way.
You travel down the corridor going west then turn north and travel for a few hundred feet when you come into a room and find a group of kobolts being overwhelmed by a pack of ghouls.
Only a single terrified kobolt remains surrounded by four ghouls. The torn bodies of several kobolts litter the floor.