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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ooc discussion

Forgive my absence, had a power outage at my place for the last few days


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

Surgery update: teeth all out. Apparently I did a crocodile roll as I was waking up and yanked the needle out of my arm, so I have a nice bruise there. Mouth full of stitches, everything's bloody and very sore. Really groggy, but they gave me good drugs.

My mother's been looking after me, and my boyfriend's been great. He bought me chocolate custard so I can eat, and he's fetching me drinks and tissues. Currently snuggled down on the couch watching Black Adder.

Can't get into character, so Henric will retrieve his alchemy equipment from his lodgings and go along with the caravan.


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

Would this be a “passive” sense motive, like a standard take 10? Or would we need to tell you “Do a sense motive check,” if we suspect an NPC of lying or hiding information? I have no problem with you rolling in secret for my character and passing on the results.


I was thinking I roll for you I will make a regular d20 roll and add your bonus to sense motive whenever sense motive can apply.

I'd also be ok with a passive sense motive of 10+your bonus.


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

Since Summer is on it's way
2400 X 1800

If any of the boys would like to be in the render I'll need a description and a height.


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

You have fun with this, don't you? :P

If you ever feel like messing around, I don't have an image of Henric really nailed down in my head, so you could go kinda nuts. Blue skin and late-nineteeth century aristocratic dress could be fun.


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

You bet I have fun making the rendering


Alright so a little something I put together and will be posting in the description section of all my games. Feel free to comment on this, in fact I would like your feedback.

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.

Fumble: If you roll a natural 1 on your attack roll, make a dexterity check. If you get less than 10 you fumble. If you get more than 10 your attack simply misses very badly. If you roll a natural 20 you get your attack back, roll another attack roll!

Super crits: If you roll a natural 20 on a critical and when you roll another 20 to confirm this is a super crit, increase your weapons modifier by 1. (ex: X2 becomes X3)

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(all of them).
Sense Motive.
Bluff
Stealth
Apraise
Knowledge (all of them)

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!

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: 22 Saves: 7:4:5 Skills: Appraise: +9, Dip: +12, Per +10, Sense +10, Stealth +8,

Sounds good,

And do Kobolds look up to dragons, like in Races of the Dragon from 3.5?


They do look up to dragons and consider themselves their kin yes.


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

The problem I can see with you handling all those rolls is that Henric has four doses of Inspiration per day, giving him +1d6. This applies freely to certain skills - linguistics, knowledges, and spellcraft - but otherwise when he chooses. If you're making all those checks in secret, how will you know when I want to use Inspiration?


Hmm an interesting Dilema I will ponder the issue. I'm rethinking the skills thing I may reduce the list to just perception and sense motive.

RPG Superstar 2013 Top 8

Seems reasonable to me. I kind of like not knowing if a skill check is good or not.

One workaround is for Henric to say "Use inspiration if roll is under X". (I'm assuming the normal rule is he can do it after seeing the roll.)


So for rolls I will only roll perception checks to detect things sneaking up on you and sense motive checks to detect lies being told to you.

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(all of them).
Sense Motive.


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

So for rolls I will only roll perception checks to detect things sneaking up on you and sense motive checks to detect lies being told to you.

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(all of them).
Sense Motive.

Sounds fair, So we say we are rolling it, or do you do that automatically.


I will just do it automatically.


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.

I will dig through the rules later, but maybe someone can explain this. I think that if I have a bite and 2 claws as natural attacks, as a standard action I can do either bite or claw/claw, and as a full-round action I can do bite/claw/claw (all at full BAB). Is that correct?

And I think I can I do a melee weapon attack and also do a bite at -5? Does that need a full-round action? What if I have a free hand, could I do dagger/bite (-5)/claw (-5)?


as a standard action you can make a single attack with a bite or a claw.

As a full round you can do bite, claw claw but all of them take a -5 unless you have the multiattack feat.

If you combine a natural attack with a weapon attack you do so at a -5 for the natural attack but no penalty to the weapon.

Ex: two handed weapon + bite. weapon is at full BAB and bite is at -5.


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.

Multiattack seems to apply specifically to secondary attacks, while bite and claws are primary, so I think I can do bite/claw/claw as primary at full BAB (as a full round action).

Unless I am missing something (like different rules for PCs vs. monsters) this agrees with what Sean K. Reynolds says here:
http://paizo.com/threads/rzs2p3zs?Bite-Claw-Claw#1


Not sure what post your are referencing there. But when you have multiple natural attacks you need to select a primary and a secondary.

Either your bite or your claws are primary and the other is secondary they are not both primary.

I did make a mistake earlier however when you attack with all your attacks only the secondary attacks get the -5 penalty. -2 if you have the feat.


Natural Weapons

Natural weapons are weapons that are physically a part of a creature. A creature making a melee attack with a natural weapon is considered armed and does not provoke attacks of opportunity. Likewise, it threatens any space it can reach. Creatures do not receive additional attacks from a high base attack bonus when using natural weapons. The number of attacks a creature can make with its natural weapons depends on the type of the attack—generally, a creature can make one bite attack, one attack per claw or tentacle, one gore attack, one sting attack, or one slam attack (although Large creatures with arms or arm-like limbs can make a slam attack with each arm). Refer to the individual monster descriptions.
Unless otherwise noted, a natural weapon threatens a critical hit on a natural attack roll of 20, and deal double damage on critical hits.

When a creature has more than one natural weapon, one of them (or sometimes a pair or set of them) is the primary weapon. All the creature’s remaining natural weapons are secondary.

A creature’s primary natural weapon is its most effective natural attack, usually by virtue of the creature’s physiology, training, or innate talent with the weapon. An attack with a primary natural weapon uses the creature’s full attack bonus, and its damage includes its full Strength modifier (1-1/2 times its Strength bonus if the attack is with the creature’s sole natural weapon).

Attacks with secondary natural weapons are less effective and are made with a –5 penalty on the attack roll, no matter how many there are, and add only 1/2 the creature’s Strength bonus to damage. (Creatures with the Multiattack feat take only a –2 penalty on secondary attacks.) This penalty applies even when the creature makes a single attack with the secondary weapon as part of the attack action or as an attack of opportunity.

Natural weapons have types just as other weapons do. The most common are summarized below.


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.

Where is that from?


The OGC I think it's also in the core book or the bestiary not sure which.

RPG Superstar 2013 Top 8

You are the GM and I will do it however you want, but I still don't think that (only one primary attack for natural weapons) is the Pathfinder rule. (It looks like your text comes from d20srd, not d20pfsrd.)

Here is a better link to Sean Reynolds' discussion:

Bruunwald, that's not true, you're thinking 3.5, where the order of natural attacks matters. It does not.

In Pathfinder, the type of natural attack (bite, claw, and so on) is what determines whether it's a primary or a secondary. And if it's a primary, it's always a primary, and if it's a secondary, it's always a secondary.

So in 3.5, claw/claw/bite meant claws were primary and bite was secondary (with a lower attack bonus). And bite/claw/claw meant bite was primary and claws were secondary (with a lower attack bonus).

In Pathfinder RPG, it doesn't matter if they're listed claw/claw/bite, bite/claw/claw, or claw/bite/claw... they're all primary, none of them are secondary, because bite attacks are primary natural attacks and claw attacks are also primary natural attacks, for all creatures*.

Also take a look at this link on d20pfsrd

Most creatures possess one or more natural attacks (attacks made without a weapon). These attacks fall into one of two categories, primary and secondary attacks. Primary attacks are made using the creature’s full base attack bonus and add the creature’s full Strength bonus on damage rolls. Secondary attacks are made using the creature’s base attack bonus –5 and add only 1/2 the creature’s Strength bonus on damage rolls. If a creature has only one natural attack, it is always made using the creature’s full base attack bonus and adds 1-1/2 times the creature’s Strength bonus on damage rolls. This increase does not apply if the creature has multiple attacks but only takes one. If a creature has only one type of attack, but has multiple attacks per round, that attack is treated as a primary attack, regardless of its type.

Table: Natural Attacks by Size lists some of the most common types of natural attacks and their classifications.

Table: Natural Attacks by Size

Natural Attack Base Damage by Size* Damage Type Attack type
Fine Dim. Tiny Small Medium Large Huge Garg. Col.
Bite 1 1d2 1d3 1d4 1d6 1d8 2d6 2d8 4d6 B, P, and S Primary
Claw - 1 1d2 1d3 1d4 1d6 1d8 2d6 2d8 B and S Primary


It seems this is the case I wasn't aware they had completely changed the way natural attacks worked.

In my real life game I will continue to use the old rules because they were better and made more sense. Multiattack basically is a useless feat now.

However we will use the official rules for natural attack for this game.

RPG Superstar 2013 Top 8

OK, thanks. I've been locking forward to using the triple attack. I guess multiattack is still good if you have a tail or something.


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

oh my I just just remember we have a discussion thread....

Nice picture Valeria


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

Thanks


HP: 46/59, AC: 20:13:20, CMD: 22 Saves: 7:4:5 Skills: Appraise: +9, Dip: +12, Per +10, Sense +10, Stealth +8,
DireMerc wrote:
Kobolts believe themselves to be kin to dragons, they would see you as a sister or distant cousin but they wouldn't worship you or anything.

I'm guessing my I mixed Kobold views of Dragons with Half-dragons.

RoD 3.5, Kobold view on Half-dragons wrote:

Half-Dragons: Half-dragons are fascinating and enviable

creatures, but kobolds assess each individual half-dragon
on its own merit, taking specific interest in its draconic
heritage. A half-gnome half-dragon is an abomination to be
destroyed, lest it continue to pollute the draconic bloodline,
while other half-dragons receive some degree of reverence.
Dragon disciples, who come into their dragon powers
through sorcery, are also a curiosity to kobolds.


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

Did A quick render of the near end of the mine fight.

Kobold_Grab_Mine

Valeria: 6 foot 6
Kobold: 3 foot 0


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

Moving this over from the gameplay thread.

Jayla, who created/creates androids (and 'gynoids', if you want gender-distinctive terms)? I assume they're made, not born. Are they fully synthetic, or are they more like Terminator-style cyborgs? Ifr someone (or several someones) created them, are they still around? Is there a huge factory, or one guy tinkering in his lab? I haven't read the Inner Sea Bestiary (from memory, I think that's the book they appeared in), and want some answers!

That's, of course, assuming that my silly questions have official answers...


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

Who are capable of casting healing spells?


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.

I can't cast CLW but I have Remove Sickness ready and can cast Goodberry tomorrow.


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 can prep CLW twice per day as an extract, but I can't hand it out until I get the Infusions discovery.


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

Then I take CLW twice to heal two, but that is for the day then.


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

I suffering from bronchitis infection, feeling awful. Not very focussed.


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.

Get better soon.


Got the Numeria campaign setting book today should give me some interested stuff I can add to the adventure as I read trough it.

I also pre-ordered the next adventure path which is set in numeria also.


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

Nice, Hope you get some nice ideas.


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

I sure there be interesting idea in those sources.


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

I keep forgetting having a sense motive skill.


I do not believe I provoked any attack there but I'm not sure about K4 he went from E4 to E2 moving trought E3 would that provoke and attack for Raskir if he has a 10 foot reach. I'm not sure if he can reach E3 or not. I don't think he can.


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

Posting this in a few adventure discussion threads that I taking part in.

I been pondering HeroLabs for 2 years already, the high cost has been keeping me away from purchasing, considering PFRPG has a number of add-ons, and the Authoring Kit to create custom game systems for custom games is separate add-on feature at heavy 20 USD.

I been using PC Gen, when I can, yet last few adventures I taken part in all have modified system with plenty house rules that affect character creation and progress, I have been forced to use spreadsheets to manage the characters, as PCGen currently not flexible enough to handle the house rules (though adding items, abilities has been no hassle). Therefore the Authoring Kit probably be needed.

I would like to hear from others in these adventures, if you using HeroLab for these adventures, and how HeroLabs handles the custom house rules.


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 gain: average & con & FCB: 6+1+1
Class Talent: rogue talent[combat trick: gain combat feat Dodge]
BaB+1
Fort&Ref +1

ranks in
1 acrobatics
1 heal
1 Linguistics [pick up draconic, talking with Valeria?]
1 perception
1 stealth
1 survival


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

@Xaikon Traxnik
I do things by hand, I have a base template in a txt file.

@Everyone
For those that want free stuff they could use for 3D character rendering Daz is giving away some free stuff
(I've used 5th and 6th gen stuff in my renders I post up)

The current items are free (I'll put the normal cost next to it)

Victoria-6 ($40) (Free until end of July) (6th Gen, Genesis2)
Classic-shields ($11) (Free for a short time)
Daggers ($11)
Tutorial with content ($7)
subsurface-shader-base ($6) (advanced, but can do cool stuff)

And the current fast grab items are good if you want to start making monsters in renders, though the are 70% off Today. (all normally $20-$25)
ogre(Currently $6) (Used his texture for the half-orc I did)
behemoth (Currently $6)
undead-fiend (Currently $7.50)

And there are Free interactive lessons that come with free content for 5th and 6th gen (genesis 1 and 2) characters


@Xaikon http://paizo.com/campaigns/NightfliersDarknessInTheFrozenNorth/discussion&a mp;page=4#161


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 for leveling up we take (HD/2)+1+CON_Mod


I prefer to have player roll their hp. You can re-roll a result of 1 however.


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

Class feature: Uncanny Dodge
BaB: +1
Fort: +1

ranks in
1 Appraise
1 Climb
1 Diplomacy
1 Intimidate
1 perception
1 Sense Motive
1 Stealth


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

Hey everyone. Take note the official release date for Advance Class Guide is 14th August.

http://paizo.com/products/btpy978v?Pathfinder-Roleplaying-Game-Advanced-Cla ss-Guide

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