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..."
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
Give me some money and time, and between alchemy and brew potion, I can turn our resident madman into a walking pharmacy :D
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
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.
Merc, just to be clear, the Nature Shaman hex as written is this:
Speak with Animals (Ex): Choose a specific kind of animal: eagle, fox, dog, and so on. The shaman gains the ability to converse with that type of animal as if she were under the effects of speak with animal. The shaman gains the ability to communicate with an additional kind of animal for every 3 shaman levels she possesses (two animals at 3rd level, three at 6th, up to a maximum of seven at 18th level).
I was hoping it could be a more general kind of animal that I choose (birds, canines, cats, etc.). Are you saying I can just speak to any animal using this hex?
There is a witch hex that allows speaking to any kind of animal. I'm asking for clarification on the Shaman (Nature) hex because then I wouldn't have to use my one Witch hex selection for that.
Feral Speech (witch hex)
Effect: This hex grants the witch the ability to speak with and understand the response of any animal as if using speak with animals, though each time she uses the hex, she must decide to communicate with either amphibians, birds, fish, mammals, or reptiles, and can only speak to and understand animals of that type. The witch can make herself understood as far as her voice carries. This hex does not predispose any animal so addressed toward the witch in any way.
At 12th level, the witch can use this hex to communicate with vermin.
Not many ranged ones to choose from at the moment due to prerequisites: such as Rapid Shot
Nature Spell I need to wait until have wild shape ability.
I have rare options that can be used though it really depends on the campaign encounters if they be useful or complete waste: Flyby Attack and Death from Above (using a melee weapon such as a sword (anyway need to get a bigger slashing weapon)).
As can be seen, character is rather ranged type, not very strong for melee. Any suggestions would be welcome too, though rare options is dependent on GM's opinion.
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:
A specific species must be chosen. (owls or eagles for example and not birds)
OK. If you don't mind, I would like to change the Speak With Animals hex to use my Witch Hex option to get Feral Speech, allowing me to speak with any animal.
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
Hey all, just letting you know I won't be posting much for the next couple of days. Tomorrow I'm running back-to-back PFS slots at a local convention, and the day after is my birthday, so I'll have family stuff going on. Try not to move too far without me!
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
Oh and for a point numerian steel is apprently not pure adamantine. It's glaucite.
GLAUCITE
When the phrase “Numerian Steel” is used, the speaker is
usually, knowingly or not, referring to an iron/adamantine
alloy called glaucite. This dark gray metal is the material of
choice for hulls and starship superstructures, and is what
constitutes the walls, floors, and ceilings of the strange
ruins found throughout Numeria. Without more advanced
technology, glaucite is extremely difficult to work with.
Because the metal isn’t much better than steel for forging
weapons or armor, and the process of extracting the
adamantine from it is so expensive and time consuming
that the resulting adamantine isn’t worth the effort,
Numerian scavengers have, by and large, left the walls
and floors of the structures buried in the region untouched.
It’s simply easier to scavenge smaller objects or work with
normal iron or steel in the long run.
I will also be incorporating some elements from the numeria rise of the iron gods campaign into this one.
I'm a little sad the fist chapter features an underground crashes alien spaceship that is fully fleshed out with a reactor going critical...I could have used that a little earlier lol.
Not many ranged ones to choose from at the moment due to prerequisites: such as Rapid Shot
Nature Spell I need to wait until have wild shape ability.
I have rare options that can be used though it really depends on the campaign encounters if they be useful or complete waste: Flyby Attack and Death from Above (using a melee weapon such as a sword (anyway need to get a bigger slashing weapon)).
As can be seen, character is rather ranged type, not very strong for melee. Any suggestions would be welcome too, though rare options is dependent on GM's opinion.
Thanx for the reply. Great to hear the fly feats can be useful in this adventure. Be first time I ever get to use these feats. This is first adventure I having the opportunity to use a flying character.
Saved the recommendation list, I will do a mixture of archery and flying, with nature spell for when transformed.
As a note the language most commonly encountered on alien vessels is Androffan which is the native tongue of the aliens who were flying the immense vessel that crashed into the planet. After you have encountered the language a few times I don't mind that you put a point in linguistics to learn the language. In fact you can do so upon your next level up.
Androffran:
The language spoken by the ancient crew. When spoken aloud,
Androffan words sound crisp, clipped, and efficient; the
written form of the language uses characters with graceful
rounded elements, curves, and numerous dots augmenting
the letters. Learning Androffan is no more difficult in game
terms than learning any other language—a character can simply
learn it by gaining a rank in Linguistics.
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
Since I never actually officially chose a language when I hit third level (I've been away from home for two weeks, without Hero Lab), would I be able to take Androffan for third level? Or is that asking for too much? ;-)
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
DireMerc didn't mention needing the feat to work with it. I've read the same sidebar in Iron Gods, and there's no mention of it there - he quoted it word for word.
As for how my character (reminder: Samsaran) could possibly know it? Two words: past. lives. Dude's got memories from the freaking fall of Thassilon. Vague and indistinct memories, but they're there. In 10,000 years, is it really that much of a stretch to think that one of those 100 or so lives could have been a Numerian?
I'll leave it up to DireMerc as to whether I could take it as my 3rd-level language (really, it was more me being cheeky than anything else). If he rules yes, I happen to have a neato race-granted justification. If he rules no, I'll just take it at next level - and use the neato race-granted justification. ;-)
I'm picturing a Matrix-style "I know kung fu" moment. It's making me chuckle.
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
HP:46/59, AC:20:13:20, CMD:22Saves:7:4:5Skills:Appraise: +9, Dip: +12, Per +10, Sense +10, Stealth +8,
PlayerGuide:IG:Skills:Linguistics wrote:
A character with the
Technologist feat can attempt
a Linguistics check to decipher
certain complex messages
that appear in Numerian
ruins. Note that many
of these messages are
written in the native
language of the crashed
starship’s crew, Androffan.
This language is spoken outside of
Numeria only rarely, and even within its
borders, the Technic League has tried (quite
unsuccessfully) to keep it a secret language.
Androffan: This is the language spoken by the crashed
ship’s original human crew. Some robots in Numeria may
also know it (either in addition to Common and Hallit or
replacing these languages), depending on the robots’ nature.
Androffan cannot be chosen as a bonus language for high
Intelligence without GM permission.
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
So what I'm getting, from the info you've so handily bolded and the info DireMerc has already given us, is that in order to decipher Androffan, one needs to either:
A) have the Technologist feat and make a Linguistics check to attempt to decipher it, or
B) put a rank in Linguistics (at the GM's discretion, which he's already greenlit) and you can read, speak, and write it.
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
No worries, DM. TBH, I was expecting that answer, just thought I'd be cheeky and ask. ;-) Next level it is!
1. Your helpers ran away when the mine began to collapse. They fled into the kobolt tunnels. Assuming that section didn't collapse as well they returned to their people. (The creature that was taking the bodies and reanimating them after taking out the brains was the plant thing you fought.)
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 have 53 gp, so no upgrading equipment for me. I took brew potion so I can make healing sources for the party, but I don't particularly want to be the only one spending the money to do so...
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
Nothing affordable that will make a difference. I'd rather make some potions. Cure light wounds and enlarge person are both handy things to have.