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..."
The door appears to be camouflaged to be invisible from the other side and is built into a cliffface. You can however see a small keypad that is visible right next to were the door is.
Keep in mind this is the keypad to go back the way you came after you entered the dome. From the other side the keypad was just a single button that opened the door.
Remembering the silver mine they went into and coming across the strange construction, she whispers, "Is this not similar to the other structure we found that had strange magic?"
You are enjoying the scenery when you notice several skeletons shambling along in your direction. You count seven of them in total. While the skeletons are humanoid they clearly aren't from any race you are familiar with. While six of them have empty eye sockets one of the skeletons that is at the rear of the group atop a rocky hill has green flames in it's eyes.
Xaikon seeing the skeletons approaching decides to fire an arrow at the nearest skeleton, knowing there is a good chance the arrow could easily fly between the bones without making a mark.
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.
status:
I'm not 100% sure this is all right.
In effect? Bull's Strength, Barkskin
Level 0: Detect Magic, Light, Know Direction, Create Water, Mending
Level 1: Remove Sicknes, Charm Person [Charm Animal spontaneous]
2/4: change shape (to bestial form, std action) (free swift action to human form)
1/1: Born Free (reroll compulsion save)
0/1: Lycanthropic Bloodlust (temp HP)
2/5: Storm Burst
Healing hex (once per person)
I guess my Bull's Strength and Barkskin expired? I'm not sure how much time passed.
Raskir hands his sling and bullets to Jayla. "Stay in a group, don't let them surround us. We can retreat if they are too strong.", he urges the others. He focuses a storm burst on the glowing-eyed skeleton.
My plan is to let them approach me first so I get a full attack.
M Dhampir Bloodrager/3 hp: 23/35| AC 18 T 15 FF 13| Fort +5 Ref +5 Will +1; Init +4 Per +8
Alvoise grunts as the skeleton hits him. He responds with a yell and a rapier thrust. He kept his rage in check, not wanting to tire himself out too quickly.
F Android Slayer lvl 5. HP 46/46, AC 21/16/16, Init+5, Perc.+9, Fort+5 Ref+9 Will+3
Yup, i've faced these before. Our party was sort of lacking Bludgeoning, it partially came down to magics and bombs.
Also, i moved to the square W of Xaikon on the previous turn.
Sling vs skeleton N of Val, into melee:1d20 + 8 - 4 ⇒ (11) + 8 - 4 = 15Tick:1d4 + 1 ⇒ (2) + 1 = 3
M Dhampir Bloodrager/3 hp: 23/35| AC 18 T 15 FF 13| Fort +5 Ref +5 Will +1; Init +4 Per +8
Alvoise lets his body fill with wrath. His muscles grow slightly and a faint halo shimmers above his head. A growl turns into a scream as he sheaths his rapier and attempts to wrestle the skeleton to the ground.
grapple check:1d20 + 8 ⇒ (20) + 8 = 28
The first skeleton’s attack may have been a critical hit, so you should roll to confirm. At the time Alvoise’s AC was 18. Bloodrage 5/10 rounds. +6 hp; −2 ac (now 16). +4 Str. AC 16 hp 29/41 (possible critical hit unresolved)
Xaikon looks at her friends below her and sees Raskir needing some healing, she says a prayer, resulting in her hands glowing in white light. She lowers slightly to touch him.
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.
Sorry for losing track. OK, HP was 17 barkskin in effect, got 6 temporary HP from my lycantropic trait, then took 6 from a pirate (so back to 17), then a skeleton hit me for 4 (crit missed due to barskin), putting me at 13 unless I missed something.
Not sure if Xaikon would have healed me but the healing would put me back at 17.
Raskir bites at the nearest one then takes a step backward, trying to stay out of reach.