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..."
M Dhampir Bloodrager/3 hp: 23/35| AC 18 T 15 FF 13| Fort +5 Ref +5 Will +1; Init +4 Per +8
”Or we could defeat their enemy and Sharptooth or Mikmak could challenge the chieftain,” Alvoise suggests. ”How did your patrols work? Do you have to return to the tribe after a few days? Will a group attempt to find you when you don’t return? As we explore, you can help us avoid other kobolds, right?”
"We lived in the room near the entrance to keep watch for intruders. The trap would serve as an alarm. It will most likely be a day or two before anyone notices we are missing and they they will reset the trap and replace us." says Sharptooth.
M Dhampir Bloodrager/3 hp: 23/35| AC 18 T 15 FF 13| Fort +5 Ref +5 Will +1; Init +4 Per +8
”Most beings respect those with power,” Alvoise says, nodding at Raskir. ”If we defeat this creature the kobolds must acknowledge our power and valor. Of course they could still attempt to kill us,” he adds with a shrug.
”I vote for searching for the creature before we seek out the kobold tribe.”
"We will take you but no kobolt that has gone before came back from there." says Mimak
You follow the kobolts to the caves they mentioned were they believe the creature dwells.
Inside you find piles of bodies, kobolt, human, and mixed races even some animals in various states of decomposition.
As you go a little deeper into the large cavern several of the fresher bodies (mostly kobolts but two humans) animated as zombies and start to lumber towards you.
M Dhampir Bloodrager/3 hp: 23/35| AC 18 T 15 FF 13| Fort +5 Ref +5 Will +1; Init +4 Per +8
As Alvoise pulls his throwing axe from the small of his back and he moves about ten feet to stand next to a column, providing some cover from one group of zombies. He unleashes a roar, holding his axe ready to throw it into the first zombie to come within ten feet of him.
Move action: ten feet (drawing weapon concurrently)
Standard action: ready ranged attack.
Henric stands stays back and waits for the moment.
You let the zombies approach Raskir takes a stab at a zombie as it approaches and Alvoise is prepared but the zombies are still a little too far (you could trow with a ranged increment penalty however)
You can all post combat actions, consider this round 1, no need for init roll.
Added numbers for the zombies and coordinates for movement.
M Dhampir Bloodrager/3 hp: 23/35| AC 18 T 15 FF 13| Fort +5 Ref +5 Will +1; Init +4 Per +8
Round 1 Move action: B2
Standard action: ranged attack against K1
After a quick peek around the column, Alvoise realizes he’s in danger of being engulfed by the second group of zombies. He dashes across the cavern, stopping at the other end of his group. He throws his axe at a zombie ten feet from him.
K5 and H1 escape the worst of the flames but the rest of the zombies are badly burned, rotten flesh melts away showing bones at places but fleeing no pain and knowing no fear the creature carry on like nothing happened.
7 damage to H2, K6, K7, K8 and 4 to K5 and H1.
Raskir one again stabs at a zombie but his piercing spear has little effect, he would need to land a strong blow or to stab it in the eye for it to work.
Xaikon targets an undamaged zombie and lets loose catching it in the side of the head.
Dealing 4 damage to K4.
The zombies come forward lumbering ahead.
Three step forward and attack Raskir but he manages to avoid the clumsy attacks.
Xiakon lets out a few choice words in her native language as she notches another arrow. She calls out in her native tongue "Tiger" as she aims at the same kobold (K4) in front of her.
Wow! Crit hit. nightflier had crit hit automatic confirmed, and roll of 1 always failure. Not sure what your handling of this, so adding this roll if required.
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.
As the zombies close in, Raskir thrusts once more with the spear even as he realizes it may have little effect.
I should get an AoO as they close, since I had stepped back 5' (right?).
Assuming that first one does damage, using Lycanthropic Bloodlust trait to gain 1d6 temporary HP for 1 minute. temp hp:1d6 ⇒ 1 hmm, not too savage, am I?
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
Okay, so... this didn't update for me, and I don't know why. Best guess, I accidentally hit something when my phone screen was wigging out? If I go missing like this again, don't hesitate to PM me. Sorry, guys!
From his position of reeling and clutching his head, Henric suddenly straightens, a strange coldness showing in his eyes. "Foul creatures, lost on their way to the Boneyard," he mutters, shaking his head. With that, he draws the sword from his cane and slashes at the kobold zombie before him.