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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looks like you could use some sort of magic user and/or cleric-y type? How many players are you looking to add?


Oh yeah, can roll the stats twice...

Stat 1: 4d6 ⇒ (3, 3, 5, 5) = 16=13
Stat 2: 4d6 ⇒ (2, 6, 1, 5) = 14
Reroll: 1d6 ⇒ 6=17
Stat 3: 4d6 ⇒ (6, 6, 3, 1) = 16=18
Stat 4: 4d6 ⇒ (1, 6, 2, 4) = 13
Reroll: 1d6 ⇒ 1=12
Stat 5: 4d6 ⇒ (3, 1, 6, 3) = 13
Reroll: 1d6 ⇒ 6=15
Stat 6: 4d6 ⇒ (6, 2, 1, 6) = 15=18

I'LL TAKE THESE ROLLS!!! 18, 18, 17, 15, 13, 12...


set 1

stat 1: 4d6 ⇒ (4, 4, 2, 1) = 11
stat 2: 4d6 ⇒ (4, 4, 2, 5) = 15
stat 3: 4d6 ⇒ (4, 4, 6, 2) = 16
stat 4: 4d6 ⇒ (4, 2, 2, 3) = 11
stat 5: 4d6 ⇒ (1, 5, 4, 3) = 13
stat 6: 4d6 ⇒ (5, 2, 3, 3) = 13

rerolls

stat 1.5: 1d6 ⇒ 6
stat 5.5: 2d6 ⇒ (2, 3) = 5

set 1: 14, 13, 14, 9, 15, 11
-----------------------------------------------------------------
set 2

stat 1: 4d6 ⇒ (2, 1, 5, 4) = 12
stat 2: 4d6 ⇒ (1, 6, 6, 1) = 14
stat 3: 4d6 ⇒ (1, 3, 3, 6) = 13
stat 4: 4d6 ⇒ (1, 1, 5, 2) = 9
stat 5: 4d6 ⇒ (6, 2, 1, 2) = 11
stat 6: 4d6 ⇒ (1, 6, 5, 6) = 18

rerolls

stat 1.5: 1d6 ⇒ 4
stat 2.5: 2d6 ⇒ (1, 5) = 6
stat 3.5: 1d6 ⇒ 1
stat 4.5: 2d6 ⇒ (3, 1) = 4
stat 5.5: 1d6 ⇒ 5
stat 6.5: 1d6 ⇒ 5

rerolls (take 2)

stat 3.75: 1d6 ⇒ 3
stat 4.75: 1d6 ⇒ 6

set 2: 13, 17, 12, 14, 13, 17
----------------------------------------------------

Looks like set 2 will be the choice.


Here's a quick crunch:

Android Warpriest (Sacred Fist): Filling melee and healing roles

crunch:
Unnamed Hero
Female android warpriest (sacred fist) of Irori 4 (Pathfinder RPG Advanced Class Guide 60, 130, Pathfinder RPG Bestiary 5 19)
LN Medium humanoid (android)
Init +4; Senses darkvision 60 ft., low-light vision; Perception +13
--------------------
Defense
--------------------
AC 19, touch 19, flat-footed 15 (+1 deflection, +4 Dex, +4 untyped bonus)
hp 35 (4d8+12)
Fort +6, Ref +5, Will +8; +4 vs. mind-affecting, paralysis, poison, and stun
Defensive Abilities constructed; Immune disease, emotion, exhaustion, fatigue, fear, sleep
--------------------
Offense
--------------------
Speed 30 ft.
Melee unarmed strike +8 (1d8+6) or
. . unarmed strike flurry of blows +6/+6 (1d8+6)
Special Attacks blessings 5/day, channel positive energy 3/day (DC 15, 1d6), fervor 6/day (1d6)
Warpriest (Sacred Fist) Spells Prepared (CL 4th; concentration +8)
. . 2nd—hold person (DC 16), lesser restoration
. . 1st—remove fear, stone shield[ARG], stunning barrier[ACG] (DC 15), stunning barrier[ACG] (DC 15)
. . 0 (at will)—detect magic, purify food and drink (DC 14), read magic, stabilize
--------------------
Statistics
--------------------
Str 13, Dex 19, Con 14, Int 14, Wis 18, Cha 11
Base Atk +3; CMB +4; CMD 23
Feats Combat Reflexes, Improved Unarmed Strike
Traits numerian archeaologist, quain martial artist
Skills Acrobatics +8, Diplomacy +4, Escape Artist +8, Heal +8, Intimidate +4, Knowledge (history) +6, Knowledge (religion) +8, Perception +13, Sense Motive +4, Spellcraft +6, Stealth +8; Racial Modifiers +2 Perception, -4 Sense Motive
Languages Androffan, Common, Gnome, Hallit
SQ blessed fortitude, blessings (healing: fast healing, powerful healer, knowledge: lore keeper, monster lore), emotionless, exceptional senses, flurry of blows, repairing nanites
Combat Gear potion of cure light wounds (2), potion of endure elements, potion of enlarge person, wand of cure light wounds; Other Gear amulet of mighty fists +1, bandolier[UE], belt pouch, spell component pouch, tattoo holy symbol of Irori[UE], 943 gp, 5 sp
--------------------
Special Abilities
--------------------
Blessed Fortitude (Su) If you succeed at a Fort save for partial effect, take none instead.
Blessings (5/day) (Su) Pool of power used to activate Blessing abilities.
Combat Reflexes (5 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Constructed (Ex) Counts as both humanoids and constructs for effects that target type.
Darkvision (60 feet) You can see in the dark (black and white only).
Emotionless (Ex) Androids have problems processing emotions properly, and thus take a –4 penalty on Sense Motive checks.
Exceptional Senses Androids have darkvision to a range of 60 feet and low-light vision. They also gain a +2 racial bonus on Perception checks.
Fervor (1d6, 6/day) (Su) Standard action, touch channels positive/negative energy to heal or harm. Swift to cast spell on self.
Flurry of Blows+1/+1 (Su) You can make a flurry of blows, as the monk.
Immunity to Disease You are immune to diseases.
Immunity to Emotion (Ex) You are immune to all emotion effects.
Immunity to Exhausted You are immune to the exhausted condition.
Immunity to Fatigue You are immune to the fatigued condition.
Immunity to Fear (Ex) You are immune to all fear effects.
Immunity to Sleep You are immune to sleep effects.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Repairing Nanites (8 hp, 1/day) You are healed the first time each day you've taken more damage than twice your HD.
Warpriest Channel Positive Energy 1d6 (3/day, DC 15) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.


Crunchy Bits:
Sylvia
Female Sylph Lore Warden 4
Medium Outsider (Native)
Initiative +5; Senses Darkvision 60'; Perception +12
=============================
DEFENSE
=============================
AC 19, touch 15, flat-footed 14 (+5 Dex, +4 armor)
hp (1d10+2)
Fort +6, Ref +6, Will +4; + vs conditionals
Defensive Abilities
=============================
OFFENSE
=============================
Speed 35 ft
Melee Mwk Gladius +10 (1d6+1), Dagger +9 (1d4+1)
Special Attacks
=============================
STATISTICS
=============================
Strength 13 (+1), Dexterity 20 (+5), Constitution 15 (+2), Intelligence 20 (+5), Wisdom 16 (+4), Charisma 12 (+1)
Base Atk +4; CMB +11; CMD 20
Feats Combat Expertise, Weapon Finesse, Agile Maneuvers, Technologist, Airy Step, Skill Focus (Knowledge [Engineering])
Skills Acrobatics +8, Appraise +10, Disable Device +12, Knowledge (Arcana) +10, Knowledge (Dungeoneering) +10, Knowledge (Engineering) +15, Knowledge (History) +12, Knowledge (Local) +10, Knowledge (Nature) +10, Knowledge (Planes) +10, Knowledge (Religion) +10, Perception +12, Sense Motive +6, Spellcraft +10, Stealth +10
Traits Criminal, Seeker
Languages Common, Auran
SQ Darkvision 60', Whispering Wind, Breeze Kissed, Like the Wind, Scholastic, Expertise, Maneuver Mastery,
=============================
OTHER INFORMATION
=============================
Carrying lb
Carrying Capacity 50lb/100lb/150lb
Favored Class Bonuses
1st - Skill Point
2nd - Skill Point
3rd - Skill Point
4th - Skill Point
Ability Score Increases
4th - Wisdom +1

Fluffy Bits:
Born and abandoned on the streets of Absalom, Sylvia, last name unknown, learned life's lessons the hard way. Pressed into service to various gangs in the seedier sides, she quickly became efficient at the art of breaking and entering. Locks just unopened for her, and she made something of a name for herself. Unfortunately, when she decided to practice her pickpocket skills, she tried it on the wrong man. Tenebraun Kyssal was an Aasimar bard who wrote the various tales told to him by his fellow members of the Pathfinder guild. When he felt the young girl trying to take his money pouch, he saw something in her eyes that made him pause. Making a quick decision, he took her with him back to the chapter house and refined her skills, and when she came of age, inducted her into the Pathfinders.

Life in the Pathfinders had been a real eye-opener for young Sylvia, but her real passion in life came when she picked up a strange device by an adventurer just back from the country of Numeria. The woman said that it was a device used to get through the technical locks in the various ruins there, and combined with her previous skills on the street, it sparked something inside of her. Devouring every tome and paper she could get her hands on, and when she gained enough money set off on her first solo adventure.


Are you still recruiting?


I believe he still is...


Yes I will say max 6. The bandits who capture the fort took prisoners so that will be your current situation.

what party lacks is arcane and divine caster and a seconds meele fighter wouldn't hurt.

Warden fills in the second meele fighter slot well enought.

Don't feel restricted by that you can make what you want just letting you know what's the most needed.

Also since this is a numeria based campaing that revolves a lot around alien tech you may want to somehow include that in your character design.


I will review characters tonight and let you know feel free to ask if you have more qustions.


Alright, I'm sketching something here :) It's level 4, 6000 gold, and 2 sets of 4d6/reroll one 1/ignore lowest - got it.

Thinking about using one of the alien races, I don't know! Any restrictions on classes/races?


I could be ok with that which race were you thinking?

no restriction on class so long as it isn't 3rd party.


Rolling the two sets... About race, I thought about the alien races (Kasatha, Lashunta, Triaxian, Trox...) but I'm still considering options :) And open to suggestions!

Set 1:

4d6 ⇒ (1, 2, 3, 4) = 10
Reroll: 1d6 ⇒ 3
4d6 ⇒ (4, 5, 4, 2) = 15
4d6 ⇒ (4, 4, 3, 2) = 13
4d6 ⇒ (6, 5, 3, 5) = 19
4d6 ⇒ (3, 3, 2, 4) = 12
4d6 ⇒ (1, 5, 4, 6) = 16
Reroll: 1d6 ⇒ 6

Set 1: 10, 13, 11, 16, 10, 17

Set 2:

4d6 ⇒ (4, 3, 3, 3) = 13
4d6 ⇒ (3, 4, 6, 6) = 19
4d6 ⇒ (5, 1, 2, 4) = 12
Reroll: 1d6 ⇒ 2
4d6 ⇒ (4, 6, 5, 5) = 20
4d6 ⇒ (6, 6, 3, 2) = 17
4d6 ⇒ (6, 3, 6, 4) = 19

Set 2: 10, 16, 11, 16, 15, 16


A kasatha or a lashunta would be ok. In fact both have already been encountered in the story so far.


Forgot that we get 3 traits, so I picked up the Numerian Archaeologist campaign trait from the Iron Gods player's guide. I felt it fit the character.


Here's my tentative submission: I went with a Gathlain instead... He is a Stargazer Oracle, for obvious reasons :) Going towards "Evangelist of Desna". I guess he fills the "caster" role, if approved.

Crunch:

Shah'ta
Male gathlain oracle (spirit guide, stargazer) 4 (Pathfinder RPG Advanced Class Guide 106, Pathfinder RPG Advanced Player's Guide 42, Pathfinder RPG Bestiary 4 122, Pathfinder RPG Ultimate Magic 59)
CN Small fey
Hero Points 1
Init +5; Senses low-light vision; Perception +7
--------------------
Defense
--------------------
AC 24, touch 14, flat-footed 21 (+7 armor, +3 Dex, +1 natural, +2 shield, +1 size)
hp 35 (4d8+12)
Fort +4, Ref +5, Will +5
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor), fly 40 ft. (poor)
Melee morningstar +0 (1d6) or
. . unarmed strike +4 (1d2 nonlethal)
Spell-Like Abilities (CL 4th; concentration +8)
. . 1/day—entangle (DC 15), feather step[APG] (DC 15)
Oracle (Spirit Guide, Stargazer) Spells Known (CL 4th; concentration +8)
. . 2nd (4/day)—cure moderate wounds, glitterdust (DC 16), hypnotic pattern (DC 16), tongues
. . 1st (7/day)—burning hands (DC 15), color spray (DC 15), cure light wounds, faerie fire, identify, liberating command[UC], unbreakable heart[ISWG]
. . 0 (at will)—create water, detect magic, light, mending, purify food and drink (DC 14), read magic
. . Mystery Heavens
. . S spirit magic spell; Spirit Lore Wandering Spirit
--------------------
Statistics
--------------------
Str 10, Dex 17, Con 14, Int 16, Wis 11, Cha 19
Base Atk +3; CMB +2; CMD 15
Feats Deific Obedience, Extra Revelation[APG]
Traits dangerously curious, fate's favored, stargazer
Skills Acrobatics +2 (-2 to jump), Diplomacy +11, Fly +1, Knowledge (arcana) +7 (+9 to identify alien monsters' abilities and weaknesses), Knowledge (dungeoneering) +7 (+9 to identify alien monsters' abilities and weaknesses), Knowledge (engineering) +7 (+9 to identify alien monsters' abilities and weaknesses), Knowledge (geography) +11 (+13 to identify alien monsters' abilities and weaknesses), Knowledge (history) +7 (+9 to identify alien monsters' abilities and weaknesses), Knowledge (local) +7 (+9 to identify alien monsters' abilities and weaknesses), Knowledge (nature) +7 (+9 to identify alien monsters' abilities and weaknesses), Knowledge (nobility) +7 (+9 to identify alien monsters' abilities and weaknesses), Knowledge (planes) +7 (+9 to identify alien monsters' abilities and weaknesses), Knowledge (religion) +9 (+11 to identify alien monsters' abilities and weaknesses), Linguistics +4, Perception +7 (+11 to avoid surprise), Sense Motive +4, Spellcraft +8, Survival +4, Use Magic Device +12
Languages Common, Draconic, Elven, Halfling, Lashunta, Sylvan
SQ +4 to perception to avoid surprise, bonded spirit, bonded spirit hex (arcane enlightenment), hero points, oracle's curse (blackened), revelations (awesome display, guiding star), spirit ()
Combat Gear enlarge metamagic rod (lesser); Other Gear +1 agile breastplate[APG], mwk heavy wooden shield, morningstar, cloak of resistance +1, bedroll, belt pouch, candle (10), flint and steel, hemp rope (50 ft.), masterwork backpack[APG], mess kit[UE], pot, soap, torch (10), trail rations (5), waterskin, 227 gp
--------------------
Tracked Resources
--------------------
Enlarge metamagic rod (lesser, 3/day) - 0/3
Entangle (1/day) - 0/1
Feather Step (1/day) - 0/1
Guiding Star +4 (1/night) (Su) - 0/1
Torch - 0/10
Trail rations - 0/5
--------------------
Special Abilities
--------------------
+4 to Perception to avoid surprise +4 to Perception to determine if you are aware of foes just before a surprise round.
Arcane Enlightenment (Su) Add Charisma bonus wizard spells to your spells known list.
Awesome Display -4 (Su) Your Illusion (pattern) spells treat observers as -4 HD lower than their actual HD.
Blackened Your hands and forearms are shriveled and blackened. You take a –4 penalty on weapon attack rolls
Bonded Spirit Gain a wandering spirit each day.
Deific Obedience Purify yourself daily to prove devotion to a deity and gain benefits.
Enlarge metamagic rod (lesser, 3/day) Metamagic rods hold the essence of a metamagic feat, allowing the user to apply metamagic effects to spells (but not spell like abilities) as they are cast. This does not change the spell slot of the altered spell. All the rods described here are use-activated (but casting spells in a threatened area still draws an attack of opportunity). A caster may only use one metamagic rod on any given spell, but it is permissible to combine a rod with metamagic feats possessed by the rod's wielder. In this case, only the feats possessed by the wielder adjust the spell slot of the spell being cast. Possession of a metamagic rod does not confer the associated feat on the owner, only the ability to use the given feat a specified number of times per day. A sorcerer still must take a full-round action when using a metamagic rod, just as if using a metamagic feat he possesses (except for quicken metamagic rods, which can be used as a swift action).
Fate's Favored Increase luck bonuses by 1.
Flight (40 feet, Poor) You can fly!
Guiding Star +4 (1/night) (Su) If outdoors at night, add Wis to all CHA skills & activate to Empower, Extend, Silence, or Still a single spell for free each night.
Hero Points Hero Points can be spent at any time to grant a variety of bonuses.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Stargazer Disable Device or Knowledge (engineering) +1 and is a class skill


Welcome to this adventure.

We are strange collection of races so far. Original 3 players have classes from the Advance Class guide as the adventure started out to test the classes, now no longer a restriction for advancement or for new characters.

We have:
Female Andoid slayer
(Greedy) Female Half-dragon bloodranger
Female Strix feral hunter


Any word on when the GM is gonna make his decisions?


All 3 characters look good, will try to get this bit sorted quickly so you can join in.


Sweet, will get my alias set up and read up on the campaign to get my character ready.


Does that mean: The Archlich, DekoTheBarbarian, and I are all in?


I hope that's what he meant. DekoTheBarbarian here, btw.

Dark Archive

ditto. here is an actual alias for gossamer4's character


Yes that is what I meant. The previous person who said they would join seems to have vanished so he lost his spot.


Can we dot in the gameplay thread (then immediately erase it) so we can keep track of the game's progress until it's our turn to join in?


Is this still going on?


Yes on weekends I sometimes cannot post due to personal life. And yes you can dot.


Wait!!! You have a personal life :p


I wish more like a work life :P with a 48 hour nap on the weekend


At least you get that 48hr nap. I'm lucky to get 24hr.

Dark Archive

I took it we were waiting for the combat to get over with at least. I assume DireMerc will give us a heads up when it fits to introduce us into the story.


Yes it will come fairly soon.


Feel free to make an intro post. You are sealed below ground with the paladin captain and so far have found no way out. Resigned you have begun digging in shifts to try and make it back to the surface.


Anyone else wants to join in?

Need a full caster to join the group since Kavaki stopped posting and now we have two martial characters and two archers.


1d8 ⇒ 4
1d8 ⇒ 6
1d8 ⇒ 8
1d8 ⇒ 5

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