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Aubrey's Eberron campaign.

Game Master Aubrey the Malformed


4,501 to 4,550 of 5,306 << first < prev | 86 | 87 | 88 | 89 | 90 | 91 | 92 | 93 | 94 | 95 | 96 | next > last >>
Grand Lodge

I used to do auto-detection with scent and RAW-centric players would probably argue it that way. It is kind of ridiculous though. One animal companion and I'll never be surprised by an invisible assassin again?

Qadira

No peeking, please Rarely Accountant 2/Auditor 4/Waster 30
Mothman wrote:
Aubrey, have you checked out the rules for wearable constructs (construct armour) in Ultimate Magic?

I have - though I have altered the details as I saw fit.

Qadira

No peeking, please Rarely Accountant 2/Auditor 4/Waster 30
Mothman wrote:

Regarding the other magical items; I like the look of the gauntlets, but as LB is the only PC who can make use of the mask it might make sense for him to take that and leave the gauntlets for one of the other melee types.

One question on the Scent ability, it allows you to detect opponents within 30 feet by sense of smell ... do you guys interpret this as automatic detection without the need for a Perception check, or does it just allow you to make Perception checks using your sense of smell (instead or as well as sight and hearing)?

I think it will depend, but generally most people don't or can't mask their scent so it would generally be auto-detection. It only tells you exactly where they are within 5', and even then there is a miss chance.

To the extent that I ear-marked stuff, I thought the gauntlets might be fun for Rolund. And the Portable Hole won't cause the tent to collapse in a trans-dimensional death trap - it's abit more sophisticated than that.

Andoran

Male Mothman Expert 5

I'm cool with Rolund taking the gauntlets should he so wish. LB will take the mask if there are no objections.

Qadira

No peeking, please Rarely Accountant 2/Auditor 4/Waster 30
Quote:
Is there a power gauge somewhere in the suit? Based on the description, I presume it is recharged to full at the moment.

Correct and correct. However, you won't get any indication of an imminent shut-down/burn-out/blow-up - experimental systems and all that.

Quote:
I presume the Special Attacks refer to the Fire Lance and Flame Thrower. Is the Special Defense referring to the Anti-Magic field?

Correct. I'm also going to add some energy resistance as well - 15 vs Fire, Cold, Acid, Electricity, Sonic (I think that's all of them)

Quote:
Can a spellcaster cast spells from within the machine?

With the hood open, you can cast spells normally. With the hood shut, you cannot cast spells requiring a somatic component or activate magic items that require physical action. Also, you cannot target anyone with a spell other than yourself if casting with the hood down.

Quote:
I presume for Fort saves, the CON modifier is +0.

Correct. I'm amending the thing's resistance slightly so that it is only affected by spells that affect objects.

Quote:
If the suit shuts down, is there an apparent way to get out of it?

An adamantine can-opener? Opening and closing the hood under power is a move-equivalent action. The hood can be opened manually without power as a full-round action.

Quote:
To see if I have this right: Each time a function is attempted, the "Shutdown Chance" is rolled. If the roll is less than or equal to the current "Shutdown Chance" value, the suit stops functioning. If the suit stops functioning, the "Exhaustion Result" is rolled. There is a 50% chance the suit simply needs to recharge to a 0% Shutdown Chance before it can be reactivated. A 25% chance that the suit is rendered non-functional, and a 25% chance that it is a catastrophic failure and explodes.

Correct.

Quote:
Can the suit or its weapons be enchanted?

No - but they count as magical and adamantine.

Quote:
For example, can Gil cast Invisibility or Fly on the suit and use them as if she'd cast them on herself (assuming Gil is the one in the suit)?

Casting spells on it is slightly different. Generally, as above, if the spell works on an object it will work on the Suit. If a spell requires thought to use (like Fly, where if you cast it someone they have to actively move) then no, it won't work - the spell is cast successfully but the operator cannot control the Suit to make it fly. Basically, the Suit is an object and has no volition of its own, and the control systems are limited to what it is designed to do, not to allow the operator to also control spells cast upon it. If it is provides a passive ability (like Invisibility) that will work. However, also bear in mind that this things is very, very heavy (it's based off an iron golem, after all) which may also have an impact on certain spell effects.

A word on repairing it as well. Given it is a complex piece of kit, really the only practical way to repair damage to it is using Repair Damage spells. Also, if it is ever reduced to 0 hp it is permanently destroyed.

Qadira

No peeking, please Rarely Accountant 2/Auditor 4/Waster 30

OK, the new, improved Suit.

The Suit (Minor Artefact)

The Suit is a bipedal armoured vehicle which can carry and is operated by a single individual. It appears as a large, humanoid-shaped shell intended to hold a Medium humanoid body reasonably snugly, like a suit of armour. The entrance hatch, which pivots upwards like the visor of a helm, seems to be made of glass or some such transparent material, though it is as tough as steel. The inside of the carapace seems to have various switches and controls and is lined with padded leather. The golem's hands are fairly crude clamp-like claws on the left side, with strange nozzles and sockets emerging from the forearm, and on the right a huge hammer-like fist. Both are on the end of powerful-looking, jointed piston arms that currently flop at the golem's side, the hands resting on the floor. The legs are thick and heavy, broad flat feet planted firmly on the ground. An array of armoured cylindrical tanks attach to the back of the machine. It weighs 5,000 pounds.

Its basic statistics are as follows:

Size: Large
AC: 28 (touch 8, flat-footed 28)
hp: 129
Saving throws: Fort, Ref and Will saves are calculated using the operator's base save values, but the Suit's statistics; the Suit can only be affected by effects that can also affect objects
DR: 15/adamantine; Resistances: Acid 15, Cold 15, Electricity 15, Fire 15, Sonic 15
Special Defences: see below

Speed: 20'
Attacks: Hammer Hand (2d6+16 / 19-20) (number of attacks is calculated using the operator's BAB; attack bonus is calculated using the operator's BAB, but the Suit's STR, with an additional +1 for using an integral weapon)
Space: 10', Reach: 10'
Special Attacks: see below

STR 32; DEX 9; CON -; INT -; WIS -; CHA -
CMB / CMD: calculated using the operator's BAB but the Suit's statistics

The Suit can usually only be operated by a specially-trained individual. However, in the absence of such training, the various abilities and systems can be operated using the Use Magical Device skill. These systems (and the relevant DCs for Use Magical Device) are set out below. When actions within a single combat round include the use of more than one system, a single Use Magic Device check is made at the highest DC of the relevant systems:

Open/Close Entry Hatch (DC 10) (Ex)
Opening is required to enter and leave the Suit. The Suit can still move with the hatch open, but the operator can be targeted independently of the Suit, albeit with the benefit of Cover. If the hatch is closed, any attacks on the operator first target the suit until it is destroyed. The hatch is transparent, allowing the operator to see out. Getting in and out of the Suit is a full-round action that provokes attacks of opportunity. Opening and closing the hatch is a move-equivalent action while the suit is powered and a full-round action when its power source is exhausted (see below). The operator can cast spells normally while the hatch is open. With the hatch shut, the operator cannot cast spells requiring a somatic component or activate magic items that require physical action. Also, the operator can only target himself with a spell if casting with the hatch shut.

Movement (DC 10) (Ex)
The Suit can move normally in any direction by walking.

Visual System (DC 15) (Su)
The operator gains the use of low-light vision and 60’ darkvision while inside the Suit.

Address System (DC 15) (Ex)
The operator can hear what is going on outside the Suit and can speak normally with those outside. Using the address system is a free action.

Life Support (DC 15) (Ex)
The Suit becomes sealed against the outside environment, instead relying on internal air supplies. The operator is unaffected by poison gas, drowning and so on while inside the suit. Activating the life support system is a move-equivalent action.

Hammer Hand (DC 15) (Ex)
The operator can attack with the hammer hand for one round. The hammer hand counts as magical and adamantine for overcoming damage resistance.

Fire Lance (DC 20) (Su)
The operator can activate the integral fire lance system. This is primarily a cutting tool, doing full damage to objects. However, it also can be used as a short range ray weapon. This is a ranged touch attack, range 10', using the operator's BAB but the Suit's DEX score to determine the attack bonus. Damage is 10d6 fire damage. Using the fire lance is a standard action.

Flamethrower (DC 25) (Su)
The operator can activate the integral flamethrower. This creates a 20' cone of fire doing 10d6 damage, Reflex save DC 20 for half damage. Using the flamethrower is a standard action.

Anti-Magic Field (DC 30) (Sp)
The operator can activate a 10' radius anti-magic field, which centres on the Suit and moves with it. This does not prevent the Suit from operating, but will impact upon its magical attacks. It also affects the operator inside the Suit for its duration. Activating the anti-magic field is a standard action and it lasts for one minute, although it can be deactivated as a free action at any time.

Power Source
The Suit uses a rechargeable but limited power source, which is gradually exhausted over time and as the various powers are used. These cumulatively drain the power, which can ultimately lead to the Suit shutting down or even ceasing to function permanently. The following percentages represent the cumulative drain on the power source, and are added together to determine the overall chance of failure. Each time the power source is drained, a new check must be made to determine if it is drained or not.

For each hour of standard operation (i.e. moving but not fighting, etc.): 5%
For each minute that the life support system is operating: 1%
For each round the hammer hand is used: 1%
For each round the fire lance is used: 2%
For each round the flamethrower is used: 4%
For each round the anti-magic field is used: 6%

If the power source is exhausted, the results are as follows (d%):
01-50: The Suit ceases to operate until it recharges
51-75: The power source burns out and the Suit is rendered permanently inoperable (though salvageable for its scrap value)
76-100: The power source explodes. The operator and anyone within 20' takes 10d6 fire damage (Reflex save DC 20 for half) and the Suit is totally destroyed and rendered worthless.

The Suit power source recharges at 5% an hour, i.e. the chance of power source exhaustion reduces by 5% per hour for each hour it is not active. If the Suit has stopped operating (but not permanently) because of power exhaustion, it must be allowed to reduce to 0% before it will work again.

General Operation
The user of the Suit uses their own feats and skills. However, any DEX-based skills and Perception take a -10 penalty (with the exception of Stealth, which takes a -20 penalty) whilst the operator wears the suit, and it is not possible to use the Ride skill. Other penalties may apply depending on the situation to other skills and feats.

Hit point damage to the Suit can be repaired with Repair Damage spells. However if the Suit is ever reduced to 0hp it is rendered permanently inoperable and cannot be repaired. The Suit has a scrap value of 50,000gp.

Qadira

No peeking, please Rarely Accountant 2/Auditor 4/Waster 30

I suggest that Gil have her Suited self calculated on her character sheet if she intends to use the Suit.


68/70 hp; Effects: None; 120915 xp after Manfred
Aubrey the Malformed wrote:
I suggest that Gil have her Suited self calculated on her character sheet if she intends to use the Suit.

That was my plan if the others concur with her running the suit.


68/70 hp; Effects: None; 120915 xp after Manfred

How is the armor class for the suit calculated? +20 armor bonus, -1 Dex, -1 size?

I assume that Gil's Ring of Protection will not affect the AC of the suit.

If these are true, then it appears that the CMB of the suit will be 11 (STR mod) + user's BAB and the CMD will be 11 (STR mod) -1 (DEX mod) + user's BAB + 1 (size bonus) Seems odd that her CMD in-suit is actually worse than out-of-suit.

I added a section to her character sheet with my calculations using the assumptions above. Feel free to check to see where I made my errors.

Note: With her stats, she is not necessarily the best person to use this device to its greatest potential, so if someone else wants to try it, they are welcome. I'm thinking that she has the highest UMD and should have the best luck with the various functions and this would allow her to contribute in ways she cannot now. But if there's a different way to utilize it to benefit the party more, she'll get out of the way.

Grand Lodge

Cmd starts with a base of 10 then adds the modifiers you listed.

I'm more sleepless than normal this week. Will catch up everything over the weekend.


68/70 hp; Effects: None; 120915 xp after Manfred
ithuriel wrote:

Cmd starts with a base of 10 then adds the modifiers you listed.

I'm more sleepless than normal this week. Will catch up everything over the weekend.

d'oh! Fixing!

Grand Lodge

I think it is more likely that you have the /only/ UMD. Ez could maybe use kn arcana, but would prefer to rely on his spells.

Anyone else who could get iterative attacks to use the device to its greatest potential would not be able to even start it up and would probably do more hand to hand damage outside the suit given their feats and special weapon abilities.

You are going to rock that suit. Throw some fire and crush some skulls.


68/70 hp; Effects: None; 120915 xp after Manfred

:D

Grand Lodge

I was flipping through your suit stats. You are massively shorting yourself.

You have the hammer hand listed as a +5 attack
It is +4 bab +1 integrated weapon +11 str for a +16 attack

Grand Lodge

And probably a -1 size penalty to hit for being large


68/70 hp; Effects: None; 120915 xp after Manfred

You notice I did not say "if I made any errors" - I was doing this along with about four others, so I knew there would be mistakes. Thanks for looking through it.

Grand Lodge

Apologies if it came across wrong. It was just such a big one ;)


68/70 hp; Effects: None; 120915 xp after Manfred

Oh, not at all. In fact, even after you pointed it out, I forgot to include the size 'bonus'. I have too many things going on at once to be confident of my eye for detail.

Shadow Lodge

Male Human Expert 5

A couple of things - should Gil's Fort save be penalised by the Suit's lack of a CON score? And does the Fire Lance attack take a size penalty? Both may be correct by RAW, but they feel wrong to me...

Cheliax RPG Superstar 2013 Top 32

In all honestly, I think Runzyl is the best candidate for the gauntlets. They give +2 to attack and damage. Therefore, characters who rely on single devastating blows are only gaining +2 damage on a single hit, while Runzyl could potentially squeeze +10 damage across 5 hits in the same round.

Grand Lodge

Vattnisse wrote:
A couple of things - should Gil's Fort save be penalised by the Suit's lack of a CON score? And does the Fire Lance attack take a size penalty? Both may be correct by RAW, but they feel wrong to me...

Huh. I was thinking with the hatch sealed no spell would have line of effect to Gil. They would have to target the suit. As a construct the suit would be immune to anything that requires a Fort save and all mind affecting effects.


Fatespinner wrote:
In all honestly, I think Runzyl is the best candidate for the gauntlets. They give +2 to attack and damage. Therefore, characters who rely on single devastating blows are only gaining +2 damage on a single hit, while Runzyl could potentially squeeze +10 damage across 5 hits in the same round.

Exactly my suggestion. Rolund is more of a defender, designed to waste opponents' hits on his high AC. Runzyl is more of a striker, quickly engaging the enemy with multiple strikes.


Not bothered who takes what - it was simply a suggestion, you guys are the arbiters of that.

And yes, the suit basically has to be destroyed before Gil can be targeted by anything. I flirted with the idea of maybe leaving the operator vulnerable to mind-affecting, visual effects but decided it would add a layer of complication and the operator's immunity could justified by several inches of adamantine. Note though, the suit is immune to effects that cannot target objects. Disintegtate requires a Fort save, but affects objects...


m ROD! CLERIC 6 EXORCIST SLVR FLAME 5exp =116,385(cast as a 9th level cleric)

I think what's nice about the suit is that Gil maybe won't catch the Caretaker thing's warforged hepatitis X or whatever it has.


68/70 hp; Effects: None; 120915 xp after Manfred

I wonder if we can store the golem suit in the portable hole when we are somewhere that it would draw unnecessary attention - like Sharn...

If I don't manage to destroy it before we get out of the Mournlands - you know how kids and their new hot rods can be... ;)


m ROD! CLERIC 6 EXORCIST SLVR FLAME 5exp =116,385(cast as a 9th level cleric)

I'm.......kinda......scared to bring it out of the Mournlands.
I'm not sure if it isn't like giving the nazis a tie fighter or something;....

Qadira

No peeking, please Rarely Accountant 2/Auditor 4/Waster 30

Well, there's only one. It's an artefact, remember - you don't just copy those. And it's not like it doesn't have design issues....

KABOOM!


m ROD! CLERIC 6 EXORCIST SLVR FLAME 5exp =116,385(cast as a 9th level cleric)

right on.

Sounds more like Redneck Chemistry then.


68/70 hp; Effects: None; 120915 xp after Manfred

Yeah, hehehehehe BOOM!! hehehe

I have to admit that 'feature' does give me pause...

Question: If I cast Repair X Damage from inside the suit, will that work to repair the suit? Obviously, it will use up my standard action for the turn in question, but I'm wondering if such spells would have to come from outside.

And if casting spells is limited to those without somatic components (I assume because she cannot move her hands from the controls enough for the gestures), that also precludes her use of wands while in the suit, right?


Ok before we continue lets get the treasure sorted out. Here's my suggestion:

Empowered Spellshards x2 - Ezreal

Tracker Mask - Lightbringer

Eternal Wands x3 - perhaps two to Ezreal and one to Gil

Earthbound Gauntlets - Runzyl

Scroll (Globe of Invulnerability x2) - Ezreal

Immovable Rod - Rodergo, Rolund, or Janosz

Portable Hole - Rodergo, Rolund, or Janosz

Andoran

Male Mothman Expert 5

Works for me.


68/70 hp; Effects: None; 120915 xp after Manfred

Unless Ez really doesn't want one of the wands, I vote he takes all three.


m ROD! CLERIC 6 EXORCIST SLVR FLAME 5exp =116,385(cast as a 9th level cleric)

I can't think of anything Rod would be able to do with the rod or the hole; I can carry either of them though.
Well, I can't think of anything useful, just purile and vulgar really....

Shadow Lodge

Male Human Expert 5

Amongst other things, the rod is a fun climbing tool; as Janosz is the party member most likely to go climbing, he'd benefit the most from it.

Qadira

No peeking, please Rarely Accountant 2/Auditor 4/Waster 30
Rodergo Xativa wrote:

I can't think of anything Rod would be able to do with the rod or the hole; I can carry either of them though.

Well, I can't think of anything useful, just purile and vulgar really....

If you put an immovable rod in a portable hole, does that make it a portable rod or an immovable hole?

And that, children, is why we study philosophy.

Qadira

No peeking, please Rarely Accountant 2/Auditor 4/Waster 30

Just to let you know, I will be on holiday for a week from Sunday. I don't expect to have internet access.

Shadow Lodge

Male Human Expert 5

So we're facing a living Harm spell? Can it do damage to objects? If not, shouldn't Gil be able to hammer it into paste with impunity?


68/70 hp; Effects: None; 120915 xp after Manfred

Gil's planning to find out...

Qadira

No peeking, please Rarely Accountant 2/Auditor 4/Waster 30

How's that Fort save bonus coming along?

Shadow Lodge

Male Human Expert 5
Aubrey the Demented/Malformed wrote:

And yes, the suit basically has to be destroyed before Gil can be targeted by anything...

Note though, the suit is immune to effects that cannot target objects. Disintegtate requires a Fort save, but affects objects...

In all seriousness, am I reading this wrong if I think she's essentially invulnerable to the Ooze Of Doom?


Aubrey the Malformed wrote:
How's that Fort save bonus coming along?

Was this directed at me? I'm sharing Vattnise' understanding or misunderstanding, whichever the case may be.

Grand Lodge

Bestiary wrote:

Traits: A construct possesses the following traits (unless otherwise noted in a creature's entry).

* No Constitution score. Any DCs or other Statistics that rely on a Constitution score treat a construct as having a score of 10 (no bonus or penalty).
* Low-light vision.
* Darkvision 60 feet.
* Immunity to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms).
* Immunity to bleed, disease, death effects, necromancy effects, paralysis, poison, sleep effects, and stunning.
* Cannot heal damage on its own, but often can be repaired via exposure to a certain kind of effect (see the creature's description for details) or through the use of the Craft Construct feat. Constructs can also be healed through spells such as make whole. A construct with the fast healing special quality still benefits from that quality.
* Not subject to ability damage, ability drain, fatigue, exhaustion, energy drain, or nonlethal damage.
* Immunity to any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless).
* Not at risk of death from massive damage. Immediately destroyed when reduced to 0 hit points or less.
* A construct cannot be raised or resurrected.
* A construct is hard to destroy, and gains bonus hit points based on size, as shown on the following table.
* Proficient with its natural weapons only, unless generally humanoid in form, in which case proficient with any weapon mentioned in its entry.
* Proficient with no armor.
* Constructs do not breathe, eat, or sleep.

I think we were anticipating it behaves as the Construct type across the board. That may or may not be true. We are about to find out.


68/70 hp; Effects: None; 120915 xp after Manfred

Or not.

A rules clarification question on the suit: To incur a 5% failure percentage for normal operation takes an hour -- do I need to start rolling for that right away, or only after the hour is past? Same thing with the minute of using the hammer hand - do I start rolling that immediately on using the hammer hand, or only after I've used it for ten rounds?

Qadira

No peeking, please Rarely Accountant 2/Auditor 4/Waster 30

After.


I think I will have to rely on you telling me if I reach an hour of usage. I'll track the rounds of activity in my character sheet, if that works for you.

Have a great vacation!

Qadira

No peeking, please Rarely Accountant 2/Auditor 4/Waster 30

Fine with me.

Andoran

Male Mothman Expert 5

Welcome back Aubrey, how was the holiday?


m ROD! CLERIC 6 EXORCIST SLVR FLAME 5exp =116,385(cast as a 9th level cleric)

Huzzah!!!


68/70 hp; Effects: None; 120915 xp after Manfred

Welcome back!

Qadira

No peeking, please Rarely Accountant 2/Auditor 4/Waster 30

Holiday was good, thank you for asking. Journey there and back, not so much. We went to Lanzarote. The place was nice - sunshine and warmth (mostly) - and we didn't do much other than mooch about. But the flight was four hours in a very cramped, hot plane with a ravening eighteen-month-old strapped to me and that I could have done without (and so could, James, frankly). But I managed to miss the worst weather and travel conditions in the UK all winter - snow and ice, train derailments at Euston - so I'm probably well ahead on points.

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