Demonmoose's Iron Gods AP Red (Inactive)

Game Master GM Demonmoose

Set in Numeria using the Iron Gods Adventure Path.

Jevik's farm

Choking Tower 1


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Female Human Bard 5 Evangelist 1 HP: 38/38 | AC: 20 (15 Tch, 16 Flat) | CMD: 21| Fort +2, Ref +10, Will +4 | Init: +4 | Perc: +10, SMotive: +12 | Spells left: 1st 4/4, 2nd 2/3 | Performances: 11/14 Conditions: None

Hi guys, having internet troubles over the past couple of days. My ISP said it would be fixed today... But it was not.

They are now telling me it will be fixed tomorrow... Here's hoping!

Worst case I will find another solution to post tomorrow.

Please assume I maintain barricades perforamces as necessary and shoot with my bow for now.


Female Human Bard 5 Evangelist 1 HP: 38/38 | AC: 20 (15 Tch, 16 Flat) | CMD: 21| Fort +2, Ref +10, Will +4 | Init: +4 | Perc: +10, SMotive: +12 | Spells left: 1st 4/4, 2nd 2/3 | Performances: 11/14 Conditions: None

Err did Linpul just take 65 damage from a chainsaw crit and instantly die?


Female Gnome Hunter 6; Init +2; Per +13 low-light; AC 20/13 T/18 FF; HP 40/40; F +6, R +7, W +4

Yeah, only way to keep me alive was to say I was retroactively fighting defensively which would bring my AC up to 23 and preventing the extra 30. I'd be down to -2, but I'd be alive


Female
Clever Feint:
[/ooc]Clever Feint - Bluff [dice]1d20+13+1d6[/dice] success = target flatfooted against allies[/ooc]
Dalaya Lashuntas Envoy (Xenoseeker) 5
Spoiler:
Stam 35/35 HP 34/34 Resolve 6/6 | EAC 17 KAC 17 | Fort +3 Ref +7 Will +5 | Init +3 | Perc +8

Does Tetsuda seek revenge?

And does Kulgara's damage include the damage from the from the burst of radiance? As he should take 11HPs damage from that? As I assume he must be evil.


Female Human Bard 5 Evangelist 1 HP: 38/38 | AC: 20 (15 Tch, 16 Flat) | CMD: 21| Fort +2, Ref +10, Will +4 | Init: +4 | Perc: +10, SMotive: +12 | Spells left: 1st 4/4, 2nd 2/3 | Performances: 11/14 Conditions: None

Hopefully we have and/or can make enough money to get Raise Dead on you. I'd definitely want to, and am sure the others agree.

Unless you are looking to reroll that is?


Female Gnome Hunter 6; Init +2; Per +13 low-light; AC 20/13 T/18 FF; HP 40/40; F +6, R +7, W +4

No, I actually really like Linpul. I wouldn't be opposed to having her raised, however at the rate this game goes it would probably be a week or two until I would get to post again. I hope we have a merciful GM that would let me have fought defensively to keep me in the fight. Well unconscious, but at least alive.


Female Human Bard 5 Evangelist 1 HP: 38/38 | AC: 20 (15 Tch, 16 Flat) | CMD: 21| Fort +2, Ref +10, Will +4 | Init: +4 | Perc: +10, SMotive: +12 | Spells left: 1st 4/4, 2nd 2/3 | Performances: 11/14 Conditions: None

Merciful GM? Surely no such thing exists! ;) Character death is kind of an integral thing to pen and paper roleplaying for me at least, it feels odd to retcon Linpul back to life.

Has character death not come up before in this pbp? I don't read any of Demonmoose's other campaigns for fear of spoilers, so have no idea of precedent here.

As you say, sitting out in a live game for half hour or so is normally not that bad - especially if the GM calls the session early and you end up all doing something else until next session instead. That doesn't apply to pbp and you're right that sitting out for perhaps a few weeks is pretty lame.

Be interesting to see how Demonmoose handles this.


Linpul may retroactively do the total defense instead, or roll a new character to be introduced soon. Up to her, I don't mind.


Female Gnome Hunter 6; Init +2; Per +13 low-light; AC 20/13 T/18 FF; HP 40/40; F +6, R +7, W +4

Thank you oh merciful GM, I shall make a sacrifice of a d20 and wine in your name (already drank the wine, no worries I got you on that one). I think I've eaten just about every crit in combat to the face this game. Scrap the chainsaw at 7, I need to grab toughness. In this case it's not so much a retcon back to life as it is I'm still at death's door, we just don't have the ability to raise dead quickly, nor do we have the 5000 in diamonds on us. We have enough techno doodads to sell for it, but that's hard to get in the boonies.


Linpul will have some choice of penalty as payment. I'll think of something and give you your options.


Female Gnome Hunter 6; Init +2; Per +13 low-light; AC 20/13 T/18 FF; HP 40/40; F +6, R +7, W +4

I'd be okay with a permanent negative level. It's a substantial penalty that does require at least 1000gp to remove, or 540gp and a week of down time if I can acquire some dragonsblood. Loss of an arm would be pretty hefty unless I can strap my shield to a stump and eventually get a nifty cyberarm (which are expensive btw) or trade in the chainsaw for one. Rough costs of what I assume is a +1 chainsaw would be 5050gp, cyberarm is 4750. It would also be kinda interesting to see how some of the less tech savvy members of the group would think about such an enhancement.


Female
Clever Feint:
[/ooc]Clever Feint - Bluff [dice]1d20+13+1d6[/dice] success = target flatfooted against allies[/ooc]
Dalaya Lashuntas Envoy (Xenoseeker) 5
Spoiler:
Stam 35/35 HP 34/34 Resolve 6/6 | EAC 17 KAC 17 | Fort +3 Ref +7 Will +5 | Init +3 | Perc +8

Solaria would find the tech stuff on her friends worrisome, but then that's all part of the game. I'm more worried how we deal with the big baddie at the moment.


Linpul, those options seem fine. Permanent negative level or lose an arm.


Female Gnome Hunter 6; Init +2; Per +13 low-light; AC 20/13 T/18 FF; HP 40/40; F +6, R +7, W +4

I think I'll go with the loss of an arm. My body is ready for a cyberarm when we get back to town. I'll just be stuck with mace and shield for now then. But I'm unconscious and have to wait for somebody to wake me up and watch the horror filled responses.


Female Gnome Hunter 6; Init +2; Per +13 low-light; AC 20/13 T/18 FF; HP 40/40; F +6, R +7, W +4

According to the Skull and Shackles player's guide, there's the optional scars and amputations table. Loss of an arm grants the following penalties: -1 Strength, cannot use two handed items, this does not affect a spellcasters ability to cast spells with somatic components. Are those penalties acceptable until I get some chrome?


Those penalties are fine. Linpul is now missing an arm.


Female Gnome Hunter 6; Init +2; Per +13 low-light; AC 20/13 T/18 FF; HP 40/40; F +6, R +7, W +4

Apparently I overestimated the cost of getting an arm fixed.

(Caster level x Spell Level x 10) + Material component cost. Regenerate apparently doesn't have any expensive materials, so it only costs 1183 or so.


Female
Clever Feint:
[/ooc]Clever Feint - Bluff [dice]1d20+13+1d6[/dice] success = target flatfooted against allies[/ooc]
Dalaya Lashuntas Envoy (Xenoseeker) 5
Spoiler:
Stam 35/35 HP 34/34 Resolve 6/6 | EAC 17 KAC 17 | Fort +3 Ref +7 Will +5 | Init +3 | Perc +8

I can keep you old arm on ice, if gentle repose works on it, I have 1 scroll of that spell.


Female Gnome Hunter 6; Init +2; Per +13 low-light; AC 20/13 T/18 FF; HP 40/40; F +6, R +7, W +4

We don't have to keep it, regenerate grows an entirely new one. But we will have to find either a priest capable of casting it (13th level minimum), or somebody with a scroll and willing to cast it.


Checking if everyone is still here.


Female Human Bard 5 Evangelist 1 HP: 38/38 | AC: 20 (15 Tch, 16 Flat) | CMD: 21| Fort +2, Ref +10, Will +4 | Init: +4 | Perc: +10, SMotive: +12 | Spells left: 1st 4/4, 2nd 2/3 | Performances: 11/14 Conditions: None

Yep I'm still here, apologies had a difficult bit of news this weekend.


Female Gnome Hunter 6; Init +2; Per +13 low-light; AC 20/13 T/18 FF; HP 40/40; F +6, R +7, W +4

Sorry to hear about the difficult news, I'm still here and kicking. The move is a bit harsh but I can at least check on my phone and post when I get home. Although lately I've been working 10-11 hour days.


Male Gnome Gunslinger 5, hp 44/44, AC 20|T 15|FF 16, F +6|R +7|W +1, Init +5, Perception +13 low-light vision

Still here...writing grants this week, so might be a little out of it...


Human (Cryptic) 6 ~ AC 16 tch 12 ff 14 ~ HP 42/42 ~ Fort+3 Ref+7 Will+6 ~ CMD 17 ~ Init+2 ~ Per+10(+12) ~ PsiPts 21/24~ Grit 4/6 ~ Alt. Defense 8/8 ~ Active Type (Humanoid)

yes


Female
Clever Feint:
[/ooc]Clever Feint - Bluff [dice]1d20+13+1d6[/dice] success = target flatfooted against allies[/ooc]
Dalaya Lashuntas Envoy (Xenoseeker) 5
Spoiler:
Stam 35/35 HP 34/34 Resolve 6/6 | EAC 17 KAC 17 | Fort +3 Ref +7 Will +5 | Init +3 | Perc +8

Yes, had problems getting onto piazo this weekend.


Female Human Warpriest (Sacred Fist) 4 / Monk 1, Init:+1, HP:37/37, AC:20, FF:19, T:20, Fort:+7 Reflex: +4 Will: +10 Perc:+9

reporting in, also had similar problems logging in.

Envoy's Alliance

Male Rite of Knowing Conrasu Fighter 6: HP:94/94, Spd:20, AC:24, Fort:13, Ref:13, Will:12, Perc:12, 1/1 Focus Points

Me, here, how close are we to the end of book 2? because I'll be dropping after that.


Will be done with Book 2 soon. Whatever soon means in a pbp.


Female Gnome Hunter 6; Init +2; Per +13 low-light; AC 20/13 T/18 FF; HP 40/40; F +6, R +7, W +4

Hardness issues

So basically the robots should only take 31 - hardness, unless they do not have vulnerability to electricity in which case the second half of that damage gets jumped by +150% for an extra 9 damage.


I usually do the vulnerability first (if there is) then apply hardness. That does more damage for you guys.


Female Human Bard 5 Evangelist 1 HP: 38/38 | AC: 20 (15 Tch, 16 Flat) | CMD: 21| Fort +2, Ref +10, Will +4 | Init: +4 | Perc: +10, SMotive: +12 | Spells left: 1st 4/4, 2nd 2/3 | Performances: 11/14 Conditions: None

With -2 AC and no Dodge to AC from being blinded, maybe some of my shots will actually have hit...kinda poor rolls though!

Sadly being grappled isn't worse for his AC than being blinded, but it gives people an easy opportunity to flank, as he can't make attacks of opportunity in a grapple.


Female
Clever Feint:
[/ooc]Clever Feint - Bluff [dice]1d20+13+1d6[/dice] success = target flatfooted against allies[/ooc]
Dalaya Lashuntas Envoy (Xenoseeker) 5
Spoiler:
Stam 35/35 HP 34/34 Resolve 6/6 | EAC 17 KAC 17 | Fort +3 Ref +7 Will +5 | Init +3 | Perc +8

I'd like to continue to the next book .... really enjoyed the ride so far.

Thank you GM Dangermoose really appreciate the effort you put in to keep us on the straight and narrow.


Human (Cryptic) 6 ~ AC 16 tch 12 ff 14 ~ HP 42/42 ~ Fort+3 Ref+7 Will+6 ~ CMD 17 ~ Init+2 ~ Per+10(+12) ~ PsiPts 21/24~ Grit 4/6 ~ Alt. Defense 8/8 ~ Active Type (Humanoid)

Yes, well done so far. I'm staying.


Female Gnome Hunter 6; Init +2; Per +13 low-light; AC 20/13 T/18 FF; HP 40/40; F +6, R +7, W +4

I'll be staying.


Female Human Warpriest (Sacred Fist) 4 / Monk 1, Init:+1, HP:37/37, AC:20, FF:19, T:20, Fort:+7 Reflex: +4 Will: +10 Perc:+9

I'd love to continue onwards into the next book, but I really haven't been happy with my own level of activity so far, and I don't want to be "that guy" that drags the campaign, so I think I'll kindly bow out.

Its been wonderful!


Female Human Bard 5 Evangelist 1 HP: 38/38 | AC: 20 (15 Tch, 16 Flat) | CMD: 21| Fort +2, Ref +10, Will +4 | Init: +4 | Perc: +10, SMotive: +12 | Spells left: 1st 4/4, 2nd 2/3 | Performances: 11/14 Conditions: None

Sad to see some of you leaving :( it has been incredibly fun, thank you all.

I would love to continue on in to book 3.


Male Gnome Gunslinger 5, hp 44/44, AC 20|T 15|FF 16, F +6|R +7|W +1, Init +5, Perception +13 low-light vision

Sorry...I am here, but work jumped me when I was not looking...I too would like to continue...this level allows Uran to become a Shieldmarshal!!


I think that's everyone. Rakdon and Thera are leaving, that leaves the five members.

Would you like me to recruit another member, or do you have someone in mind, or do you think five people is enough? I adjust the fights based on the number of members, but it's mostly about the posting frequency-pushing.

Everyone that is staying can level up to Level 6, or you can bring in a new character at that level if you wish.


Female
Clever Feint:
[/ooc]Clever Feint - Bluff [dice]1d20+13+1d6[/dice] success = target flatfooted against allies[/ooc]
Dalaya Lashuntas Envoy (Xenoseeker) 5
Spoiler:
Stam 35/35 HP 34/34 Resolve 6/6 | EAC 17 KAC 17 | Fort +3 Ref +7 Will +5 | Init +3 | Perc +8

So we have

1 Cleric...good social, divine spells and not much good in melee, worse in ranged.
2. Gunslinger ... good ranged .. OK in melee, no spells.
3. Bard ... arcane spells, buff, knowledge, ranged OK, not melee
4. Hunter + pet ... good melee ... some spells ...
5. Cryptic ... ranged, sneaky, traps, ...

OK that's a brief synopsis of our party now...

but if you think I got your characters characteristics wrong, then let me know....

....so we seem heavily into ranged combatants...

we don't have another out and out melee sort or an out and out arcane.

So our best formation would seem....

Front row ... Hunter, Pet and Cleric.
Back row ... Bard, Gunslinger, Cryptic.

must say the front row seems a bit weak ...
these are just my rambling thoughts ... what do the rest of you guys think as we venture on ...


Female Human Bard 5 Evangelist 1 HP: 38/38 | AC: 20 (15 Tch, 16 Flat) | CMD: 21| Fort +2, Ref +10, Will +4 | Init: +4 | Perc: +10, SMotive: +12 | Spells left: 1st 4/4, 2nd 2/3 | Performances: 11/14 Conditions: None

You pegged Sarainy correct on all counts. I do plan on picking up Summon Monster II now, which may help in the frontline a little.

I agree with Solaria, we seem to have a melee hole, and could do with a 'proper' arcane caster I suppose!

How about a magus? That would fill both roles lol

Grats on the shield marshal promotion, Uran ;)
Changed my mind on Summon Monster II, the summons are really weak for level 6.


Female Human Bard 5 Evangelist 1 HP: 38/38 | AC: 20 (15 Tch, 16 Flat) | CMD: 21| Fort +2, Ref +10, Will +4 | Init: +4 | Perc: +10, SMotive: +12 | Spells left: 1st 4/4, 2nd 2/3 | Performances: 11/14 Conditions: None

Have updated Sarainy to a level 6 bard. I took Gallant Inspiration instead of Summon Monster II.

Unless something like Cat's Grace or Eagle's Splendor would be better? What do you guys and gals think?

Level 6:

Sarainy Malki
Female human (Varisian) bard 6
NG Medium humanoid (human)
Init +4; Senses Perception +8
--------------------
Defense
--------------------
AC 19, touch 13, flat-footed 16 (+5 armor, +3 Dex, +1 shield)
hp 44 (6d8+7)
Fort +4, Ref +10, Will +5; +4 vs. bardic performance, language-dependent, and sonic
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee +1 spiked gauntlet +7 (1d4+5) or
. . rapier +6 (1d6+4/18-20) or
. . unarmed strike +6 (1d3+4 nonlethal)
Ranged +1 adaptive composite shortbow +8/+8 (1d6+6/×3)
Special Attacks bardic performance 16 rounds/day (countersong, distraction, fascinate [DC 15], inspire competence +2, inspire courage +2, suggestion [DC 15])
Bard Spells Known (CL 6th; concentration +8)
. . 2nd (4/day)—allegro[UM], gallant inspiration[APG] (DC 14), glitterdust (DC 14), heroism
. . 1st (5/day)—abundant ammunition[UC], cure light wounds, grease, solid note[APG]
. . 0 (at will)—detect magic, know direction, light, mending, prestidigitation, read magic
--------------------
Statistics
--------------------
Str 14, Dex 19, Con 12, Int 10, Wis 8, Cha 14
Base Atk +4; CMB +6; CMD 20
Feats Arcane Strike, Point-Blank Shot, Precise Shot, Rapid Shot
Traits stargazer, varisian wanderer
Skills Acrobatics +10 (+6 to jump), Knowledge (arcana) +8 (+10 to identify alien monsters' abilities and weaknesses), Knowledge (dungeoneering) +8 (+10 to identify alien monsters' abilities and weaknesses), Knowledge (engineering) +7 (+9 to identify alien monsters' abilities and weaknesses), Knowledge (geography) +8 (+10 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) +3 (+5 to identify alien monsters' abilities and weaknesses), Knowledge (planes) +8 (+10 to identify alien monsters' abilities and weaknesses), Knowledge (religion) +8 (+10 to identify alien monsters' abilities and weaknesses), Linguistics +4, Perception +8, Perform (dance) +10, Perform (oratory) +12, Perform (sing) +10, Spellcraft +8, Stealth +5, Use Magic Device +10
Languages Celestial, Common, Varisian
SQ bardic knowledge +3, lore master 1/day, versatile performances (dance, oratory)
Combat Gear cold iron arrows (26), cold iron arrows (50), silver arrows (18); Other Gear +1 mithral chain shirt, buckler, +1 adaptive composite shortbow (+2 Str), +1 spiked gauntlet, rapier, cloak of resistance +1, efficient quiver, backpack, bedroll, belt pouch, flint and steel, Hand drum, hemp rope (50 ft.), ink, inkpen, iron holy symbol of Sarenrae[UE], journal[UE], mess kit[UE], mirror, soap, torch (10), trail rations (5), waterskin, 1,499 gp
--------------------
Tracked Resources
--------------------
Bardic Performance (standard action, 16 rounds/day) - 0/16
Cold iron arrows - 10/26
Cold iron arrows - 0/50
Lore Master (1/day) (Ex) - 0/1
Silver arrows - 0/18
Torch - 0/10
Trail rations - 0/5
--------------------
Special Abilities
--------------------
Arcane Strike As a swift action, add +1 damage, +1 per 5 caster levels and your weapons are treated as magic for the purpose of overcoming damage reduction.
Bardic Knowledge +3 (Ex) Add +3 to all knowledge skill checks.
Bardic Performance (standard action, 16 rounds/day) Your performances can create magical effects.
Lore Master (1/day) (Ex) Can take 10 on any trained knowledge checks. Activate to take 20 as a standard action.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Stargazer Disable Device or Knowledge (engineering) +1 and is a class skill
Varisian Wanderer (Perform [oratory]) +1 to Perform (oratory) checks, Perform (oratory) is always a class skill for you.
Versatile Performance (Dance) +10 (Ex) You may substitute the final value of your Perform: Dance skill for Acrobatics or Fly checks
Versatile Performance (Oratory) +12 (Ex) You may substitute the final value of your Perform: Oratory skill for Diplomacy or Sense Motive checks


Male Dwarf Paladin (StoneLord) 6 | HP 50/50 | Init +2 I AC 20 FF 18 T12 | Saves F+6/R+4/W+7 | Percep +3

Hi..this is Uran....as we already have ranged fighters, I am looking to retire Uran and bring in a up-front warrior. Take a look and see what you all think.
thanks


Female Human Bard 5 Evangelist 1 HP: 38/38 | AC: 20 (15 Tch, 16 Flat) | CMD: 21| Fort +2, Ref +10, Will +4 | Init: +4 | Perc: +10, SMotive: +12 | Spells left: 1st 4/4, 2nd 2/3 | Performances: 11/14 Conditions: None

Oh nice I've never seen a Stone Lord in play before. Adding a dwarf tank with a celestial earth elemental is certainly bolstering the front lines!

I will take Eagle's Splendor for sure then, as it is crazy good for a paladin.


Human (Cryptic) 6 ~ AC 16 tch 12 ff 14 ~ HP 42/42 ~ Fort+3 Ref+7 Will+6 ~ CMD 17 ~ Init+2 ~ Per+10(+12) ~ PsiPts 21/24~ Grit 4/6 ~ Alt. Defense 8/8 ~ Active Type (Humanoid)

Leveled up...
Taking Distracting Strikes and Pistol Whip.
Distracting Strikes is a swift action psi-power which makes your next melee strike cause -2 to attacks, and the target cannot make AoOs.
It should pair well with pistol whip whenever a melee foe gets up on me.

Disruptive shot going from +1d6 to +2d6.


Female Gnome Hunter 6; Init +2; Per +13 low-light; AC 20/13 T/18 FF; HP 40/40; F +6, R +7, W +4

Leveled up, took Pack Attack, debating on a new spell. Slipstream, bullet ward, or plant voice. Questions before selecting, slipstream is my safe choice here. Would bullet ward block laser shots? And I can cast plant voice on Tetsuda, how creepy would that be since he has no mind but the ability to speak.


Bullet ward should block firearm attacks, so any technological weapons labeled firearms except for the heavy weaponry.

Envoy's Alliance

Male Rite of Knowing Conrasu Fighter 6: HP:94/94, Spd:20, AC:24, Fort:13, Ref:13, Will:12, Perc:12, 1/1 Focus Points

dropping out for book 3, especially since a group I'm with is suppose to play this game pfs style soon and don't want to spoil it


Female Gnome Hunter 6; Init +2; Per +13 low-light; AC 20/13 T/18 FF; HP 40/40; F +6, R +7, W +4

Bullet Ward it is, will make a real post in several hours due to work.


Female Human Bard 5 Evangelist 1 HP: 38/38 | AC: 20 (15 Tch, 16 Flat) | CMD: 21| Fort +2, Ref +10, Will +4 | Init: +4 | Perc: +10, SMotive: +12 | Spells left: 1st 4/4, 2nd 2/3 | Performances: 11/14 Conditions: None

See you Rakdon, good luck with the PFS :)

Yep I'll be looking to make a 'proper post' either later this evening, or around this time tomorrow. Bit swamped with real life issues and work right now.


Female
Clever Feint:
[/ooc]Clever Feint - Bluff [dice]1d20+13+1d6[/dice] success = target flatfooted against allies[/ooc]
Dalaya Lashuntas Envoy (Xenoseeker) 5
Spoiler:
Stam 35/35 HP 34/34 Resolve 6/6 | EAC 17 KAC 17 | Fort +3 Ref +7 Will +5 | Init +3 | Perc +8

Have Solaria leveled up, just got to make adjustments to gear and stuff.

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