GM Kiora's Iron Gods (Inactive)

Game Master Kiora Atua


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No firm start date, I need to read the AP in its entirety before I run it, along with the numeria campaign setting.

So....I'd guess...maybe July at the earliest, September at the latest. So lotssssss of time.

I'll give you guys a 2 week notice when I'm starting to wrap stuff up.

Haha, little aasimar? I'm excited ;)

EDIT: Butttt I'd love to be kept up to date as you work on your characters, it helps me plan ahead while I read :D


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Cool. Munboi the furry proto-halfling and his spinosaurus companion are shaping up nicely. Draft crunch in profile. Angel-blooded would've let me get to 18 STR but agathion-blooded makes so much thematic sense I'll make due with the 17 until L4.

In sketchy form for now:

- Appearance: a wild-eyed halfling with long arms & legs, covered with black fur. quite muscled for a halfling.

- Background / personality / motivations: very clearly out of place in Numeria, often looks a bit panicked. sometimes wakes screaming with nightmares about something he's never seen--metal monsters. His dreams have led him to make the dangerous journey from the LotLKings to Torch. Speaks common but tends to talk in a whisper. Quick to charge into battle but not always clear if that's his fearsome battle cry or if he's just screaming in terror.

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Nothing final yet but those're my thoughts so far. Feedback welcome.

Are you OK with retraining? If so I'll probably take toughness at 1st and retrain it to power attack at 2nd, when I qualify for it. If not I wouldn't mind improved initiative.


Munboi wrote:

Cool. Munboi the furry proto-halfling and his spinosaurus companion are shaping up nicely. Draft crunch in profile. Angel-blooded would've let me get to 18 STR but agathion-blooded makes so much thematic sense I'll make due with the 17 until L4.

In sketchy form for now:

- Appearance: a wild-eyed halfling with long arms & legs, covered with black fur. quite muscled for a halfling.

- Background / personality / motivations: very clearly out of place in Numeria, often looks a bit panicked. sometimes wakes screaming with nightmares about something he's never seen--metal monsters. His dreams have led him to make the dangerous journey from the LotLKings to Torch. Speaks common but tends to talk in a whisper. Quick to charge into battle but not always clear if that's his fearsome battle cry or if he's just screaming in terror.

----

Nothing final yet but those're my thoughts so far. Feedback welcome.

Are you OK with retraining? If so I'll probably take toughness at 1st and retrain it to power attack at 2nd, when I qualify for it. If not I wouldn't mind improved initiative.

This is a thing of beauty.


WotR Global Buffs/Debuffs: ----

Retraining sounds fine for that. I'll go on a case by case basis for it though


WotR Global Buffs/Debuffs: ----
Munboi wrote:

Cool. Munboi the furry proto-halfling and his spinosaurus companion are shaping up nicely. Draft crunch in profile. Angel-blooded would've let me get to 18 STR but agathion-blooded makes so much thematic sense I'll make due with the 17 until L4.

In sketchy form for now:

- Appearance: a wild-eyed halfling with long arms & legs, covered with black fur. quite muscled for a halfling.

- Background / personality / motivations: very clearly out of place in Numeria, often looks a bit panicked. sometimes wakes screaming with nightmares about something he's never seen--metal monsters. His dreams have led him to make the dangerous journey from the LotLKings to Torch. Speaks common but tends to talk in a whisper. Quick to charge into battle but not always clear if that's his fearsome battle cry or if he's just screaming in terror.

----

Nothing final yet but those're my thoughts so far. Feedback welcome.

Are you OK with retraining? If so I'll probably take toughness at 1st and retrain it to power attack at 2nd, when I qualify for it. If not I wouldn't mind improved initiative.

That is crazy awesome.


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Thanks for the kind words! Now to see if I can do him justice in play. That's one of the things I love about PbP though...I'm able to write a much broader and more interesting array of characters than I can manage to roleplay face to face.

Shadow Lodge

So the worst thing I can think of doing with rage-cycling is Furious Finish which is admittedly pretty strong. Its a feat though, so I could do it with the Unchained Barbarian. The language is also a little unclear on whether it actually should make me fatigued, so that deserves some talking about.

The other thing, which can only be done on the standard barbarian, is Spell Sunder. Really nifty trick, allows me to suppress/dispell ongoing spell effects. I think it got rolled into the crit function of Witch Hunter in Unchained though.

On another note, I might not have the feats to pull off furious finish because I'm thinking about going a sunder route with the Liberator and Breaker Archetypes. Maybe not, because I also really like Invulnerable Rager, even though its not as thematic for this particular AP. More on that later!


WotR Global Buffs/Debuffs: ----

James Jacobs has ruled that Furious Finish should not fatigue a fatigue-immune character linked

Sounds good. I'm fine with watching and waiting, as long as you don't go all whiny if I end up needing to take your toy away for the good of encounter balance :p

Spell Sunder worries me more out of the two. But at least you need to sacrifice an attack to do it, and the group might end up needing you as the dispel machine.

Furious Finish comes later enough that I'll have other concerns at that point, haha, unless you go for it ASAP I guess.

I like the idea of focusing on sunder, that's pretty thematic, and interesting if it works on robots! (still have a lot of rules to go through lol)


Hey Kiora & crew, I didn't think to say before but I was in an Iron Gods game that petered out previously, right before the start of Book 2. While my wife will happily confirm the spottiness of my memory, I'm sure I *will* remember some spoilerish things, but feel confident in my ability to play my character true and not be biased.

Kiora, if you have any concerns or requests, just let me know!


WotR Global Buffs/Debuffs: ----

I'll know if you're metagaming so no worries ;) thanks for the full disclosure tho!


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Ah, right, that reminds me, I intended to mention my familiarity with the campaign as well:

I own and have read through (once) all six volumes. It was back-to-back over the course of about three days, so by and large I only really remember major story points. I'll do my best to divorce my knowledge of these from Kaziya, and I imagine it won't be too difficult.

If anything I'll need to be watching myself on meta-knowledge of Numerian lore in general. As I mentioned earlier: I am obsessed with Numeria, and I've read and re-read pretty much anything written about it as a setting (history, geography, culture). I've already sort of built in a fail safe to this: Kaziya has learned a lot about the tech, but she knows almost nothing about Numeria itself beyond what anyone at her university could easily tell her (barbarian tribes, mysterious technology, Technic League are jerks, maybe some rumors about "machine people"). That way, any time something about Numeria occurs to me I can pretty much out-of-hand respond with "Kaziya doesn't know that".

I'll do my best to avoid you needing to bop me about it.

Shadow Lodge

Mkay, I'll probably not have enough feats for furious finish by level 9 even, so I don't think it'll be too much of a problem for you. Also planning to take superstition which makes it really difficult to buff me.

Dunno if sunder should ever work on robots but having both the Liberator and breaker archetypes is almost like having +1 per level to damage vs objects aND other things that have hardness. Plus the little goodie I get at lvl 14 from Liberator makes me perfectly undetectable to constructs. So robots are Gonna Have A Bad Time.

I was mostly thinking about sundering gear. The construct/robot thing was a happy accident. Make whole is going to be a very useful spell guys ;)

Also, finals are over so I have so much more time now for play-by-post and working on this guy.


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Kubular wrote:

Mkay, I'll probably not have enough feats for furious finish by level 9 even, so I don't think it'll be too much of a problem for you. Also planning to take superstition which makes it really difficult to buff me.

Dunno if sunder should ever work on robots but having both the Liberator and breaker archetypes is almost like having +1 per level to damage vs objects aND other things that have hardness. Plus the little goodie I get at lvl 14 from Liberator makes me perfectly undetectable to constructs. So robots are Gonna Have A Bad Time.

I was mostly thinking about sundering gear. The construct/robot thing was a happy accident. Make whole is going to be a very useful spell guys ;)

Also, finals are over so I have so much more time now for play-by-post and working on this guy.

I don't believe you can sunder a robot itself, but you can certainly sunder the grenade launcher or death ray or whatever that is attached to them. I think we can all agree that will be useful.

It's gonna be interesting having characters whose primary concern day-to-day will be "Am I going to get riddled with depleted uranium rounds today?"


Can one repair sundered tech? If not, I'd worry a bit (from a metagame perspective) that we'd end up sundering our WBL. If Kiora tells me not to worry about such things I won't. ;-)

Having the ability to bypass hardness will (not surprisingly) be a Very Good Thing. Once we get to the point where we can forge admantite weapons it's totally worth it. (Which now gets me thinking about fitting my dino with custom admantite tooth crowns.) ^-^


gyrfalcon wrote:

Can one repair sundered tech? If not, I'd worry a bit (from a metagame perspective) that we'd end up sundering our WBL. If Kiora tells me not to worry about such things I won't. ;-)

Having the ability to bypass hardness will (not surprisingly) be a Very Good Thing. Once we get to the point where we can forge admantite weapons it's totally worth it. (Which now gets me thinking about fitting my dino with custom admantite tooth crowns.) ^-^

The Tech Item Creation feats allow you to repair broken technology by paying half the item creation cost.

Shadow Lodge

Oh, ouch, that's kind of a lot.

Mending doesn't cost a cent though, as long as the item isn't completely destroyed.

Also, if sundering an item would reduce it to 0 or fewer HP the sunderer can opt to leave it with 1 HP, so as not to ruin it (which would cost even more than a broken item or may not even be repairable).


As an aside, I think the automatic bonus progression rules are especially well suited to this campaign. One of my frustrations when I played through book 1 before was that we found cool, interesting items that just didn't perform as well, cost-wise, as the power 6...so we had a huge incentive to sell everything off and not actually use it. :-(

I think the ABP rules might actually make it make sense to keep our salvaged tech...which is so much cooler!


WotR Global Buffs/Debuffs: ----

@Kaziya -

No big deal about having read the AP. I'm probably gonna tinker around with it anyway, who knows how recognizable itll be when thats through :p

Speaking of, I don't actually think you ever go into outer space in the AP? At least I didn't see anything about that when I skimmed through the synopses. If so, that is something that will be fixed. :p

@Kubular -

Haha, that liberator archetype is awesome. Love it. Also,

Kubular wrote:
Also, finals are over so I have so much more time now for play-by-post and working on this guy.

Ahhh, congrats :)!

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@gyrfalcon

I haven't read the tech guide yet but even if there aren't rules for repairing tech I'd still allow it :p for skill checks + time or something, of course.

I didn't think you could like auto-win against a robot with sunder, that'd be silly. But some sort of debuff would make thematic sense. Or like Kaziya said, sundering its weapons.

gyrfalcon wrote:

As an aside, I think the automatic bonus progression rules are especially well suited to this campaign. One of my frustrations when I played through book 1 before was that we found cool, interesting items that just didn't perform as well, cost-wise, as the power 6...so we had a huge incentive to sell everything off and not actually use it. :-(

I think the ABP rules might actually make it make sense to keep our salvaged tech...which is so much cooler!

Yeah, that's a big reason why I prefer ABP! Giving out loot and having it get converted into money for boring items is was my least favorite part of GMing ;D I'd rather see PCs tricked out in gear from the campaign itself. It also makes finding magical items more exciting - otherwise you can run an AP and find like 35 rings of protection +x etc, making finding a magical ring lose its luster.


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GM Kiora wrote:


Speaking of, I don't actually think you ever go into outer space in the AP? At least I didn't see anything about that when I skimmed through the synopses. If so, that is something that will be fixed. :p

SPAAAAACE!!!


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Going to space would be cool!

We could wave at those nice Illithids as they sail by on their Spellja-

THIS POST REDACTED BY WOTC IP AND COPYRIGHT STANDARDS


On a more serious note. I'd like some advice about Citrine's stats.

So. She starts off with 10-STR 10-DEX 12-CON 10-INT 12-WIS 8-CHA after racial bonuses. I'm having a bit of an issue with spending all my points.

Wisdom is her big one, so I bumped it up to 16. She's going to do a lot of bashing with her hammer so Strength goes up to 16 too. That's 5 points left. Constitution gets bumped to 14. And then I've got 3 points left to do....something. I could use them to take Constitution up to 16. I could add them to Charisma so she doesn't have a negative modifier there, or I could give her 12 intelligence for another skill point or I could just put them into Wisdom to get that to 17...but with all of those I have one point left and I have NO IDEA what I would do with it.

I don't mind leaving her at 8 CHA. She's nice but she's also a little...blunt. Prone to throwing her weight around. Tends to intimidate people and put them in choke holds when they don't comply. Not exactly diplomatic. I'm giving her Intimidating Prowess as her first feat for extra intimidation fun.


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WotR Global Buffs/Debuffs: ----

You guys are gonna be a bunch of unlikable doofuses. I'm pretty sure everyone except the bard will have charisma 10 or less.

Good thing you have the gnome bard or you're gonna accidentally start some horrible intergalactic war with your cruddy diplomacy ;)


Citrine Hammerheart wrote:

On a more serious note. I'd like some advice about Citrine's stats.

So. She starts off with 10-STR 10-DEX 12-CON 10-INT 12-WIS 8-CHA after racial bonuses. I'm having a bit of an issue with spending all my points.

Wisdom is her big one, so I bumped it up to 16. She's going to do a lot of bashing with her hammer so Strength goes up to 16 too. That's 5 points left. Constitution gets bumped to 14. And then I've got 3 points left to do....something. I could use them to take Constitution up to 16. I could add them to Charisma so she doesn't have a negative modifier there, or I could give her 12 intelligence for another skill point or I could just put them into Wisdom to get that to 17...but with all of those I have one point left and I have NO IDEA what I would do with it.

I don't mind leaving her at 8 CHA. She's nice but she's also a little...blunt. Prone to throwing her weight around. Tends to intimidate people and put them in choke holds when they don't comply. Not exactly diplomatic. I'm giving her Intimidating Prowess as her first feat for extra intimidation fun.

I can't recall if Warpriests have much need for Cha, but if they do bumping it up to 11, and then up to 12 when you have a stat increase, wouldn't be a half bad idea.

I'd use the last single point to put your Con at 15, ripe for a 1-point stat increase at 4 or 8 to land some nice bonuses. It's probably the best, mechanically speaking, use for it.


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GM Kiora wrote:


Speaking of, I don't actually think you ever go into outer space in the AP? At least I didn't see anything about that when I skimmed through the synopses. If so, that is something that will be fixed. :p

Great, another thing to give poor Munboi nightmares! o_O


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WotR Global Buffs/Debuffs: ----
Kaziya Hellfallen wrote:
If anything I'll need to be watching myself on meta-knowledge of Numerian lore in general. As I mentioned earlier: I am obsessed with Numeria, and I've read and re-read pretty much anything written about it as a setting (history, geography, culture). I've already sort of built in a fail safe to this: Kaziya has learned a lot about the tech, but she knows almost nothing about Numeria itself beyond what anyone at her university could easily tell her (barbarian tribes, mysterious technology, Technic League are jerks, maybe some rumors about "machine people"). That way, any time something about Numeria occurs to me I can pretty much out-of-hand respond with "Kaziya doesn't know that".

I'm not super worried about that.

I wouldn't like a character knowing too much about aliens and/or tech unless they were ex-technic league or something. A character who knows a lot about just plain old Numeria is actually helpful.

But on that note, I want you to be aware that while maybe you know that fancy new weapon is in fact, a laser pistol, your characters don't know what a laser even is. I'm hoping you guys think of cool names for the tech you encounter ;)


Hmm. She doesn't have much use for Charisma. It would bump up her intimidation but that's about it. I'm down with bumping her CON to 15 but then I'm still debating what to do with the rest


If it matches your concept, I like:
STR: 16 DEX: 12 CON: 15 INT: 10 WIS: 16 CHA: 8
OR
STR: 17 DEX: 10 CON: 14 INT: 10 WIS: 16 CHA: 8

Other reasonable options:
STR: 16 DEX: 10 CON: 16 INT: 10 WIS: 16 CHA: 8
STR: 16 DEX: 10 CON: 15 INT: 12 WIS: 16 CHA: 8

As an aside, I find a tool like this helpful when I'm trying to picture different options.

*NOTE, Racial mods included in all scores.

Shadow Lodge

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GM Kiora wrote:

You guys are gonna be a bunch of unlikable doofuses. I'm pretty sure everyone except the bard will have charisma 10 or less.

Good thing you have the gnome bard or you're gonna accidentally start some horrible intergalactic war with your cruddy diplomacy ;)

"What silly GM talk about? Grugnok have 13 Charisma and incredibly handsome! Grugnok's smashingly good manners take place of cruddy 'diplomacy.'"

Maybe you shouldn't be breaking the fourth wall like that, Grug.

"Maybe you should have thought about that before making a character who is good at smashing things. and incredibly handsome."

*Facepalm*

I have decided on a name, in case you haven't noticed. Also, Grugnok prefers to speak in Hallit when he can, he doesn't like-

"Taldane... It too talky. Grugnok prefer to speak with his fist.

... I am planning on putting ranks in Diplomacy though.

"For wenches only. Pretty ones."


Should we do all our in character speak in bold? XD

Also, being so good humored and multilingual, Zarzuket might occasionally indulge Grugnok :3

Which reminds me, I'll start with a point in Diplomacy but Versatile Performance is going to make my diplomacy skill redundant xD
I can retrain that, right? :3

Also, so my trickster gnome and I are not surprised later, I wanted to ask about how we'll handle interactions with illusions.
For example, if I cast a silent image that looks like a wall would the enemies need to spend an action to [insert interaction here] and get their save? Or would just seeing it count to get a will save?


WotR Global Buffs/Debuffs: ----
ScegfOd wrote:

Should we do all our in character speak in bold? XD

Also, being so good humored and multilingual, Zarzuket might occasionally indulge Grugnok :3

Which reminds me, I'll start with a point in Diplomacy but Versatile Performance is going to make my diplomacy skill redundant xD
I can retrain that, right? :3

Also, so my trickster gnome and I are not surprised later, I wanted to ask about how we'll handle interactions with illusions.
For example, if I cast a silent image that looks like a wall would the enemies need to spend an action to [insert interaction here] and get their save? Or would just seeing it count to get a will save?

On this forum speaking in bold is forum convention. The idea is to bold dialog so it stands out to the eye.

Yeah, I don't mind retraining that.

Illusions... it depends. I try to give will saves to disbelieve at the moment an enemy would go, "Hey there's something fishy going on here!"

Like if you put up a wall in the enemy's ultra-secret lair, that'd basically be like if a new wall suddenly appeared in your house...it'd stick out. So they'd get a chance to disbelieve it from seeing it pretty quickly.

Otherwise I'd base it off of intelligence, and whether the enemy is given reason to interact with the illusion. An animal (or someone especially dumb) might not even get a will save unless they have reason to be investigating the wall....they'd just take it as it is. A person who isn't on particular high alert wouldn't either. A person who is trying to find you (maybe they heard footsteps , or battle, or something) would get a chance to disbelieve in a round or more, depending on how intelligent they are/how familiar they are with magic/if they'd have reason to try touching the illusionary wall etc

In combat, you'd get at least one round of distraction from an illusion - but no more than that if the enemy is intelligent and saw you cast the spell.

I hope that made sense!


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That's perfect thanks! ^_^


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Hey ScegfOd, if you don't mind...what's behind your username? It feels like an anagram to me, but the best I could find was "Fed Cogs" (which is possibly fitting for Numeria).

Your curious gamemate
- gyrfalcon (aka Flag Crony, aka Carny Flog, aka Lo, Fang Cry, aka Can Fry Log)

EDIT: Oh, and Lancy Frog. I'm not sure "Lancy" is a real word, but it totally gives me an image of a green, hopping cavalier. Who knew that "gyrfalcon" was so full of anagrams!


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The only anagram for Feth is 'Heft'. I disapprove. :<


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gyrfalcon wrote:

Hey ScegfOd, if you don't mind...what's behind your username? It feels like an anagram to me, but the best I could find was "Fed Cogs" (which is possibly fitting for Numeria).

Your curious gamemate
- gyrfalcon (aka Flag Crony, aka Carny Flog, aka Lo, Fang Cry, aka Can Fry Log)

EDIT: Oh, and Lancy Frog. I'm not sure "Lancy" is a real word, but it totally gives me an image of a green, hopping cavalier. Who knew that "gyrfalcon" was so full of anagrams!

Heh, na I'm just another lamer that copied the name of a character he likes xD

Unlike most such lamers, I found an unpopular name that is never taken :D

For a complete story, here is a link to youtube:
https://www.youtube.com/watch?v=ZvIIHJFw0lk&feature=relmfu


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While looking up some gear I couldn't help but notice a donkey/mule/pony errata mentioned here:

http://paizo.com/threads/rzs2pdgk?Overland-Movement-and-Carrying-Capacity-C oncern

a donkey/mule/pony can't carry as much as saddle bags o.o

so even if you don't wanna ride your donkey (like Zarzuket), you might wanna stick with saddle bags anyway just to save a gold piece xD


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WotR Global Buffs/Debuffs: ----

Grugnok is looking great ;D

I'm so excited you guys, keep it coming :)

Let's see... on James' end he is still flip-flopping back and forth between his options. Right now it's looking like he'll be either a straight up spellslinger wizard into technomancer, or one level of spellslinger + arcanist the rest of the way to technomancer. Arcanist also has the arcane pool stuff going on to give him more options.

This is mostly because he really does not want to deal with a prepared caster. I don't believe there is another archetype option out there for "arcane caster with a gun" for Magus, Sorcerer or Arcanist, though.

He is concerned about feeling useless at low lvls because bullets and powder is expensive, and also lvl 1 wiz/lvl 1 arcanist will be slow also. Oh and spellslinger takes all your cantrips AND scribe scroll away, which is painful. He intends to begin play with double color spray prepared (because he can shoot it through his gun) but I am not sure if that is the best call. But, I don't really have any advice for an alternative either :p

Ultimately his character will be a blaster wizard who shoots his nukes through his gun. Actual normal gun shooting will be rare, as he intends to trade out the old timey black powder weaponry for a future gun ASAP.

He is toying with the name "Number Five" but goes by John since he understands that most humanoids are uncomfortable with a number as a name. (The number represents that he is fifth soul to inhabit his body.) He also likes the name "nomad"or some variation of that, as he thinks that an android would be likely to name himself a descriptive word rather than an actual name.

He does not know how long John has walked around Numeria but it probably wasn't a very long time ago.

I'm sure I'll get an earful when he sees this post about how he's not ready to share anything yet but whatever >:O you guys deserve to know!!!

The people we play with IRL are pretty much "leaf through the book and pick the first option that looks good" when it comes to character creation, so this is different for him - he usually has to tone himself down or otherwise he would outshine the rest of the table. He is constantly worrying that he will come across as a min-maxer because he is putting a lot of work into mapping out all his levels. :p I told him he's playing a blaster wizard, and min maxers are allergic to such things D:

Shadow Lodge

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Thanks, I'm having more fun with him every day :)

I think it might be better for him to run a single level in gunslinger and go the rest wizard instead of going spellslinger. He gets gunsmithing for free, meaning bullets cost 10%, and he keeps all of his wizard goodies. Also, he can make his arcane focus his gun.

Maybe first level stick with spellslinger and then retrain into regular wizard and take second level as gunslinger?


WotR Global Buffs/Debuffs: ----

Yeah, he needs spellslinger for arcane gun though, because his whole build revolves around that currently:

Quote:
A spellslinger can cast any ranged touch attack, cone, line, or ray spells through his arcane gun. When he casts through the arcane gun, the gun’s enhancement bonus (if any) is a bonus to the spell’s attack rolls or to the spell’s saving throw DCs. Yet there are dangers inherent to this method. If any of the spells’ attack rolls result in a natural 1 (a misfire), or a natural 20 is rolled on any saving throw made against the spell by a target (an overload), the arcane gun gains the broken condition. If the arcane gun already has the broken condition, the gun explodes. When a gun explodes, it lets loose a blast of force, or if the spell has the acid, cold, electricity, or sonic descriptor, it deals that type of energy damage instead. In the case of spells with multiple descriptors, roll randomly among the descriptors to determine the type of damage dealt by the blast. The blast is centered on a single intersection within the spellslinger’s space (spellslinger’s choice) and deals 1d6 points of the appropriate energy damage or force damage per level of the spell cast. Any creature within the blast other than the spellslinger can make a Reflex saving throw to halve the damage. The Reflex save DC is calculated using the spell level of the spell being sacrificed.

BUT you get this at level 1 so he can dip for it. But of course multiclassing casters together can be cruddy, and will make him even more slow-roll than he is.

He has considered adding in a gunslinger level, though, for the reduced bullet cost.


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This is why Citrine is a warpriest. No need for me to study the tech materials, I'm just going to smite things with a hammer.

Shadow Lodge

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The problem with that feature is that it does virtually nothing. It gives a + enhancement bonus to the DCs of your spells for incredible losses. Those +1's and +2's can be nifty, but he sounds like a 18-20 Intelligence type of character which is more than enough for the spell DCs.

I was wrong about the Gunsmithing feat though, it seems it comes with Spellslinger. Meaning he can buy cartridges for 1 GP a piece and regular bullets for pennies. I don't think ammo is going to be too much of a problem.

The Mage Bullets class feature is a real pain though. Sacrifice prepared spells for enhancement bonuses? Ouch.

The thing about going vanilla wizard X/Gunslinger 1: Arcane Bond (Gun) means you can enchant your gun without the Craft Arms and Armor feat.

For flavor things, with the Gun as his Arcane Focus, I don't think wouldn't be out of line to say he shoots his spells through his gun. Of course he wouldn't be getting the bonuses to hit or spell DCs but its a small price to pay in my opinion.

There's another really cool Magus (Myrmidarch) X/ Gunslinger 1 build out there with Blunderbus + Shocking Grasp. It requires 5th level to come online, but it's pretty fantastic. Still prepared casting, but less of it to deal with.

I don't know if you can tell, I'm really not a fan of any of the Gun archetypes. The take too much and give back too little. As far as I've seen, its always better to just take the Gunslinger dip.


WotR Global Buffs/Debuffs: ----

Yeah, Magus delays access technomancer, though, so thats a no go. It's awesome otherwise :(

Right now thinking Gunslinger (Techslinger 1)/Arcanist (X) to Technomancer. Because techslinger is cool :3


Techslinger is cool, but...

WARNING bit of a campaign spoiler:
In my opinion there weren't any exciting guns in book one (maybe one at the end)...and the loss of Quick Clear is pretty painful. My character last time I played was a Gunslinger and I kept thinking I'd retrain to Techslinger but instead the best weapon for me kept being guns I'd craft myself (eventually with adamantine bullets). My DM at the time hinted that was about to change but the game died right as we were about to start book 2.

Shadow Lodge

Is there any chance of changing his mind about wizard? Even with wizard, he's still missing two caster levels. With Arcanist, he won't have access to third level spells until 7th level. And fourth level spells will come at 10th.

Late third level spells also means late entry into Technomancer as well.

Techslinger is really cool. I think Kiora can make it work earlier on. I'd trust her to rewrite things enough to make me jealous for not playing a gun-based character.

Shadow Lodge

I started writing some fluff stuff for Grugnok and it made me want to find a trait with a 1/day activation to give a bonus to a knowledge skill, to represent his computer components taking over and feeding him knowledge that he doesn't think he should know. Sort of a helpful voice in his head that disturbs the crap out of him.

I remembered something like that, from the short time I joined the PFS tables at my local hobby shop. It's called Storyteller and its a Lantern Lodge trait. The only place I could find the original text is in this pdf.

If I could re-purpose it that would be awesome. If it seems to strong, I can always go and try to find something else. If all else fails, Nanite Surge actually still works well by itself for that.


WotR Global Buffs/Debuffs: ----
gyrfalcon wrote:

Techslinger is cool, but...

** spoiler omitted **

Spoiler about book 1 lewts not story:
There are exactly 2 guns in the first book - but the good one is from the final fight before book 2.

The issue with tech weapons is not their availability, but the fact that they need to be charged, but techslinger don't give a damn :p


WotR Global Buffs/Debuffs: ----
Kubular wrote:

Is there any chance of changing his mind about wizard? Even with wizard, he's still missing two caster levels. With Arcanist, he won't have access to third level spells until 7th level. And fourth level spells will come at 10th.

Late third level spells also means late entry into Technomancer as well.

Techslinger is really cool. I think Kiora can make it work earlier on. I'd trust her to rewrite things enough to make me jealous for not playing a gun-based character.

I won't be changing pacing as to how quickly you find tech items for someone, but I might alter tables so theres room for both his and Orannis' characters to be using guns.

I tried to talk him up for wizard - but I guess he hates prepared casters that much, haha.


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If he's going to be missing caster levels there's always the Magical Knack trait


WotR Global Buffs/Debuffs: ----
Kubular wrote:

Is there any chance of changing his mind about wizard? Even with wizard, he's still missing two caster levels. With Arcanist, he won't have access to third level spells until 7th level. And fourth level spells will come at 10th.

Late third level spells also means late entry into Technomancer as well.

Techslinger is really cool. I think Kiora can make it work earlier on. I'd trust her to rewrite things enough to make me jealous for not playing a gun-based character.

I won't be changing pacing as to how quickly you find tech items for someone, but I'll alter tables so theres room for both his and Orannis' characters to be using guns.

I tried to talk him up for wizard - but I guess he hates prepared casters that much, haha. The problem is the idea of possibly preparing the wrong spells, or preparing useless spells, or mid-adventure deciding that you REALLY want one utility spell but you prepped X instead... Scrolls are meant to alleviate that but I guess its not enough :p

"Kubular wrote:

I started writing some fluff stuff for Grugnok and it made me want to find a trait with a 1/day activation to give a bonus to a knowledge skill, to represent his computer components taking over and feeding him knowledge that he doesn't think he should know. Sort of a helpful voice in his head that disturbs the crap out of him.

I remembered something like that, from the short time I joined the PFS tables at my local hobby shop. It's called Storyteller and its a Lantern Lodge trait. The only place I could find the original text is in this pdf.

If I could re-purpose it that would be awesome. If it seems to strong, I can always go and try to find something else. If all else fails, Nanite Surge actually still works well by itself for that.

That sounds great at 1/day (since 1/scenario obviously does not make sense outside of PFS). :)


Not that I think I'll change anyone's mind in this discussion, but Spellslinger Wizards are really quite boss. I've built and ran a couple (both Gunslinger(Musket Master) 1/Spellslinger X) and I've always been happy with them.

Yeah, you give up a lot to do a cool thing... but I think a lot of people forget that a suboptimal Wizard is still pretty high on the power tier. Add to that the nifty save DC bonuses (and the ability to boost them yourself at a moment's notice) and you also have one of the most viable chassis for a blaster in Pathfinder.

(I also think a lot of people forget, or willfully ignore, that true/total optimization is virtually never necessary but that is another argument for another time.)

I also found that, since I'm a blaster anyways, guns' ability to rip through a lot of low-level encounters makes up pretty solidly for being a level behind in my spell progression.


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WotR Global Buffs/Debuffs: ----
Kaziya Hellfallen wrote:

Not that I think I'll change anyone's mind in this discussion, but Spellslinger Wizards are really quite boss. I've built and ran a couple (both Gunslinger(Musket Master) 1/Spellslinger X) and I've always been happy with them.

Yeah, you give up a lot to do a cool thing... but I think a lot of people forget that a suboptimal Wizard is still pretty high on the power tier. Add to that the nifty save DC bonuses (and the ability to boost them yourself at a moment's notice) and you also have one of the most viable chassis for a blaster in Pathfinder.

(I also think a lot of people forget, or willfully ignore, that true/total optimization is virtually never necessary but that is another argument for another time.)

I also found that, since I'm a blaster anyways, guns' ability to rip through a lot of low-level encounters makes up pretty solidly for being a level behind in my spell progression.

Yeah - the reason I personally like techslinger better has to do with the fact that it emphasizes the technology aspect of the build, and also gives him an easy way out of not having to deal with vancian casting - not because of any concerns about optimization.

I looked at his build and I think it will perform solidly - the low levels were my concern. It's good to know that a musket would help make up for being an extra crippled low level spellcaster, though.

Right now the question is:

Techslinger 1/Spellslinger X/Technomancer

or

Techslinger 1/Arcanist X/Technomancer

I think I'd go with spellslinger, but I don't have an aversion to prepared casting either so :p

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