GM Niles Iron Gods (Inactive)

Game Master nilesr

Hajoth Hakados
Numeria
The Scar of the Spider
5 Kuthona 4714 (Day 100)
Hero Points
Seven.teen 2
Jarreck 1
Guaire 2
Mort 2


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Stats:
Hp 111/111, AC 23/16/20, BaB+12, CMB+14, CMD 29, F+14, Ref+18, W+10 (+12 vs mind, SLA)), Init+5, Perc+25

+1 In Galvanic Saboteur

+1 BaB
+1 To Fort & Reflex

+8 HP

And curses..i forgot all this time, that rangers cast spells...i could have done abundant ammo on occasion. >_>

Anyway, i'm now at 2 lvl 1 spells a/day, and 2 lvl 2 spells a/day.
Skills:
Acrobatics +1, Disable Device +1, Heal +1, Intimidate +1, Kn. Arcana +1, Perception +1, Stealth +1, Survival +1
Feat: TBD (Deadly aim maybe/Manyshot?)

Class feature:
Static Strike (Ex)

Description:

At 8th level, the galvanic saboteur has gathered enough parts and scrap from his constructed enemies that he can infuse some of his attacks with a bit of their alien energy. Once per day as a standard action, the ranger can make a static strike as a melee attack at his full base attack bonus. If the attack hits, it deals an additional 1d6 points of electricity damage and the ranger can make an additional attack at his full base attack bonus against a foe that is adjacent to the previous foe and still within his reach, as if he had Cleave, except he doesn't take a –2 penalty to his AC and the second attack deals an additional 2d6 points of electricity damage.

----------------------
Spike gains:
+1 HD / +8 HP
+1 BaB
+1 Skill point (Acrobatics)
+1 Feat Dodge

Guys, what would be better, many shot or deadly aim?
The 1st fires an extra Arrow at my 1st attack, the latter gives -3 attck +6 dmg.


Arcanist (occultist) 12 | HP 57 | AC 17 (Mage Armor) | CMB +6 CMD 19 T 13 FF14 | +12 fort +13 ref +14 will | +3 init | Resouce Tracker
Skills:
Acrobatics +15 Appraise +22 Fly +10 Kn:Arcarna +20 Kn:Dung +18 Kn:Eng +22 Kn:Geog +18 Kn:Hist +20 Kn:Local +22 Kn:Planes +19 Lingu +11 Perc +14 Stealth +15 Spellcraft +22 UMD +8

Eventually both. Doesn't matter yet but when you get it, instant enemy favours more attacks.

Grand Lodge

M | HP 106/106| AC 18 (12t 16ff)[21(15t) vs traps]| +9 fort +9 ref +3 will | +0 init +12 perc(+16 vs traps) +14 stealth | Loot Tracker

I like the accomplished sneak feat, one of the reasons I went with rogue again this level, Niles if you're OK I'll update my sheet with it instead of the Extra Rage feat...

Working on the loot sheet right now...


Current Map

re:Spells in Furkas' book Yes that's fine.

re:Extra Rage Not at all a problem.

Grand Lodge

M | HP 106/106| AC 18 (12t 16ff)[21(15t) vs traps]| +9 fort +9 ref +3 will | +0 init +12 perc(+16 vs traps) +14 stealth | Loot Tracker

Thanks Niles,

I can't find anything on the rod of Gripping Smoke. Do you have a link to it?


Encounter Map

Rod of Gripping Smoke

Grand Lodge

M | HP 106/106| AC 18 (12t 16ff)[21(15t) vs traps]| +9 fort +9 ref +3 will | +0 init +12 perc(+16 vs traps) +14 stealth | Loot Tracker

Everyone take a look at the loot sheet and lay claim to what you want.


Status Mort:
HP: 78/78; AC: (21)19, T: 13, FF: 17; CMB: 6; CMD: 18; Fort:10, Ref: 5, Will: 12,Init: +2; Perception: +20; Speed: 20feet, FR:10
Gnome Blight Druid (Darkness Domain, Loss subdomain) 10

I'm still looking for a Feat, any suggestions? I'm leaning towards Spell Penetration atm, but I know that I'm gonna take Improved Blind-Fight at level 11.


Arcanist (occultist) 12 | HP 57 | AC 17 (Mage Armor) | CMB +6 CMD 19 T 13 FF14 | +12 fort +13 ref +14 will | +3 init | Resouce Tracker
Skills:
Acrobatics +15 Appraise +22 Fly +10 Kn:Arcarna +20 Kn:Dung +18 Kn:Eng +22 Kn:Geog +18 Kn:Hist +20 Kn:Local +22 Kn:Planes +19 Lingu +11 Perc +14 Stealth +15 Spellcraft +22 UMD +8

Getting spells to stick is probably going to get harder so spell penetration or persistent spell will be useful.


Male Ratfolk Alchemist 9 l HP: 57/57 l AC: 15 (21) [T: 14 (21/26), FF: 15] l F: +7 (+13 v P), R: +9, W: +4 l Init: +3 l Per: +15 l Bombs: 7/17

I'm debating between Burrow and Adjustable Disguise. Thoughts? Feelings?


Arcanist (occultist) 12 | HP 57 | AC 17 (Mage Armor) | CMB +6 CMD 19 T 13 FF14 | +12 fort +13 ref +14 will | +3 init | Resouce Tracker
Skills:
Acrobatics +15 Appraise +22 Fly +10 Kn:Arcarna +20 Kn:Dung +18 Kn:Eng +22 Kn:Geog +18 Kn:Hist +20 Kn:Local +22 Kn:Planes +19 Lingu +11 Perc +14 Stealth +15 Spellcraft +22 UMD +8

They're very different :) Adjustable Disguise sounds awesome for an urban campaign, but I'd guess you'd probably get more use out of Burrow in this one. Speaking of spells, you might be able to learn something from Furkas's books?

Omo you should make use of the Nutrient Training Node. Seventeen will do so after you get the +1 int bump.

If nobody else wants it, Seventeen will claim the cloak of resistance +2.


Arcanist (occultist) 12 | HP 57 | AC 17 (Mage Armor) | CMB +6 CMD 19 T 13 FF14 | +12 fort +13 ref +14 will | +3 init | Resouce Tracker
Skills:
Acrobatics +15 Appraise +22 Fly +10 Kn:Arcarna +20 Kn:Dung +18 Kn:Eng +22 Kn:Geog +18 Kn:Hist +20 Kn:Local +22 Kn:Planes +19 Lingu +11 Perc +14 Stealth +15 Spellcraft +22 UMD +8

I can't remember last time we sold stuff. Assuming it was just before we got the council reward we probably have these as surplus to requirement:

Acid arrow wand: 4500
+1 animated light shield: 9159
boots, striding & springing: 5500
Plastic Masterwork Heavy Shield 170
Masterwork Warhammer 312
Voidfrost robes 11000
Vest of all tools 1800
blue scatterlight suit 3600
+2 EMP pistol 28300
Ring of Minor fire resistance 12000
Ring of Forcefangs 8000
Rod of gripping smoke 15000

Total: 4500 + 9159 + 5500 + 170 +312 + 11000 +1800 + 3600 + 28300 +12000 + 8000 + 15000 = 99341

You only get 50% when selling so 99341 / 2 = 49670.5 gold.

Split 5 ways = 9934.1 gold each.


Current Map

I caution against selling the pistol...or the Blue Scatterlight Suit.


Arcanist (occultist) 12 | HP 57 | AC 17 (Mage Armor) | CMB +6 CMD 19 T 13 FF14 | +12 fort +13 ref +14 will | +3 init | Resouce Tracker
Skills:
Acrobatics +15 Appraise +22 Fly +10 Kn:Arcarna +20 Kn:Dung +18 Kn:Eng +22 Kn:Geog +18 Kn:Hist +20 Kn:Local +22 Kn:Planes +19 Lingu +11 Perc +14 Stealth +15 Spellcraft +22 UMD +8

Wow just checked, not sold anything since Nov last year.

OK so I think we can add:

commset(timeworn) 3000g
+1 Greataxe 2220g
MWK composite Longbow +3 STR 700g
+1 chain shirt 1100g
Boots, verdant 12000g

Removing the pistol and the Blue Scatterlight Suit (who wants those?) changes the calculation to:

4500 + 9159 + 5500 + 170 +312 + 11000 +1800 +12000 + 8000 + 15000 + 3000 + 2220 + 700 + 1100 + 12000 = 86461g

So after sale that's 43230.5g. Split 5 ways that's 8646.1g.

I note we have 93 silver disks. I think those are 10g eash so 930 / 5 = 186g each on top of the 8646.1g for a grand total of 8832.1g each.


Arcanist (occultist) 12 | HP 57 | AC 17 (Mage Armor) | CMB +6 CMD 19 T 13 FF14 | +12 fort +13 ref +14 will | +3 init | Resouce Tracker
Skills:
Acrobatics +15 Appraise +22 Fly +10 Kn:Arcarna +20 Kn:Dung +18 Kn:Eng +22 Kn:Geog +18 Kn:Hist +20 Kn:Local +22 Kn:Planes +19 Lingu +11 Perc +14 Stealth +15 Spellcraft +22 UMD +8

Once we've dealt with buying and selling stuff, I think we should mount an assault on the dominion of the black. Before we go, I wonder if we should get some stuff to bolster our saves? Seventeen could pen a few Heroism scrolls, and you could buy a pale green cracked prism ioun stone.


Status Mort:
HP: 78/78; AC: (21)19, T: 13, FF: 17; CMB: 6; CMD: 18; Fort:10, Ref: 5, Will: 12,Init: +2; Perception: +20; Speed: 20feet, FR:10
Gnome Blight Druid (Darkness Domain, Loss subdomain) 10

Negate my comment on wild enchantments a +3 modifier is above my spending limit. Any suggestions what to buy?


Arcanist (occultist) 12 | HP 57 | AC 17 (Mage Armor) | CMB +6 CMD 19 T 13 FF14 | +12 fort +13 ref +14 will | +3 init | Resouce Tracker
Skills:
Acrobatics +15 Appraise +22 Fly +10 Kn:Arcarna +20 Kn:Dung +18 Kn:Eng +22 Kn:Geog +18 Kn:Hist +20 Kn:Local +22 Kn:Planes +19 Lingu +11 Perc +14 Stealth +15 Spellcraft +22 UMD +8

I notice you cast explosion of rot a lot. Have you considered a meta magic rod? E.g.

Metamagic rod intensify . Expensive at 11000g but probably worth it.


Arcanist (occultist) 12 | HP 57 | AC 17 (Mage Armor) | CMB +6 CMD 19 T 13 FF14 | +12 fort +13 ref +14 will | +3 init | Resouce Tracker
Skills:
Acrobatics +15 Appraise +22 Fly +10 Kn:Arcarna +20 Kn:Dung +18 Kn:Eng +22 Kn:Geog +18 Kn:Hist +20 Kn:Local +22 Kn:Planes +19 Lingu +11 Perc +14 Stealth +15 Spellcraft +22 UMD +8

Does anyone have an opinion on what to sell?

Grand Lodge

M | HP 106/106| AC 18 (12t 16ff)[21(15t) vs traps]| +9 fort +9 ref +3 will | +0 init +12 perc(+16 vs traps) +14 stealth | Loot Tracker

The last post put up seems to have fed the server gremlins, the break down looks good. This emp pistol is one of the few to not be timeworn, a significant item of note, as it can be reloaded.

Has everyone laid claim to those things they do want from the loot?

Grand Lodge

M | HP 106/106| AC 18 (12t 16ff)[21(15t) vs traps]| +9 fort +9 ref +3 will | +0 init +12 perc(+16 vs traps) +14 stealth | Loot Tracker

Seven who was the pale green cracked Ioun stone comment directed at?


Male Ratfolk Alchemist 9 l HP: 57/57 l AC: 15 (21) [T: 14 (21/26), FF: 15] l F: +7 (+13 v P), R: +9, W: +4 l Init: +3 l Per: +15 l Bombs: 7/17

Niles and I were speaking about phasing out Mr. Hellion and I was considering taking a weapon proficiency in guns. I (and the rest of the party) would probably be better served by taking Dispelling Bombs or some such, given our inability to easily get rid of magic, but I do like the gunslinging flavor.


Arcanist (occultist) 12 | HP 57 | AC 17 (Mage Armor) | CMB +6 CMD 19 T 13 FF14 | +12 fort +13 ref +14 will | +3 init | Resouce Tracker
Skills:
Acrobatics +15 Appraise +22 Fly +10 Kn:Arcarna +20 Kn:Dung +18 Kn:Eng +22 Kn:Geog +18 Kn:Hist +20 Kn:Local +22 Kn:Planes +19 Lingu +11 Perc +14 Stealth +15 Spellcraft +22 UMD +8

Jarreck for everyone really :)

Oh I see Omo, seems a shame in a way since he's been a project for ages. Mind you ultimately I suspect he'd be a liability, probably go berserk at the wrong moment or something.

Tomorrow morning I'll disburse cash from the sales unless somebody says no :)


Male Ratfolk Alchemist 9 l HP: 57/57 l AC: 15 (21) [T: 14 (21/26), FF: 15] l F: +7 (+13 v P), R: +9, W: +4 l Init: +3 l Per: +15 l Bombs: 7/17

I'm a little sad about it because I do like tinkering with it. But Niles wanted someone who could breath more roleplaying life into it. I love playing cohorts, but I always hated the evil robot from KotoR. I just don't believe I could do justice to the character that Niles envisioned.


Arcanist (occultist) 12 | HP 57 | AC 17 (Mage Armor) | CMB +6 CMD 19 T 13 FF14 | +12 fort +13 ref +14 will | +3 init | Resouce Tracker
Skills:
Acrobatics +15 Appraise +22 Fly +10 Kn:Arcarna +20 Kn:Dung +18 Kn:Eng +22 Kn:Geog +18 Kn:Hist +20 Kn:Local +22 Kn:Planes +19 Lingu +11 Perc +14 Stealth +15 Spellcraft +22 UMD +8

OK nobody had any input so we're going to sell everything except the pistol and the Blue Scatterlight Suit. Both of which are currently unassigned. That's going to give us
8832.1g each.

Niles does HH have any Pale Green Cracked Ioun stones for sale? They're somewhat cheap at 4000g so I guess they will. If so Seventeen will buy one and a vanilla 500gp wayfinder. (mostly because I think orbiting stones look silly, the resonance for the Pale Green Cracked Ioun Stone isn't terribly interesting for her (Pale green prism: Twice per day as a free action the bearer may remove the fatigued condition from himself as a free action (or reduce the exhausted condition to fatigued). My barbarian in another game would love that mind you.

She will also pen a few scrolls: 8x Heroism CL 6: 2 * 6 * 25 * 8 = 2400g
2x Telekinetic Charge CL 7: 4 * 7 * 25 * 2 = 1400g
And copy a few spells: Stone Call (40gp), Illusory Wall (160 gp)

And then she's mostly out of money.


Current Map

75% Chance: 1d100 ⇒ 42 Yep they have a Pale Green Cracked Ioun Stone.


Encounter Map

re:Hellion I'm just not doing the character any justice. I'm kinda swamped with PBP and so I usually forget he's even a thing. Honestly, I'd be fine if Omo replaced the "Hellion" AI with another one, or overwrote the AI and made it different.


Arcanist (occultist) 12 | HP 57 | AC 17 (Mage Armor) | CMB +6 CMD 19 T 13 FF14 | +12 fort +13 ref +14 will | +3 init | Resouce Tracker
Skills:
Acrobatics +15 Appraise +22 Fly +10 Kn:Arcarna +20 Kn:Dung +18 Kn:Eng +22 Kn:Geog +18 Kn:Hist +20 Kn:Local +22 Kn:Planes +19 Lingu +11 Perc +14 Stealth +15 Spellcraft +22 UMD +8

I forgot it costs half to make those scrolls. So she makes double.


Current Map

re: Blue Scatterlight Suit It only has a 5% spell failure chance, which can be mitigated in any number of ways. It can also be enchanted. It gives a massive +7 Armor bonus to your touch AC vs rays and beam weapons...that's pretty impressive considering almost nothing else can do that.


Arcanist (occultist) 12 | HP 57 | AC 17 (Mage Armor) | CMB +6 CMD 19 T 13 FF14 | +12 fort +13 ref +14 will | +3 init | Resouce Tracker
Skills:
Acrobatics +15 Appraise +22 Fly +10 Kn:Arcarna +20 Kn:Dung +18 Kn:Eng +22 Kn:Geog +18 Kn:Hist +20 Kn:Local +22 Kn:Planes +19 Lingu +11 Perc +14 Stealth +15 Spellcraft +22 UMD +8

I don't really want anything with arcane spell failure on my casters tbh, because I'm lazy.

Omo do you want it? +7 to touch AC is pretty huge.


Male Ratfolk Alchemist 9 l HP: 57/57 l AC: 15 (21) [T: 14 (21/26), FF: 15] l F: +7 (+13 v P), R: +9, W: +4 l Init: +3 l Per: +15 l Bombs: 7/17

It is. My base AC would go down, but I generally prefer that it is Jarreck that is getting stabbed. :-p


Stats:
Hp 111/111, AC 23/16/20, BaB+12, CMB+14, CMD 29, F+14, Ref+18, W+10 (+12 vs mind, SLA)), Init+5, Perc+25

Yes... cold logic. :)


Current Map

Isn't there a Feat that allows you to ignore 10% spell failure?


Arcanist (occultist) 12 | HP 57 | AC 17 (Mage Armor) | CMB +6 CMD 19 T 13 FF14 | +12 fort +13 ref +14 will | +3 init | Resouce Tracker
Skills:
Acrobatics +15 Appraise +22 Fly +10 Kn:Arcarna +20 Kn:Dung +18 Kn:Eng +22 Kn:Geog +18 Kn:Hist +20 Kn:Local +22 Kn:Planes +19 Lingu +11 Perc +14 Stealth +15 Spellcraft +22 UMD +8

Apparently there is Arcane armor training. Didn't know that existed, still I think I'll stick with scribe scroll.

Grand Lodge

M | HP 106/106| AC 18 (12t 16ff)[21(15t) vs traps]| +9 fort +9 ref +3 will | +0 init +12 perc(+16 vs traps) +14 stealth | Loot Tracker

Understood Omo, but the guardsmen were all aiming for you awhile back I believe so keep the bomber alive I say, squishy rogues are a dime a dozen in the back room of the tavern


Status Mort:
HP: 78/78; AC: (21)19, T: 13, FF: 17; CMB: 6; CMD: 18; Fort:10, Ref: 5, Will: 12,Init: +2; Perception: +20; Speed: 20feet, FR:10
Gnome Blight Druid (Darkness Domain, Loss subdomain) 10

I'm taking Fickle Winds as a prepared spell, hopefully that will provide us with some protection vs ranged attacks. Though I'm not sure if it works on laserweapons. Niles any thoughts on that?

Also I'm probably studying in at least one Persistent Blindness spell and perhaps one persistent Fungal Infestation. Hopefully that last one we can use at our next destination. Also Guaire, if your Pilo dies he is just one day away from being brought back.


Arcanist (occultist) 12 | HP 57 | AC 17 (Mage Armor) | CMB +6 CMD 19 T 13 FF14 | +12 fort +13 ref +14 will | +3 init | Resouce Tracker
Skills:
Acrobatics +15 Appraise +22 Fly +10 Kn:Arcarna +20 Kn:Dung +18 Kn:Eng +22 Kn:Geog +18 Kn:Hist +20 Kn:Local +22 Kn:Planes +19 Lingu +11 Perc +14 Stealth +15 Spellcraft +22 UMD +8

Incidentally Jarreck, I know it isn't always possible but if we get the chance to buff before a fight there's a lot Seventeen can do to help you (assuming she has spells to spare): Heroism, Stone Skin, Invisibility, Protection from X, Brow Gasher. In combat you know about haste, improved invis but I expect you'll love telekinetic charge. That one is awesome.


Arcanist (occultist) 12 | HP 57 | AC 17 (Mage Armor) | CMB +6 CMD 19 T 13 FF14 | +12 fort +13 ref +14 will | +3 init | Resouce Tracker
Skills:
Acrobatics +15 Appraise +22 Fly +10 Kn:Arcarna +20 Kn:Dung +18 Kn:Eng +22 Kn:Geog +18 Kn:Hist +20 Kn:Local +22 Kn:Planes +19 Lingu +11 Perc +14 Stealth +15 Spellcraft +22 UMD +8

If Seventeen has enough time to get the +1 Int bump, her character sheet would change as follows:

:
Seventeen
Female android arcanist (occultist) 9 (Pathfinder RPG Advanced Class Guide 8, 78, Pathfinder RPG Bestiary 5 19)
LN Medium humanoid (android)
Hero Points 1
Init +3; Senses darkvision 60 ft., low-light vision; Perception +11
--------------------
Defense
--------------------
AC 13, touch 13, flat-footed 10 (+3 Dex)
hp 38 (9d6+9)
Fort +8, Ref +9, Will +9; +4 vs. mind-affecting, paralysis, poison, and stun
Defensive Abilities constructed; Immune disease, emotion, exhaustion, fatigue, fear, sleep
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee dagger +4 (1d4/19-20)
Ranged light crossbow +7 (1d8/19-20)
Special Attacks arcane reservoir (5/12), arcanist exploits (dimensional slide[ACG], metamagic knowledge[ACG], potent magic[ACG], quick study[ACG]), consume spells
Arcanist Spell-Like Abilities (CL 9th; concentration +16)
. . 1/day—augury
. . 1/week—contact other plane
Arcanist (Occultist) Spells Prepared (CL 9th; concentration +16)
. . 4th—acid pit[APG] (DC 22), black tentacles, stoneskin
. . 3rd—aqueous orb[APG] (DC 21), dispel magic, haste
. . 2nd—burning gaze[APG] (DC 19), create pit[APG] (DC 20), mirror image, protection from technology
. . 1st—enlarge person (DC 18), mage armor, magic missile, obscuring mist, vanish[APG] (DC 18)
. . 0 (at will)—acid splash, dancing lights, detect magic, detect poison, light, message, read magic, resistance
--------------------
Statistics
--------------------
Str 10, Dex 16, Con 12, Int 24, Wis 10, Cha 8
Base Atk +4; CMB +4; CMD 17
Feats Augment Summoning, Expanded Preparation[ACG], Extra Arcanist Exploit[ACG], Persistent Spell[APG], Scribe Scroll, Spell Focus (conjuration)
Traits resilient, stargazer
Skills Acrobatics +0 (-4 to jump), Appraise +19, Fly +10, Knowledge (arcana) +19 (+21 to identify alien monsters' abilities and weaknesses), Knowledge (dungeoneering) +16 (+18 to identify alien monsters' abilities and weaknesses), Knowledge (engineering) +15 (+17 to identify alien monsters' abilities and weaknesses), Knowledge (geography) +17 (+19 to identify alien monsters' abilities and weaknesses), Knowledge (history) +18 (+20 to identify alien monsters' abilities and weaknesses), Knowledge (local) +19 (+21 to identify alien monsters' abilities and weaknesses), Knowledge (planes) +16 (+18 to identify alien monsters' abilities and weaknesses), Linguistics +11, Perception +11, Sense Motive -4, Spellcraft +19, Survival +0 (+2 to avoid becoming lost), Use Magic Device +8; Racial Modifiers +2 Perception, -4 Sense Motive
Languages Androffan, Azlanti, Common, Draconic, Elven, Halfling, Hallit, Undercommon
SQ conjurer's focus (Summon Monster V, 9 minutes), emotionless, exceptional senses, hero points, nanite surge
Other Gear crossbow bolts (20), dagger, light crossbow, cloak of resistance +2, cracked pale green prism ioun stone (saves), headband of vast intelligence +2, wayfinder[ISWG], spellbook, wizard's kit[UE], 23 gp
--------------------
Special Abilities
--------------------
Arcane Reservoir +2 DC or CL (12/day) (Su) Pool of points fuel exploits, or can expend to add +2 CL or DC while cast spell.
Augment Summoning Summoned creatures have +4 to Strength and Constitution.
Conjurer's Focus (Summon Monster V, 9 minutes) (Sp) Cast summon monster spells with points from arcane reservoir.
Constructed (Ex) Counts as both humanoids and constructs for effects that target type.
Consume Spells (1/day) (Su) As a move action, expend a spell slot to add its spell levels to arcane reservoir.
Darkvision (60 feet) You can see in the dark (black and white only).
Dimensional Slide (90 feet) (Su) Use 1 reservoir as part of move/withdraw, move to spot in sight for only 5 ft movement & no AoO.
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.
Expanded Preparation (+1 4th-level spell) You can prepare more spells than other arcanists can.

Prerequisite: Arcanist level 1st.

Benefit: You gain an extra spell prepared of the highest level you can currently cast as an arcanist when selecting this feat. This is
Hero Points Hero Points can be spent at any time to grant a variety of bonuses.
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.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Nanite Surge +12 (1/day) (Ex) Bonus to any one d20 roll. Glow like a torch for 1 round when used.
Persistent Spell Foes must succeed at 2 saves or suffer the spell's full effects.
Quick Study (Ex) Use 1 reservoir as a full rd action, consult spellbook to switch out mem spell (provokes AoO).
Spell Focus (Conjuration) Spells from one school of magic have +1 to their save DC.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.

Differences are: some extra skill ranks, extra lvl 3 spell cast / day, +1 on spell DCs, extra language known (halfling I guess, any better ideas?).


Current Map

@Mort Well, since this is a fantasy game and not some physics simulator. I'd treat it just like a Wind Wall Arrows and bolts are deflected upward and miss, while any other normal ranged weapon passing through the wall has a 30% miss chance. So, 30% miss chance.

@Seven I'm pretty sure you guys have 12 days of downtime planned. Just the upgrades to the headbands take 12 days...each. So, that's 24 days of downtime right there.

Also, its 12K to go from a +2 to a +4 headband...you guys had that sort of cash hanging around?


Male Ratfolk Alchemist 9 l HP: 57/57 l AC: 15 (21) [T: 14 (21/26), FF: 15] l F: +7 (+13 v P), R: +9, W: +4 l Init: +3 l Per: +15 l Bombs: 7/17

I do. I didn't spend much of my gold from the last pay out.


Status Mort:
HP: 78/78; AC: (21)19, T: 13, FF: 17; CMB: 6; CMD: 18; Fort:10, Ref: 5, Will: 12,Init: +2; Perception: +20; Speed: 20feet, FR:10
Gnome Blight Druid (Darkness Domain, Loss subdomain) 10

I did as well. 18k as I hadn't bought anything lately.


Stats:
Hp 111/111, AC 23/16/20, BaB+12, CMB+14, CMD 29, F+14, Ref+18, W+10 (+12 vs mind, SLA)), Init+5, Perc+25

Me as well.

Edit:
I'd like to upgrade my flail to a +1, so i can hurt DR/Magic & incorporeal things with it.
If we indeed still have the EMP pistol, i'd like a clip for that. I don't know how many charges it still has.
----------------
2000gp for the flail enhancement.
100 gp for the battery.
2000gp for a ring of protection +1
4000gp for a Belt of Dex +2

I'm wondering what else to buy. Any suggestions?


Current Map

The Flail upgrade is fine.
The battery is fine (although I think you guys have a boatload)
Ring: 1d100 ⇒ 47 yep
DexBelt: 1d100 ⇒ 46 yep


Arcanist (occultist) 12 | HP 57 | AC 17 (Mage Armor) | CMB +6 CMD 19 T 13 FF14 | +12 fort +13 ref +14 will | +3 init | Resouce Tracker
Skills:
Acrobatics +15 Appraise +22 Fly +10 Kn:Arcarna +20 Kn:Dung +18 Kn:Eng +22 Kn:Geog +18 Kn:Hist +20 Kn:Local +22 Kn:Planes +19 Lingu +11 Perc +14 Stealth +15 Spellcraft +22 UMD +8

We did not sell the emp pistol.


Stats:
Hp 111/111, AC 23/16/20, BaB+12, CMB+14, CMD 29, F+14, Ref+18, W+10 (+12 vs mind, SLA)), Init+5, Perc+25

The word 'batteries' comes up twice in the main tab of loot log.
2 & 4, both in Jarreck's department.

Nvm, Jarreck has 22 batteries. :)


Arcanist (occultist) 12 | HP 57 | AC 17 (Mage Armor) | CMB +6 CMD 19 T 13 FF14 | +12 fort +13 ref +14 will | +3 init | Resouce Tracker
Skills:
Acrobatics +15 Appraise +22 Fly +10 Kn:Arcarna +20 Kn:Dung +18 Kn:Eng +22 Kn:Geog +18 Kn:Hist +20 Kn:Local +22 Kn:Planes +19 Lingu +11 Perc +14 Stealth +15 Spellcraft +22 UMD +8

I'm trying to figure out if Telekinetic Charge is actually going to be useful for Jarreck. It's mostly used to throw the party tank, but we kinda don't have one. Maybe stoneskin is more sensible? Jarreck what do you think?

Grand Lodge

M | HP 106/106| AC 18 (12t 16ff)[21(15t) vs traps]| +9 fort +9 ref +3 will | +0 init +12 perc(+16 vs traps) +14 stealth | Loot Tracker

Looking at the difference between the two spells, and Jarreck's penchant for staring at the ceiling in the midst of battle. I think the 90hp damage reduction over 90 minutes, beats a 1 time jump across the room for a 1 time +2 bonus.

Have been sick for the past week, between that and travel for the holidays I want to say thank you to Seven for working up the loot items for distribution.

@Seven and Niles, on the note of being unavailable, having knee surgery Monday, will likely not be very responsive that day into Tuesday morning, in my games. Will post again in discussion though on Sunday as a reminder.


Arcanist (occultist) 12 | HP 57 | AC 17 (Mage Armor) | CMB +6 CMD 19 T 13 FF14 | +12 fort +13 ref +14 will | +3 init | Resouce Tracker
Skills:
Acrobatics +15 Appraise +22 Fly +10 Kn:Arcarna +20 Kn:Dung +18 Kn:Eng +22 Kn:Geog +18 Kn:Hist +20 Kn:Local +22 Kn:Planes +19 Lingu +11 Perc +14 Stealth +15 Spellcraft +22 UMD +8

There's a lot of winter bugs going about, I know I've not been having the best of time with it this winter :/ Good luck with the knee surgery.

I think I'll change the lvl 4 scrolls seventeen made to improved invis (they are CL 7). She'll keep stoneskin memorized.

To recap she's penned:

3x Scroll of Haste (CL6)
16x Scroll of Heroism (CL6) lasts 1 hour
4x Scroll of Improved Invis (CL7)

If we get the chance, we should buff with Heroism before a tough fight.


Stats:
Hp 111/111, AC 23/16/20, BaB+12, CMB+14, CMD 29, F+14, Ref+18, W+10 (+12 vs mind, SLA)), Init+5, Perc+25

Gl Jarreck.

Grand Lodge

M | HP 106/106| AC 18 (12t 16ff)[21(15t) vs traps]| +9 fort +9 ref +3 will | +0 init +12 perc(+16 vs traps) +14 stealth | Loot Tracker

Thank you, looking back the last disbursal was in Jun on the 4th

here

That included the verdant boots and other items you were talking about, they are in blue on the sold items tab.

Niles the nutrient device would be of worth and no longer of much use unless we should run out of rations, likely the leader of HH would be interested correct? If so it more than accounts for the items that were sold back in June already.

Grand Lodge

M | HP 106/106| AC 18 (12t 16ff)[21(15t) vs traps]| +9 fort +9 ref +3 will | +0 init +12 perc(+16 vs traps) +14 stealth | Loot Tracker

Ok slight change in disbursal, for the moment anyways.

Some of the items Seven mentioned were already sold and accounted for above in the sold tab on the loot sheet. Taking them out and selling the items still to sell we are at 7600gp/ea. This does not include selling the nutrient device before we leave town (another 3000gp/ea).

Seven no worries on your part as Jarreck is very vested in your keeping him alive, even have enough left over to buy dinner :)

There's roughly 50k gp on the unclaimed item tab, biggest ticket item the armature (20k)

Good night all

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