Helikon´s Core Iron Gods (Inactive)

Game Master Helikon

Map of Torch
Picture of Torch
Khonnir Baine
Val Baine
Dolga Freddert



20 Point-by
Core (Only core rulebook)
2 traits (one campaign)Iron Gods PG
150gp or per class

Silver Crusade RPG Superstar 2013 Top 8

What about starting gold?

The Exchange

female Halfling Bard 2

Thank you very much to be picked.
Tiny thing can I change the campaign trait to numerian archologist?
With 2 more stargazers I think it would be better.
For lodging Dinali stays at the evercandle inn and works as a town scryer.


Female Elf Wizard (Conjurer) 2 [ HP 14/14 | AC 12/12T/10FF | Fort +1 (+3 w/familiar) Ref +2 Wil +2 (+2 vs. ench, immune to sleep) | Init +4 | Perception +1 ]

Since arriving in Torch, Eriethiel has been spending her days at the general store, assisting Inkrit in appraising the value of goods being offered in trade, and her nights at the Copper Coin, enjoying the food but primarily keeping to herself.


crunch:
Dwarf Cleric HP 6/17 AC 17, T 10, FF 17 /CMD 11/Fort +6/Ref+1/Will+7/Ini+0/Perc+4(+2 to notice unusual stonework.Dark Vision 60ft)
magic:
0 3/3 1st 2/3 - At Will Mending - 6/day Artificers touch

Spending most of my days sorting though the great catalogs of the Junk yard, searing for parts to assist with hopefully rebuilding a power source for the Sky Citadel in Belkzen.


NG Male Human (Kellid) Unchained Rogue 1 | HP: 11/11 | AC: 15 (12 Tch, 13 FF) | CMB: +3, CMD: 15 | F: +2, R: +4, W: +0 | Init: +2 | Perc: +7 (+1 vs. traps), SM: +4 |
Current Conditions:
none
Active Spells:
none

Ibarra lives in the Evercandle Inn. He makes his living scavenging Numerian wrecks and disassembling Numerian relics for their component parts. For the right price he can 'acquire' a particular item from the Junkyard.

Grand Lodge

Male Human Ranger 1 | HP: 11/11 | AC: 18 (13 Tch, 15 FF) | CMB: +4, CMD: 17 | F: +4, R: +5, W: +2 | Init: +7 | Perc: +6, Surv: +7 |

Once Tavar arrived in Torch he immediately noticed Iven's Livery Stable . Due to his curious nature he noticed that was once a tracker, now retired so that he could tend horses with his beloved wife. Looking to learn more about the surrounding landscape he made quick friends with Iven and his wife thus granting him a position as a stable hand helping with the purchasing and selling of horses.

Although sometimes passing out at the stables after a hard days work he typically stays in the boarding house on the north eastern side of the town.


Dinali:
Changing the trait before we start is fine!
Second you are approached by Dolga Freddert to walk through torch and announce the following. Please copy this in your speech
"Hear ya, hear ya. Our beloved councilmember Khonnir Baine has gone missing. He was last seeing entering the Black Hill Caverns. Interested Parties should come to the town hall. There is a reward of 4000 gold pieces for the safe return of Master Baine"


HP 25/25, AC 13, T 11, FF 12; F+4, R+1, W+1; CMD 16

I'm working on updating Mort and getting his gear bought.


HP 25/25, AC 13, T 11, FF 12; F+4, R+1, W+1; CMD 16

Okay, Mort ought to be finished, or very close.


NG Male Human (Kellid) Unchained Rogue 1 | HP: 11/11 | AC: 15 (12 Tch, 13 FF) | CMB: +3, CMD: 15 | F: +2, R: +4, W: +0 | Init: +2 | Perc: +7 (+1 vs. traps), SM: +4 |
Current Conditions:
none
Active Spells:
none

Derlan, you do know that Sky Citadels don't fly, right?


crunch:
Dwarf Cleric HP 6/17 AC 17, T 10, FF 17 /CMD 11/Fort +6/Ref+1/Will+7/Ini+0/Perc+4(+2 to notice unusual stonework.Dark Vision 60ft)
magic:
0 3/3 1st 2/3 - At Will Mending - 6/day Artificers touch

I always thought they flew, I guess I am thinking of the ones from Dragon Lance, regardless, maybe this one does. Maybe parts are locked away by some power source that is missing. Automated defenses?


You know in panama all is made of bananas. Maybe he was never there and in his mind they fly. Sounds very reasonable. Wrong but reasonable. This is Golarion, everything is possible.


crunch:
Dwarf Cleric HP 6/17 AC 17, T 10, FF 17 /CMD 11/Fort +6/Ref+1/Will+7/Ini+0/Perc+4(+2 to notice unusual stonework.Dark Vision 60ft)
magic:
0 3/3 1st 2/3 - At Will Mending - 6/day Artificers touch

Once I get home I will get you an updated character sheet, I use hero lab and I had changed one thing buy forgot to post the PDF to my Google Drive.


NG Male Human (Kellid) Unchained Rogue 1 | HP: 11/11 | AC: 15 (12 Tch, 13 FF) | CMB: +3, CMD: 15 | F: +2, R: +4, W: +0 | Init: +2 | Perc: +7 (+1 vs. traps), SM: +4 |
Current Conditions:
none
Active Spells:
none

peak/peek/pique

I'm pretty sure you meant "...interest gets peaked piqued..."


crunch:
Dwarf Cleric HP 6/17 AC 17, T 10, FF 17 /CMD 11/Fort +6/Ref+1/Will+7/Ini+0/Perc+4(+2 to notice unusual stonework.Dark Vision 60ft)
magic:
0 3/3 1st 2/3 - At Will Mending - 6/day Artificers touch

Derlan current:

Derlan Stonefinder
Male dwarf cleric of Torag 1
NG Medium humanoid (dwarf)
Init +0; Senses darkvision 60 ft.; Perception +4
—————
Defense
—————
AC 17, touch 10, flat-footed 17 (+5 armor, +2 shield)
hp 10 (1d8+2)
Fort +5, Ref +1, Will +6; +2 vs. poison, spells, and spell-like abilities
Defensive Abilities defensive training
—————
Offense
—————
Speed 20 ft.
Melee heavy shield bash -3 (1d4+1) or
warhammer +1 (1d8+1/×3)
Ranged light crossbow +0 (1d8/19-20)
Special Attacks channel positive energy 4/day (DC 11, 1d6), hatred
Domain Spell-Like Abilities (CL 1st; concentration +4)
At will— mending
6/day—artificer's touch (1d6 , bypasses DR and hardness 1), resistant touch (+1)
Cleric Spells Prepared (CL 1st; concentration +4)
1st—comprehend languages , protection from evil , sanctuaryD (DC 14)
0 (at will)— detect magic , read magic , stabilize
D Domain spell; Domains Artifice, Protection
—————
Statistics
—————
Str 12, Dex 10, Con 14, Int 12, Wis 17, Cha 13
Base Atk +0; CMB +1; CMD 11 (15 vs. bull rush, 15 vs. trip)
Feats Selective Channeling
Traits guardian of the forge, numerian archeaologist
Skills Acrobatics -6 (-10 to jump), Appraise +1 (+3 to assess nonmagical metals or gemstones), Heal +7,
Knowledge (history) +6, Perception +4 (+6 to notice unusual stonework), Spellcraft +5; Racial Modifiers
+2 Appraise to assess nonmagical metals or gemstones, +2 Perception to notice unusual stonework
Languages Androffan, Common, Dwarven, Gnome
Other Gear scale mail, heavy steel shield, crossbow bolts (10), light crossbow, warhammer, backpack,
bedroll, belt pouch, candle (10), chalk (2), flint and steel, hemp rope (50 ft.), pot, spell component pouch,
trail rations (5), waterskin, wooden holy symbol of Torag, 56 gp, 9 cp
—————
Special Abilities
—————
Artificer's Touch 1d6 (6/day) (Sp) Melee touch attack deals 1d6+0 damage to objects or constructs,
bypassing 1 hardness.
Cleric Channel Positive Energy 1d6 (4/day, DC 11) (Su) Positive energy heals the living and harms the
undead; negative has the reverse effect.
Cleric Domain (Artifice) Granted Powers: You can repair damage to objects, animate objects with life,
and create objects from nothing.
Cleric Domain (Protection) Granted Powers: Your faith is your greatest source of protection, and you can
use that faith to defend others. In addition, you receive a +1 resistance bonus on saving throws. This
bonus increases by 1 for every 5 levels you possess.
Darkvision (60 feet) You can see in the dark (black and white only).
Defensive Training +4 Gain a dodge bonus to AC vs. monsters of the Giant subtype.
Greed +2 to Appraise to determine price of nonmagic goods with precious metals or gemstones.
Hatred +1 Gain a racial bonus to attacks vs. Goblinoids/Orcs.
Resistant Touch +1 (6/day) (Sp) As a standard action, touch ally to grant Protection domain's resist bon
for 1 min, but lose own bonus.
Selective Channeling Exclude targets from the area of your Channel Energy.
Stonecunning +2 +2 bonus to Perception vs. unusual stonework. Free check within 10 feet.

Do you use hero lab? I can just send you the file as well.


We can try ;-)
F.Wegler@gmx.de
Although I trust my players.

Grand Lodge

Male Human Ranger 1 | HP: 11/11 | AC: 18 (13 Tch, 15 FF) | CMB: +4, CMD: 17 | F: +4, R: +5, W: +2 | Init: +7 | Perc: +6, Surv: +7 |

I requested permission so I could see the map.


Please check if you have now access to the map

Grand Lodge

Male Human Ranger 1 | HP: 11/11 | AC: 18 (13 Tch, 15 FF) | CMB: +4, CMD: 17 | F: +4, R: +5, W: +2 | Init: +7 | Perc: +6, Surv: +7 |

Sorry guys; I have to bow out. My current working / life situation has changed and I won't have nearly the amount of free time as I once had. I apologize for the late notice.

Enjoy your future adventures and possibly still this one.

Again, apologies.


crunch:
Dwarf Cleric HP 6/17 AC 17, T 10, FF 17 /CMD 11/Fort +6/Ref+1/Will+7/Ini+0/Perc+4(+2 to notice unusual stonework.Dark Vision 60ft)
magic:
0 3/3 1st 2/3 - At Will Mending - 6/day Artificers touch

HOw are you ruling the shield? and the masks?

Also can anyone else use the shield?


As long as you wear the masks you are immune to the poison effect of the waters, as it filters it.
The shield is large shield, weighting relativly 2 pounds and can be used by everyone who can use shields. It is not metal not wood so immune to those spells.


crunch:
Dwarf Cleric HP 6/17 AC 17, T 10, FF 17 /CMD 11/Fort +6/Ref+1/Will+7/Ini+0/Perc+4(+2 to notice unusual stonework.Dark Vision 60ft)
magic:
0 3/3 1st 2/3 - At Will Mending - 6/day Artificers touch

OK, I have yet to hear anyone mention the shield, so if no one wants it I will take it.


crunch:
Dwarf Cleric HP 6/17 AC 17, T 10, FF 17 /CMD 11/Fort +6/Ref+1/Will+7/Ini+0/Perc+4(+2 to notice unusual stonework.Dark Vision 60ft)
magic:
0 3/3 1st 2/3 - At Will Mending - 6/day Artificers touch

Did Mort drop as well?


He asked for a few days to deal with some RL issues.


crunch:
Dwarf Cleric HP 6/17 AC 17, T 10, FF 17 /CMD 11/Fort +6/Ref+1/Will+7/Ini+0/Perc+4(+2 to notice unusual stonework.Dark Vision 60ft)
magic:
0 3/3 1st 2/3 - At Will Mending - 6/day Artificers touch

Ok no worries


NG Male Human (Kellid) Unchained Rogue 1 | HP: 11/11 | AC: 15 (12 Tch, 13 FF) | CMB: +3, CMD: 15 | F: +2, R: +4, W: +0 | Init: +2 | Perc: +7 (+1 vs. traps), SM: +4 |
Current Conditions:
none
Active Spells:
none

BTW, I disconnected from the internet for the 4th of July weekend. I'm back and am checking on my various PbPs.


Ibarra dropped out. Do you want to continue with 4 or find a 5th.

The Exchange

female Halfling Bard 2

I am fine with booth


crunch:
Dwarf Cleric HP 6/17 AC 17, T 10, FF 17 /CMD 11/Fort +6/Ref+1/Will+7/Ini+0/Perc+4(+2 to notice unusual stonework.Dark Vision 60ft)
magic:
0 3/3 1st 2/3 - At Will Mending - 6/day Artificers touch

can we continue to progress while you look for a 5th?


Absolutely!
So you would like a fifth?


crunch:
Dwarf Cleric HP 6/17 AC 17, T 10, FF 17 /CMD 11/Fort +6/Ref+1/Will+7/Ini+0/Perc+4(+2 to notice unusual stonework.Dark Vision 60ft)
magic:
0 3/3 1st 2/3 - At Will Mending - 6/day Artificers touch

sure why not


Just a heads up.
It is not intended to do in one run. You can return to torch when you feel you need some safe rest!


crunch:
Dwarf Cleric HP 6/17 AC 17, T 10, FF 17 /CMD 11/Fort +6/Ref+1/Will+7/Ini+0/Perc+4(+2 to notice unusual stonework.Dark Vision 60ft)
magic:
0 3/3 1st 2/3 - At Will Mending - 6/day Artificers touch

How are we doing HP?


Half +1


crunch:
Dwarf Cleric HP 6/17 AC 17, T 10, FF 17 /CMD 11/Fort +6/Ref+1/Will+7/Ini+0/Perc+4(+2 to notice unusual stonework.Dark Vision 60ft)
magic:
0 3/3 1st 2/3 - At Will Mending - 6/day Artificers touch

So the old Hammer and Shield that I have, since they aren't really worth much can I just store them with Val or maybe at the Salvage yard since I was "staying" with Garritt? I know I could sell them really.


You can do as you like. What do you do with the other items you have found so far?


crunch:
Dwarf Cleric HP 6/17 AC 17, T 10, FF 17 /CMD 11/Fort +6/Ref+1/Will+7/Ini+0/Perc+4(+2 to notice unusual stonework.Dark Vision 60ft)
magic:
0 3/3 1st 2/3 - At Will Mending - 6/day Artificers touch

I have kept the shield, since I am really the only one who can use it. The armor is less than mine over all, we could just sell it, do you want us to do individual gold or a party fund?

I will go back through later and make a list of the items found and who has what.


Female Elf Wizard (Conjurer) 2 [ HP 14/14 | AC 12/12T/10FF | Fort +1 (+3 w/familiar) Ref +2 Wil +2 (+2 vs. ench, immune to sleep) | Init +4 | Perception +1 ]

At this point, from an RP perspective, I'd say let's keep things separate. Later on, when we move past the whole "random strangers thrown together by chance" stage, I'd fully support pooling our resources.


crunch:
Dwarf Cleric HP 6/17 AC 17, T 10, FF 17 /CMD 11/Fort +6/Ref+1/Will+7/Ini+0/Perc+4(+2 to notice unusual stonework.Dark Vision 60ft)
magic:
0 3/3 1st 2/3 - At Will Mending - 6/day Artificers touch

Can we meet the proprietor of this establishment?


crunch:
Dwarf Cleric HP 6/17 AC 17, T 10, FF 17 /CMD 11/Fort +6/Ref+1/Will+7/Ini+0/Perc+4(+2 to notice unusual stonework.Dark Vision 60ft)
magic:
0 3/3 1st 2/3 - At Will Mending - 6/day Artificers touch

This still a go?


Waiting for you to move into the caves. Just say we go to the caves and where in the caves!


Last night pen and paper. Big update tonight.


crunch:
Dwarf Cleric HP 6/17 AC 17, T 10, FF 17 /CMD 11/Fort +6/Ref+1/Will+7/Ini+0/Perc+4(+2 to notice unusual stonework.Dark Vision 60ft)
magic:
0 3/3 1st 2/3 - At Will Mending - 6/day Artificers touch

I have moved my token forward, awaiting the others.

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