After Dark (Inactive)

Game Master rando1000

A modern urban arcana/horror game using Pathfinder rules


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Dark Archive

Female Witchwolf (Bite Attack 1d6, 2 Claw Attacks 1d4 | +2 Wis) Oracle (Black-Blooded) 4 Wizard (Spellslinger) 1| HP: 9/27 | AC: 14 (+4 Armor) / T: 10 / FF: 14 | Fort: +3, Ref: +2 (Wolf: +3), Will: +5 (Shifted: +6) | CMB: 3, CMD: 13| Init: +0 (Wolf: +2), Perception: +0 (Shifted: +1) (Darkvision 60ft) | Grit: 1/1

Ha no scythe... actually I said above musket but then when I looked I remembered I decided she'd stick with the pistol, at least to start.


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Male Human Occultist 7 | HP 64/66 | AC 22/T:14/FF:21 | Fort: +7 Ref: +3 Will: +6 | Per +10 | Init +1 | CMD 21 | Conjuration: 3/3, Divination: 3/3, Evocation 1/2, Transmutaion: 2/4

Wow, that was a really deep rabbit hole... I learned nothing about the age of Alkenstar, but I learned quite a lot about how divisive the Antagonize feat can be. I swear, the forums are worse than a Wiki of any type...


Inactive

Hah, I could believe it.

Dark Archive

Female Witchwolf (Bite Attack 1d6, 2 Claw Attacks 1d4 | +2 Wis) Oracle (Black-Blooded) 4 Wizard (Spellslinger) 1| HP: 9/27 | AC: 14 (+4 Armor) / T: 10 / FF: 14 | Fort: +3, Ref: +2 (Wolf: +3), Will: +5 (Shifted: +6) | CMB: 3, CMD: 13| Init: +0 (Wolf: +2), Perception: +0 (Shifted: +1) (Darkvision 60ft) | Grit: 1/1

As I understand it, whenever Inner Sea World Guide contradicts Pathfinder Campaign Setting, Inner Sea World guide is correct. It's the most current book, after all.

Dark Archive

Female Witchwolf (Bite Attack 1d6, 2 Claw Attacks 1d4 | +2 Wis) Oracle (Black-Blooded) 4 Wizard (Spellslinger) 1| HP: 9/27 | AC: 14 (+4 Armor) / T: 10 / FF: 14 | Fort: +3, Ref: +2 (Wolf: +3), Will: +5 (Shifted: +6) | CMB: 3, CMD: 13| Init: +0 (Wolf: +2), Perception: +0 (Shifted: +1) (Darkvision 60ft) | Grit: 1/1

SO wait Dave are you a "priest" of Brigh, or just a worshiper? I ask because if you are actually a priest you know about all her extra rules from Iron Gods? New spells allowed, custom summon list, etc?

Brigh at Archives of Nethys


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Inactive

Oh, naw naw, he'd merely be a church-goer. One of the longest, in fact... I've finally nailed down his backstory after Pavel provided the most recent date of Aleknstar's founding. He's one of the original inhabitants, having followed Alkenstar out into the wastes. He founded a small workshop in skyside which eventially grew into a four story hobled toguther tower of brass and steel, occupied almost soley by his children, grandchildren, and great grandchildren.

The patriarch vanished out into the wastes twenty years ago following the death of his wife, who succumbed to the bleaching, after leaving the worktowershop to his family. He didn't tell anyone where he was going, because in truth he didn't know himself. But, eventually, he found himself in Osirian in pursuit of ancient mysteries...

Dark Archive

Female Witchwolf (Bite Attack 1d6, 2 Claw Attacks 1d4 | +2 Wis) Oracle (Black-Blooded) 4 Wizard (Spellslinger) 1| HP: 9/27 | AC: 14 (+4 Armor) / T: 10 / FF: 14 | Fort: +3, Ref: +2 (Wolf: +3), Will: +5 (Shifted: +6) | CMB: 3, CMD: 13| Init: +0 (Wolf: +2), Perception: +0 (Shifted: +1) (Darkvision 60ft) | Grit: 1/1

Ah, okay then i have this for you...

Lords of Rust pg. 72 wrote:

There are few temples to Brigh, and most are built like

workshops, with many places for crafting and tinkering.
Many include a place where visitors can purchase items
crafted by the temple, or warehouse space for items destined
to be sent elsewhere. One of the largest temples to Brigh is
in Alkenstar, as that city is full of engineers, inventors, and
technically minded artisans. The head of a temple is called
the High Clockmother or High Clockfather, and is usually
the most knowledgeable priest at that location (if not the
most powerful).
Shrines to Brigh are much more common than temples,
and many workshops and laboratories have a bronze mask
or large gear mounted on the wall to honor her.

So yeah, you'd probably have known her father from that large temple :) (BTW, his surname isn't Lupescu, that comes from her mother. I'm still trying to come up with a good surname for him, since his name in my original write up for a modern day real world game doesn't really fit Golarion but his first name is David.)


Inactive

Awesome! With her being as young as she is, no doubt he'd never have seen her prior, but I look forward to playing the part of an old family freind.

Dark Archive

Female Witchwolf (Bite Attack 1d6, 2 Claw Attacks 1d4 | +2 Wis) Oracle (Black-Blooded) 4 Wizard (Spellslinger) 1| HP: 9/27 | AC: 14 (+4 Armor) / T: 10 / FF: 14 | Fort: +3, Ref: +2 (Wolf: +3), Will: +5 (Shifted: +6) | CMB: 3, CMD: 13| Init: +0 (Wolf: +2), Perception: +0 (Shifted: +1) (Darkvision 60ft) | Grit: 1/1

Hmmm now I am thinking I might just keep Oracle for 1st level, but then go straight Spellslinger after that, since in this campaign there is only a few powers on the Spellscar list that I will ever be able to use with our level cap being 12 and then even fewer that have any real use outside of the Mana Wastes (like Primal Manipulation would allow me to manipulation what happens during Primal Magic events... something unlikely to happen in the first place because I will never be level 7 to be able to trigger them myself)... and so those few actually useful I can snag with the Extra Revelation feat.


Male Human (Polish Jew/Native American/Irish) Techie 7/Martial Artist 2

Okay, so we have the Gnomish Vanguard (Dave), Zelda the oracle, Valda's Sphere caster, Isagoras' Thuerge, and Pavel...something? Are we missing any roles? Who has healing and trapfinding?

Dark Archive

Female Witchwolf (Bite Attack 1d6, 2 Claw Attacks 1d4 | +2 Wis) Oracle (Black-Blooded) 4 Wizard (Spellslinger) 1| HP: 9/27 | AC: 14 (+4 Armor) / T: 10 / FF: 14 | Fort: +3, Ref: +2 (Wolf: +3), Will: +5 (Shifted: +6) | CMB: 3, CMD: 13| Init: +0 (Wolf: +2), Perception: +0 (Shifted: +1) (Darkvision 60ft) | Grit: 1/1

Well, Zelda can technically heal since she has Infernal Healing... and she can heal herself with Inflict spells. Then when I go wizard at level 2 I'll probably also take Infernal Healing as a wizard spell so she can really 'double up' on it... then of course as I said she'll be straight wizard after that though... so the only other healing spells she'll get is Greater Infernal Healing (and she could take Celestial healing, but no point really since it's basically the same spell as Infernal Healing)


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Gunner Magus 6/Gunslinger 1 | AC 20/T:16/FF:14 | F+8 R+6 W+5 | HP43/45 | Perc:+9 | Init: +3 | CMD: 16 | AP 8/10 | Grit 5/5 Human

I can do both Healing and Trapfinding. Of course, so can everyone else - it is a campaign trait.


Inactive

Right now, I'm pretty slated for becoming our group's crafter when we advanced to that point, and if we have enough time for me to make things. Currently, I suppose he's pretty defent at being the party face. I took inquisitive Archaeologist, and have a staggering +11 there. Why? Because why not.

Hmm... for combat rolls, where do people stand so far? I plan on my gnome and his construct being ranged. Crossbows ror now, guns for later.


Male Human Occultist 7 | HP 64/66 | AC 22/T:14/FF:21 | Fort: +7 Ref: +3 Will: +6 | Per +10 | Init +1 | CMD 21 | Conjuration: 3/3, Divination: 3/3, Evocation 1/2, Transmutaion: 2/4

Well, I was looking into doing a bloodrager, but knowing that we need those holes filled, let me look into what else I can scrape together :-) Medium could be interesting, but the spell lists are ridiculously limited for the healing role, even with the Heirophant spirit... I'll keep everyone appraised.

Also, happy holidays everybody!


Male Human (Polish Jew/Native American/Irish) Techie 7/Martial Artist 2
Valda Simmons wrote:
I can do both Healing and Trapfinding. Of course, so can everyone else - it is a campaign trait.

Just wanted to make sure someone was taking the trait and putting points into being effective at it.


Male Human (Polish Jew/Native American/Irish) Techie 7/Martial Artist 2
Dave S. Wavaski wrote:
Hmm... for combat rolls, where do people stand so far? I plan on my gnome and his construct being ranged. Crossbows ror now, guns for later.

Nothing wrong with ranged, but you will be in a fair number of encounters in relatively closed spaces. Make sure you have some means of attack after enemies have closed, be it through an ability that allows ranged to avoid AOO, Defensive Spellcasting, or just being decent with a melee weapon as well.


Gunner Magus 6/Gunslinger 1 | AC 20/T:16/FF:14 | F+8 R+6 W+5 | HP43/45 | Perc:+9 | Init: +3 | CMD: 16 | AP 8/10 | Grit 5/5 Human

My character is a Starknife user, so mid-to-close range.


Inactive

How should we do health and initial wealth? W/health if you will.

Dark Archive

Female Witchwolf (Bite Attack 1d6, 2 Claw Attacks 1d4 | +2 Wis) Oracle (Black-Blooded) 4 Wizard (Spellslinger) 1| HP: 9/27 | AC: 14 (+4 Armor) / T: 10 / FF: 14 | Fort: +3, Ref: +2 (Wolf: +3), Will: +5 (Shifted: +6) | CMB: 3, CMD: 13| Init: +0 (Wolf: +2), Perception: +0 (Shifted: +1) (Darkvision 60ft) | Grit: 1/1
Dave S. Wavaski wrote:

Right now, I'm pretty slated for becoming our group's crafter when we advanced to that point, and if we have enough time for me to make things. Currently, I suppose he's pretty defent at being the party face. I took inquisitive Archaeologist, and have a staggering +11 there. Why? Because why not.

I plan on taking Inscribe Magical Tattoo myself, so if you get the others then we can really magic it up haha. *evil grin*


Male Human Occultist 7 | HP 64/66 | AC 22/T:14/FF:21 | Fort: +7 Ref: +3 Will: +6 | Per +10 | Init +1 | CMD 21 | Conjuration: 3/3, Divination: 3/3, Evocation 1/2, Transmutaion: 2/4

So, I have a couple questions regarding people's characters.

Izzy: what sort of spells is your Theurge planning on having on-hand on a regular basis?

Valda: what spheres and powers are you planning on taking? And how damaging will your character be with that knife?

I ask these things cause I have a few ideas in my head as to what I can do. At the moment, it looks like a bloodrager being up front and swinging could be a boon, but like a life oracle or shaman could be critical as well. So, based on what your characters are doing on the "keeping us healthy" front and the "be a wall of meat for our squishies/archers" front, I was planning on adjusting my character's class accordingly beforr submitting it to Rando.


Inactive

Just wanna comment to Valda's earlier mention, that I might take the Trap Finder feat instead of Inquisitive Archaeologist, in order to give us that boon. Hicklespurn, my gnome, would pretty much have that skill maxed as is so it might be worth it. K: Engineering would be down to only +9, and he wouldn't get to roll +8 on spotting hidden Ancient Osiri things.

Also, if push comes to shove, I might switch his construct, Shmick, to being a melee fighter. But I'll wait to see what's what first.

Rando, would it be possible to craft items obtained at the start beforehand? I know folk like to do that when they come in with magic items at some higher level, but I've never had the chance to do so at this level.


Male Human (Polish Jew/Native American/Irish) Techie 7/Martial Artist 2
Dave S. Wavaski wrote:
How should we do health and initial wealth? W/health if you will.

Assuming by Health, you mean HP, maximum at 1st level, and either average or a die roll each level thereafter (in other words, you choose whether to take 4.5 or roll 1d8, for example; you make the choice every level).

As for as Wealth, let's keep it RAW, i.e. either roll as your class dictates or take the average.

As far as crafted items, I'd say it's generally difficult to come up with enough to craft anything significant at level 1, but if you can figure it out, I'll allow ONE such item for any character with a crafting ability, having been made at some point in the past. There will be the occasional lull to allow some crafting in-game, but there is a certain expectation of results in your explorations, so that will be limited by available time; I'll try to be fair to people who spend feats on it, but at least the first module has a fairly quick pace.

Zelda Marie Lupescu wrote:
Okay cool so then what about her musket Can I assume that I technically brought it with me from Alkenstar just am unable to use it in any way until I officially have it since it's broken and worthless until I finish fixing it at 2nd level?

I missed this in the original post, though I see above you've changed to pistol. If this is still an issue, I will allow as you've suggested.

Quote:
Automatic Bonus Progression and Background Skills

I'm ruling YES on ABP, provisionally. I don't like way the math works with magic weapons, so I'm ruling that magic weapons don't subtract from your Attunement Bonus; if you attune a keen dagger, you now have a +1/keen dagger, for all intents and purposes. Once your attunement becomes +2, you have a +2/keen dagger, etc. It's slightly more powerful but I don't like the idea of a magic weapon actually making it harder to hit than if you'd attuned a regular dagger.

As far as Background skills, I'm going to say no at this point. I'm already messing with some rules I'm pretty unfamiliar with, so I think allowing ABP and your third party requests are about as far as I'm going to go on optional material.


Inactive

Wealth: 5d6 ⇒ (3, 6, 4, 1, 4) = 18, x10 is... 180. Righto. I'll get back to you later when he has things purchased.

I find it interesting you'd prefer APB over background skills, but I won't fight you on the matter. It'll just be a bit of skill fiddling...


Male Human (Polish Jew/Native American/Irish) Techie 7/Martial Artist 2
Dave S. Wavaski wrote:


I find it interesting you'd prefer APB over background skills, but I won't fight you on the matter. It'll just be a bit of skill fiddling...

It was really just the large vote of preference everyone gave for ABP. With this large a group in this setting (one where magic items worked into the story make a whole lot of sense), I don't feel ABP is at all necessary (plus, you have generally been pretty effective in character design, so I have every reason your PCs will be up to the challenge). But so many of you wanted ABP I'm willing to let it in.

Background skills are nice, but it's just another added alteration to the rules that I'd like to do without.

Dark Archive

FYI, I'm thinking of my theurge being mostly damage/debuffs. Lots of Ghoul Touch. Mind you, healing goes with being divine, so it'll be available.


Inactive

Sounds like a plan, Atlas.

Also, I was tempted to have Dave wish for Joey to be resurrected, but figured this would be better. Feel free to wish for things, whatever they might be!


Gunner Magus 6/Gunslinger 1 | AC 20/T:16/FF:14 | F+8 R+6 W+5 | HP43/45 | Perc:+9 | Init: +3 | CMD: 16 | AP 8/10 | Grit 5/5 Human

So...who wants to wish that our next characters get large sums of cash?


Female Human Witch 6 | 18/18 HP | Init: +1 | AC: 12 (Touch: 12 FF: 11) | Fort: +1 Ref +2 Will +4 Per +2

Maria is pretty much being a good Catholic, and she sees efreeti as another type of devil... Hence why she said get restoration of Arzata, and that's it.

Dark Archive

Female Witchwolf (Bite Attack 1d6, 2 Claw Attacks 1d4 | +2 Wis) Oracle (Black-Blooded) 4 Wizard (Spellslinger) 1| HP: 9/27 | AC: 14 (+4 Armor) / T: 10 / FF: 14 | Fort: +3, Ref: +2 (Wolf: +3), Will: +5 (Shifted: +6) | CMB: 3, CMD: 13| Init: +0 (Wolf: +2), Perception: +0 (Shifted: +1) (Darkvision 60ft) | Grit: 1/1
rando1000 wrote:
Dave S. Wavaski wrote:


I find it interesting you'd prefer APB over background skills, but I won't fight you on the matter. It'll just be a bit of skill fiddling...

It was really just the large vote of preference everyone gave for ABP. With this large a group in this setting (one where magic items worked into the story make a whole lot of sense), I don't feel ABP is at all necessary (plus, you have generally been pretty effective in character design, so I have every reason your PCs will be up to the challenge). But so many of you wanted ABP I'm willing to let it in.

Background skills are nice, but it's just another added alteration to the rules that I'd like to do without.

Wait, what is automatic bonus progression?

OH I found it... I haven't read much of Unchained... kinda confusing actually... but looks... interesting.


Gunner Magus 6/Gunslinger 1 | AC 20/T:16/FF:14 | F+8 R+6 W+5 | HP43/45 | Perc:+9 | Init: +3 | CMD: 16 | AP 8/10 | Grit 5/5 Human

Automatic Bonus Progression basically gives you magic weapons, armour, and a Cloak of Resistance plus some other goodies automatically, at the cost of half your cash. Since they're also slotless, it means you can go and look up some of the more fun items and use them, instead of having to reserve those slots for things that keep you alive. It's a lot of fun.


Inactive

Hmm... I'' admit, I didn't actually know about the half wealth thing until you pointed it put. I'm not sure how that is, perhaps from not having really used the system? I suppose I'll see how it works out in that case, it should even out in a way.

Rando, regarding Background Skills, I'm curious as to what bit about them you're not quite sold on? As far as I know and am familiar, it just gives you 2 extra skillpoints which can be spent on skills classified as being "background". Well, that in two new skills, Lore and Artistry. Was there something more to it that you were reading?


Male Human (Polish Jew/Native American/Irish) Techie 7/Martial Artist 2
Zelda Marie Lupescu wrote:


OH I found it... I haven't read much of Unchained... kinda confusing actually... but looks... interesting.

Doesn't really kick in until 3rd level, anyway.

Dave S. Wavaski wrote:
Hmm... I'' admit, I didn't actually know about the half wealth thing until you pointed it put. I'm not sure how that is, perhaps from not having really used the system?

It happens on the back end. I'm supposed to decrease your treasure to account for the added abilities. Which I will do, not sure I'll be as careful about the calculations though.

Dave S. Wavaski wrote:


Rando, regarding Background Skills, I'm curious as to what bit about them you're not quite sold on?

It's not that I'm not particularly sold, it's that I've modded the rules quite a bit already; three non-standard classes, ABP. It's really getting out of my comfort zone with new rules.

Is anyone so short on skill points that not having the extra is going to be a problem? If so, let me know and I'll consider the situation.

Dark Archive

Female Witchwolf (Bite Attack 1d6, 2 Claw Attacks 1d4 | +2 Wis) Oracle (Black-Blooded) 4 Wizard (Spellslinger) 1| HP: 9/27 | AC: 14 (+4 Armor) / T: 10 / FF: 14 | Fort: +3, Ref: +2 (Wolf: +3), Will: +5 (Shifted: +6) | CMB: 3, CMD: 13| Init: +0 (Wolf: +2), Perception: +0 (Shifted: +1) (Darkvision 60ft) | Grit: 1/1
rando1000 wrote:


Zelda Marie Lupescu wrote:
Okay cool so then what about her musket Can I assume that I technically brought it with me from Alkenstar just am unable to use it in any way until I officially have it since it's broken and worthless until I finish fixing it at 2nd level?

I missed this in the original post, though I see above you've changed to pistol. If this is still an issue, I will allow as you've suggested.

Okay, actually I was thinking that I was only able to get a pistol as my 'free' gun, but now that I look at it I can actually get a musket (as much as I would love the idea of dual-wielding two pistols, that's really not something a wizard should be doing, so I'll stick to one gun) so I think I will go with that... Also, just for easy reference here is the rules on the gun.

Spellslinger wrote:
Gunsmith: The spellslinger gains the Gunsmithing feat and a battered gun that is identical to the gun a gunslinger gains at first level. If the spellslinger chooses the ability to attune two arcane guns, he still only starts out with one gun. Like a gunslinger, a spellslinger can use the Gunsmithing feat to restore his battered gun. This ability replaces scribe scroll.
Gunslinger wrote:
Gunsmith: At 1st level, a gunslinger gains one of the following firearms of her choice: blunderbuss, musket, or pistol. Her starting weapon is battered, and only she knows how to use it properly. All other creatures treat her gun as if it had the broken condition. If the weapon already has the broken condition, it does not work at all for anyone else trying to use it. This starting weapon can only be sold for scrap (it's worth 4d10 gp when sold).


Male Human (Polish Jew/Native American/Irish) Techie 7/Martial Artist 2

Okay, thanks. Not having completed character sheets in front of me makes it a little difficult to follow everyone's line of reasoning when asking questions. I want to make sure I get you all accurate answers.


Male Human Occultist 7 | HP 64/66 | AC 22/T:14/FF:21 | Fort: +7 Ref: +3 Will: +6 | Per +10 | Init +1 | CMD 21 | Conjuration: 3/3, Divination: 3/3, Evocation 1/2, Transmutaion: 2/4

I'll get you my character sheet as soon as my monitor comes in so I can access my character sheet. (My laptop screen broke and I can't currently access any of the files, monitor comes in on the 3rd)


Male Human Occultist 7 | HP 64/66 | AC 22/T:14/FF:21 | Fort: +7 Ref: +3 Will: +6 | Per +10 | Init +1 | CMD 21 | Conjuration: 3/3, Divination: 3/3, Evocation 1/2, Transmutaion: 2/4

Starting Gold: 3d6 ⇒ (5, 2, 4) = 11

Well. That's 5 more gold than average, so I'll take it.

Dark Archive

Female Witchwolf (Bite Attack 1d6, 2 Claw Attacks 1d4 | +2 Wis) Oracle (Black-Blooded) 4 Wizard (Spellslinger) 1| HP: 9/27 | AC: 14 (+4 Armor) / T: 10 / FF: 14 | Fort: +3, Ref: +2 (Wolf: +3), Will: +5 (Shifted: +6) | CMB: 3, CMD: 13| Init: +0 (Wolf: +2), Perception: +0 (Shifted: +1) (Darkvision 60ft) | Grit: 1/1

Starting Gold Roll: 3d6 ⇒ (2, 3, 5) = 10

Okay, so that's 100g, average is 105, so I get 105?


Male Human (Polish Jew/Native American/Irish) Techie 7/Martial Artist 2

My intention was that rolling has consequences, if you roll high you get that, if you roll low you're stuck with it. But I didn't make that clear, so go ahead and take 105.

In general though, if you have the option of rolling or taking the average (like for HP past level 1), if you roll, I'll hold you to it.


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Male Human (Polish Jew/Native American/Irish) Techie 7/Martial Artist 2

I'ma just leave this here....

video

Dark Archive

Female Witchwolf (Bite Attack 1d6, 2 Claw Attacks 1d4 | +2 Wis) Oracle (Black-Blooded) 4 Wizard (Spellslinger) 1| HP: 9/27 | AC: 14 (+4 Armor) / T: 10 / FF: 14 | Fort: +3, Ref: +2 (Wolf: +3), Will: +5 (Shifted: +6) | CMB: 3, CMD: 13| Init: +0 (Wolf: +2), Perception: +0 (Shifted: +1) (Darkvision 60ft) | Grit: 1/1

Ah, okay.


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Male Human (Polish Jew/Native American/Irish) Techie 7/Martial Artist 2

I just posted a wrap-up of the game, I hope you guys all enjoyed. Go ahead and get my your completed characters for Mummy's Mask using this discussion or a PM. I'm hoping to start the campaign in the next couple weeks or so.


Inactive

Aww... Guess that's the end then. Suppose we were dawdling a bit to get to the end, sorry Rando. It should be noted that Dave more then likely beat the crap out of Agni during their reunion, and qould continue to try and hit him for weeks to come before his feelings of betrayl and abandonment mellowed.

I'll try to finish up Hicklespurn later on, puclrfhase gear and what not... Rando, is there anything resembling the portable smelter in the concept picture I used for him? I doubt I could afford one, but if it exists then perhaps he can build it again later on, with the assumption he lost his old one recently.


Gunner Magus 6/Gunslinger 1 | AC 20/T:16/FF:14 | F+8 R+6 W+5 | HP43/45 | Perc:+9 | Init: +3 | CMD: 16 | AP 8/10 | Grit 5/5 Human

Might write an epilogue for Valda, if I get the time and energy. Sorry I'm being slow on my application, Rando. Depression has punched a lot of the energy out of me and I'm being slow to recover.


Male Human (Polish Jew/Native American/Irish) Techie 7/Martial Artist 2
Valda Simmons wrote:
Might write an epilogue for Valda, if I get the time and energy. Sorry I'm being slow on my application, Rando. Depression has punched a lot of the energy out of me and I'm being slow to recover.

I get it; do the best you can.

Dark Archive

Female Witchwolf (Bite Attack 1d6, 2 Claw Attacks 1d4 | +2 Wis) Oracle (Black-Blooded) 4 Wizard (Spellslinger) 1| HP: 9/27 | AC: 14 (+4 Armor) / T: 10 / FF: 14 | Fort: +3, Ref: +2 (Wolf: +3), Will: +5 (Shifted: +6) | CMB: 3, CMD: 13| Init: +0 (Wolf: +2), Perception: +0 (Shifted: +1) (Darkvision 60ft) | Grit: 1/1

Okay, cool I sent you the link to that PDF, right? Keep it, cause I'll just upload a new copy over that one when we level up, same file name.


Male Human (Polish Jew/Native American/Irish) Techie 7/Martial Artist 2
Zelda Marie Lupescu wrote:
Okay, cool I sent you the link to that PDF, right? Keep it, cause I'll just upload a new copy over that one when we level up, same file name.

Yes, I have Zelda. Thanks.

Dave S. Wavaski wrote:
Rando, is there anything resembling the portable smelter in the concept picture I used for him?

Was that image in a PM or somewhere in your post? I'm having trouble finding it right now.


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Inactive

It'd be this right here.


Male Human (Polish Jew/Native American/Irish) Techie 7/Martial Artist 2
Dave S. Wavaski wrote:
It'd be this right here.

Okay, using the Downtime rules, I see the room "Forge," (which would undoubtedly include a larger version of one of those), would cost 740 gp out of pocket. A forge would include the room and all the other equipment, and would provide a bonus, but would also be much bigger. I'd be okay with you acquiring (at some point) something like in your image for a similar cost. It would provide no bonus, but would have the added bonus of being portable instead.


Gunner Magus 6/Gunslinger 1 | AC 20/T:16/FF:14 | F+8 R+6 W+5 | HP43/45 | Perc:+9 | Init: +3 | CMD: 16 | AP 8/10 | Grit 5/5 Human

Maybe a scaled down, non-combative variation of the Furnace Golem would do the job?


Inactive
Valda Simmons wrote:
Maybe a scaled down, non-combative variation of the Furnace Golem would do the job?

That does seem like something he'd build... but allas, don't think I should focus on making more constructs for this game. Limited money and time better spent on other magiks. Your suggestion sounds good too Rando, it'll certainly be awhile untill then though. But, at least we'll be based in the city at the start, so he can ask local smiths about using their forges.

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