DM Brainiac's Iron Gods (Inactive)

Game Master Brainiac

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You could retrain as a skald if you wanted to, Kaska.


RETIRED: advancing artificial medicine to save her wife's mind.

Shall I start building a frontliner then?


Female Human (Kellid) Human Skald 12 / Barbarian 1| HP: 105/105 | AC: 22 (T: 15, F: 18) | CMB: +14, CMD: 27 | F: +13, R: +9, W: +10 | Init: +9 | Perc: +14, SM: +19 | Speed 40' | Performance 28/28 | Rage 6/6

You know, I've looked into it some more and I think a Skald could really work.

If I go with the Urban Skald archetype I can hand out STR/DEX bonuses. Everyone benefits and nobody gets killed due to the CON temp HP. (Which could only really happen if Kaska ran out of performance rounds I think, but still...)

I think she'll have to trade away her beloved falx for a long spear but I'll keep the level of Barbarian so she can still use her pistols. She'll probably be better off dropping Power Attack, but can make up some of the difference with Arcane Strike and in another level Discordant Voice.

She won't have a sky high CHA but if she sticks to buffing mostly with her spells it would allow Holg and Fireday to diversify their spell selection some, or if they want to keep self-buffing as before she can buff everyone else.

If I give her Combat Reflexes Kaska will be able to cast and then use the long spear to take AoOs if they come up.

And Spell Kenning. Dude.

I'm going to do it! Thanks Brianiac!


RETIRED: advancing artificial medicine to save her wife's mind.

Right... tank it is then!


HP 207+34/207 DR 3/- AC 45 TAC 20 FF 40 CMD 39| F +20 R +15 W +20 | Resist cold 5 acid 5 | Ch:4/7 Ki:4/4 DS:0/8 BR:8/8 R:12/17 WM:9/17 Ext:2/3 Staff:6/10 L1:5/7+1/1 L2:5/6+1/1 L3:2/6 L4:2/6 L5:2/6 L6:4/5 L7:3/4 L8:1/3 L9:2/2 | Ini: +5 | Senses: +11
Skills:
Acr+10,Climb+11,Diplomac+12,Heal+12,K.arcana+4,K.eng.+13,K.history+17,K.nob ility+4,K.planes+17,K.religion+14,SenseMotive+10,Spellcraft+4,Stealth+3,Sur vival+8,Swim+9,ProfessionMine+10,Concentration+22
Human male Cleric of Gorum 17 | Treasure | (Completed Iron Gods)

At this point, I think if you wanted to play a Rogue, just go for it Fifteen. With a party of 6 anything will probably work, so just go with what moved you. With 2-3 buddies and inspired rage bonuses you will be hitting hard and enjoying better skill base certainly.

Hell, if you wanted to add another cleric just do so, we will make it work! Whatever you like.


Female Human (Kellid) Human Skald 12 / Barbarian 1| HP: 105/105 | AC: 22 (T: 15, F: 18) | CMB: +14, CMD: 27 | F: +13, R: +9, W: +10 | Init: +9 | Perc: +14, SM: +19 | Speed 40' | Performance 28/28 | Rage 6/6

I'd agree Fifteen. Make what you would most like to play. We're picking up a gunslinger so we're up a martial character compared to before. Kaska can still fight but will probably help more than before since she won't be entirely dependent on hitting things. She'll also be a 3/4 arcane caster so less critical need in that area as well.

Anyone have any favorite Rage Powers they'd like to be getting? Kaska will have 3 of them, which she can give you with Raging Song performance.

And speaking of gunslingers, I feel so rude! Hello and welcome Molly! We're glad to have you coming into the game!


Male Android [Warpriest 17, AC 26, T16, FF22 | HP 138/138, F+14 R+15 W+15 | CMB +18, CMD 31 | Init +5, Perc. +31 | Nanite Surge +20 1/1, Blessings 11/11, Fervor 6d6 11/11]

Welcome indeed! I've got Fireday mostly upgraded, but I keep forgetting how we're doing HP. Are we rolling or averaging? Either way, with his new divine power spell and perhaps using Craft Wondrous Item to improve his belt, he'll have a heck of a lot more staying power!


You can either roll or take average, your choice.


Male Android [Warpriest 17, AC 26, T16, FF22 | HP 138/138, F+14 R+15 W+15 | CMB +18, CMD 31 | Init +5, Perc. +31 | Nanite Surge +20 1/1, Blessings 11/11, Fervor 6d6 11/11]

HP?: 1d8 ⇒ 5

That's...about the same as the average.

Add my +1 from Toughness and my 0 from my regular CON and that's +6, taking my HP from 58 to 64, or 65 with the belt.

Are my calculations correct?


Female Android Kineticist 13 | 120/120 HP (13 temp) | Resist Fire 10 | AC 20 T 14 FF 16 | Fort +13 Ref +15 Will +8 | Initiative +5 | Perception +21 | Nanite Revival 1/1 | Nanite Surge 1/1

Kineticist 10
+9 hit points
+1 BAB, Fort, Ref saves

Skills: +1 each of: Acrobatics, Fly, Heal, Perception, Stealth, Use Magic Device; Handle Animal, Knowledge (engineering)

Utility wild talent: Aether Architect

Viv can now make force constructs. Handy if we're about to get smashed by falling boulders or something. (Also, this will become the basis of her house in Torch: Force walls with exterior walls built around them. Perfect insulation and perfect security.)


HP 207+34/207 DR 3/- AC 45 TAC 20 FF 40 CMD 39| F +20 R +15 W +20 | Resist cold 5 acid 5 | Ch:4/7 Ki:4/4 DS:0/8 BR:8/8 R:12/17 WM:9/17 Ext:2/3 Staff:6/10 L1:5/7+1/1 L2:5/6+1/1 L3:2/6 L4:2/6 L5:2/6 L6:4/5 L7:3/4 L8:1/3 L9:2/2 | Ini: +5 | Senses: +11
Skills:
Acr+10,Climb+11,Diplomac+12,Heal+12,K.arcana+4,K.eng.+13,K.history+17,K.nob ility+4,K.planes+17,K.religion+14,SenseMotive+10,Spellcraft+4,Stealth+3,Sur vival+8,Swim+9,ProfessionMine+10,Concentration+22
Human male Cleric of Gorum 17 | Treasure | (Completed Iron Gods)
Fireday wrote:

[dice=HP?]1d8

That's...about the same as the average.

Add my +1 from Toughness and my 0 from my regular CON and that's +6, taking my HP from 58 to 64, or 65 with the belt.

Are my calculations correct?

5 die + 1 Toughness + 1 Con = 7/level => 7*10 = 70 hp + 3 (because max hp at 1st level) = 73 hp


Male Android [Warpriest 17, AC 26, T16, FF22 | HP 138/138, F+14 R+15 W+15 | CMB +18, CMD 31 | Init +5, Perc. +31 | Nanite Surge +20 1/1, Blessings 11/11, Fervor 6d6 11/11]

I think that would retroactively reduce the HP I got at some levels and inflate it in others...is this okay, Brainiac?


Yes that’s fine.


Male Android [Warpriest 17, AC 26, T16, FF22 | HP 138/138, F+14 R+15 W+15 | CMB +18, CMD 31 | Init +5, Perc. +31 | Nanite Surge +20 1/1, Blessings 11/11, Fervor 6d6 11/11]

In that case, Fireday's all leveled up! :D


1 person marked this as a favorite.
RETIRED: advancing artificial medicine to save her wife's mind.

Finally got Fifteen statted up as a fighter/rogue cross. She's not the most tanky of frontliners, but she'll certainly deal the damage and she'll be handy with a pistol too once she can find a new one.

A decent number of skill points too. Knw D/E/L at decent level, DD and other assorted bits. Hopefully that'll fill a role or two.

@Kaska: You'll remember Fifteen as a stray android that Khonnir adopted about six years ago. She used to drive Val mad because she just didn't understand human concepts like 'privacy' very well...

She left Torch about 18 months ago at her father's suggestion to try and learn about where she came from.


Female Human (Kellid) Human Skald 12 / Barbarian 1| HP: 105/105 | AC: 22 (T: 15, F: 18) | CMB: +14, CMD: 27 | F: +13, R: +9, W: +10 | Init: +9 | Perc: +14, SM: +19 | Speed 40' | Performance 28/28 | Rage 6/6

I should have the redone Kaska finished by the end of the day. I'll get a gameplay post up today as well.


HP 207+34/207 DR 3/- AC 45 TAC 20 FF 40 CMD 39| F +20 R +15 W +20 | Resist cold 5 acid 5 | Ch:4/7 Ki:4/4 DS:0/8 BR:8/8 R:12/17 WM:9/17 Ext:2/3 Staff:6/10 L1:5/7+1/1 L2:5/6+1/1 L3:2/6 L4:2/6 L5:2/6 L6:4/5 L7:3/4 L8:1/3 L9:2/2 | Ini: +5 | Senses: +11
Skills:
Acr+10,Climb+11,Diplomac+12,Heal+12,K.arcana+4,K.eng.+13,K.history+17,K.nob ility+4,K.planes+17,K.religion+14,SenseMotive+10,Spellcraft+4,Stealth+3,Sur vival+8,Swim+9,ProfessionMine+10,Concentration+22
Human male Cleric of Gorum 17 | Treasure | (Completed Iron Gods)

Ok, the treasure sheet is ready for you to have a look and write down your name on items you are interested (the item will automatically appear at the tab with your name that summarizes your equipment and wealth).

If you prefer, have a look at this list and let me know what you want to keep.

Once the items we want to keep have been identified I will sell the rest and share the money in 5 parts (including Coen).

Available equipment
timeworn white hologram generator (image of a gearsman)
rust bag of tricks
pink rhomboid ioun stone (I would like for Holg)
25 pounds of noqual (forging an armor of this material, the armor is 1 category lighter and provides +2 to saves, but gives casting fail check to all magic users)
+1 animated light wooden shield
boots of striding and springing
restorative ointment
pale blue rhomboid ioun stone (+2 enhancement to Str)
voidfrost robe
wand of gust of wind (18 charges)
alchemist’s lab
potions of gaseous form (x3)
Aurumvorax fur (Fireday said he wanted to craft something, a hood or cape is possible)
all-tools vest
cloak of resistance +2 (x3)
timeworn fire extinguisher (4 charges) (I think it might be useful if we find a machine in fire we have to quench)
horn of fog
bottle of air
goggles of minute seeing
ring of minor fire resistance
rod of gripping smoke (+1 ghost touch light mace that 3/day causes a fog to be difficult terrain)
blue scatterlight suit (+7 TAC vs lasers)
wand of cure serious wounds (22 charges)
+2 EMP pistol with a laser sight
scroll of gaseous form
many batteries
many nanite canisters


1 person marked this as a favorite.

You can go ahead and split the loot 4 ways instead of 5. Not fair to give Coen a share when he is leaving. :)


Female Human (Kellid) Human Skald 12 / Barbarian 1| HP: 105/105 | AC: 22 (T: 15, F: 18) | CMB: +14, CMD: 27 | F: +13, R: +9, W: +10 | Init: +9 | Perc: +14, SM: +19 | Speed 40' | Performance 28/28 | Rage 6/6

I've marked a couple of things on the sheet for Kaska. She's taking the sweet sweet pistol and a couple of scrolls that are on her spell list. She's also hoarding batteries.


RETIRED: advancing artificial medicine to save her wife's mind.

If no-one wants the Cloaks of Resistance there's an android with a terrible will save... :)


HP 207+34/207 DR 3/- AC 45 TAC 20 FF 40 CMD 39| F +20 R +15 W +20 | Resist cold 5 acid 5 | Ch:4/7 Ki:4/4 DS:0/8 BR:8/8 R:12/17 WM:9/17 Ext:2/3 Staff:6/10 L1:5/7+1/1 L2:5/6+1/1 L3:2/6 L4:2/6 L5:2/6 L6:4/5 L7:3/4 L8:1/3 L9:2/2 | Ini: +5 | Senses: +11
Skills:
Acr+10,Climb+11,Diplomac+12,Heal+12,K.arcana+4,K.eng.+13,K.history+17,K.nob ility+4,K.planes+17,K.religion+14,SenseMotive+10,Spellcraft+4,Stealth+3,Sur vival+8,Swim+9,ProfessionMine+10,Concentration+22
Human male Cleric of Gorum 17 | Treasure | (Completed Iron Gods)

We have a Cloak of Resistance +1 to spare Fifteen in case you are interested :)

Ok, so far only Kaska picked up stuff, thus in an attempt to be more efficient I will propose a handing of the rest of the stuff. I will mark with an * stuff that was given on previous shares but I cannot still see written down in your profiles. As always, if you want an item I handed to someone else, let's discuss it! And if you will not make use of an item, let's sell it!

Kaska
- *cloak of resistance +1
- *+1 ring of protection
- batteries (x21)
- alchemist’s lab
- 3x scrolls of gaseous form
- scroll of recharge
- +2 EMP pistol with a laser sight
- *timeworn arc pistol (4 charges)
- *timeworn zero pistol
- *white access card
- *gray access card
- *green access card
- *black e-pick
- *green e-pick
- *map of Numeria

Viv
- cloak of resistance +2
- potion of gaseous form (many uses: escape a grapple or swallow whole, escape a trapped room, fly out of a pit or deep water, etc.)
- grade III hemochem (fast healing 3 for 1 min = 30 hp)
- horn of fog (you probably can do some control with that one)
- bottle of air
- ring of minor fire resistance

Fireday
- *+1 breastplate (+7 armor AC!)
- *+2 construct bane longbow
- *wand of cure light wounds (50 charges)
- cloak of resistance +2
- pale blue rhomboid ioun stone (+2 enhancement Str. Mind, it does not stack with Bull's Strength)
- 2x potion of gaseous form (many uses: escape a grapple or swallow whole, escape a trapped room, fly out of a pit or deep water, etc.)
grade III hemochem (fast healing 3 for 1 min = 30 hp)
- *skillslot with a Mark I Knowledge (engineering) skill chip (I think Khonnir installed this on him, or at least offered himself to do it)
- *envoy’s mouthpiece
- *remove paralysis scroll
- *remove blidness scroll
- *remove curse scroll
- *delay poison scroll
- *restoration scroll

Holg
- wand of cure serious wounds (22 charges)
- cloak of resistance +2
- voidfrost robe
- pink rhomboid ioun stone
- potion of gaseous form (many uses: escape a grapple or swallow whole, escape a trapped room, fly out of a pit or deep water, etc.)
- 3x rare cologne

Group stuff non specifically carried by anyone
- cardioamp (resurrect)
- cureall vial (cure poison or disease)
- 9x nanite canisters
- 17x batteries
- 164x goo tubes (probably many are consumed)
- Heavy horse fully equipped <- poor guy where did we forget this one? XD

Finally, the blue scatterlight suit gives a +7 TAC which might be cool for a ranged character. Are Molly, Viv or even Kaska interested or shall I sell this? 3600 gp -> 1800 will be added to the share.

Holg is slightly above the party in wealth, but because he carries many party stuff like the commsets and healing stuff. Viv is slightly below the party average, we are having difficulties to find her proper equipment.

Pending to consolidate the selling but I think we can count around 12000 gp each of us 4 for buying or crafting. That said, I recommend you have a look at your tabs in the treasure because you probably have floating gold remaining to spend.


Female Human (Kellid) Human Skald 12 / Barbarian 1| HP: 105/105 | AC: 22 (T: 15, F: 18) | CMB: +14, CMD: 27 | F: +13, R: +9, W: +10 | Init: +9 | Perc: +14, SM: +19 | Speed 40' | Performance 28/28 | Rage 6/6

Your loot split suggestions look pretty good Holg. Here are a few comments.

Kaska has a couple of things that aren't listed: a +1 chain shirt, and a timeworn autograpnel. Unless someone wants the autograpnel I think it's time to sell it. I've nly used it once or (maybe) twice, and when I did a grapple hook and rope would have worked just as well.

Kaska grabbed the Goggles of Minute Seeing to help with Disable Device checks but it looks like that job should be turned over to FIfteen. Kaska DD=15, Fifteen DD=24 (if I remember correctly). Maybe the googles should just be sold or Fifteen can take them?

I think the Blue Scatterlight Suit is a good match for Viv or Molly. I expect Kaska to still be in Melee some to often, and she'll need better protection from physical attacks.

I think we should keep the medical tech equipment, ointments, and so forth as a party first aid kit. It looks like that's what you're already suggesting Holg. As far as Kaska is concerned the Goo Tubes to be sold. She won't eat that garbage. :p

Kaska has a decent horde of pistols, and can give one to Fifteen if she wants to use one. Want the Zero Pistol?


Female Human (Kellid) Human Skald 12 / Barbarian 1| HP: 105/105 | AC: 22 (T: 15, F: 18) | CMB: +14, CMD: 27 | F: +13, R: +9, W: +10 | Init: +9 | Perc: +14, SM: +19 | Speed 40' | Performance 28/28 | Rage 6/6

There are a few things about Kaska's new build everyone might want to take into consideration when thinking about buying items.

Kaska will be able to use Inspired Rage 21 rounds per day. Unless things are going to get really insane, that should typically cover all the combat we'll see in a day. I figure I'll split the +4 stat bonus equally between STR and DEX, so +2 to each ability score.

As a 9th level Skald the Accurate Stance rage power will give +2 to melee and thrown attacks. Melee fighters will have a combined +3 to to hit. Ranged fighters will only get +1 to hit, but Sharpened Accuracy will let them ignore cover, and treat total concealment as concealment. Auspicious Mark will give everyone a swift action 1/day +1d6+2 added to a d20 roll. I've pasted in the exact details below.

*Controlled Inspired Rage (Su): When the urban skald inspires rage, he does not grant the normal benefits. Instead, he can apply a +2 morale bonus to his allies’ Strength, Dexterity, or Constitution. This bonus increases to +4 at 8th level and to +6 at 16th level. The urban skald can apply the full bonus to one ability score or split the bonus between several scores in increments of 2. The choice applies to all affected allies. The controlled inspired rage grants no bonus on Will saves, imposes no penalties to AC, and does not prevent affected allies from using Intelligence-, Dexterity-, or Charisma-based skills. This alters inspired rage.

*Accurate Stance (Ex) (Pathfinder Unchained pg. 9): The barbarian can focus her strikes. She gains a +1 competence bonus on melee attack rolls and thrown weapon attack rolls. This bonus increases by 1 for every 4 levels the barbarian has. This is a stance rage power.

*Sharpened Accuracy (Ex) (Pathfinder Unchained pg. 12): While in the accurate stance, the barbarian ignores the miss chance for concealment and treats total concealment as concealment. She also ignores cover penalties except those from total cover. A barbarian must have the accurate stance rage power and be at least 8th level to select this rage power.

*Auspicious Mark (Su) (Pathfinder Unchained pg. 9): The barbarian has been marked by the spirits, as indicated by an impressive tattoo, scar, or birthmark she possesses. As a swift action, she can call upon the spirits’ favor to increase any d20 roll she just made by rolling 1d6 and adding it to the result. This bonus increases by 1 for every 4 levels she has. She can call on the auspicious mark after seeing the result of the d20 roll. This ability can be used only once per day.

She has the spell Flexible Fury, which will let her switch out one of the selected rage powers for another. A limited amount of situational customization is possible this way.

Kaska will also be a good party face now. So it won't be super awkward when Holg makes her talk to people. :p


Female Human (Kellid) Human Skald 12 / Barbarian 1| HP: 105/105 | AC: 22 (T: 15, F: 18) | CMB: +14, CMD: 27 | F: +13, R: +9, W: +10 | Init: +9 | Perc: +14, SM: +19 | Speed 40' | Performance 28/28 | Rage 6/6

Oh, and one more thing. Kaska will be keeping her falx after all. There's an entry in weapons I had missed or, has been added since we started a couple of years back, the Rhomphaia. It's essentially a "great falx" that has reach.

It's what this guy is demonstrating:

Rhomphaia Chewing Up a Shield

There's a lot of ambiguity in what is a falx or rhomphaia. Both are sharpened on the concave rather than the convex side of the blade, sickle style. Generally as used falxs are smaller and/or the term is used for the Scythian version, while rhomphaia is used for the Dacian version. In any case, Kaska has a big one of these and I'll keep calling it a falx because it's quicker and easier to type.


RETIRED: advancing artificial medicine to save her wife's mind.

I'd be delighted to have a CoR +1 if it's spare. On my list of things to get in future are Bracers of Armor (which I forgot about when building!)

Happy to take the Goggles if it helps - maybe wait until our first actual trap though since Fifteen won't advertise her skill while in Torch! Worth noting that I have a Black E-Pick for techno locks, but I can't disable magical traps at all, so swings are roundabouts there.


Male Android [Warpriest 17, AC 26, T16, FF22 | HP 138/138, F+14 R+15 W+15 | CMB +18, CMD 31 | Init +5, Perc. +31 | Nanite Surge +20 1/1, Blessings 11/11, Fervor 6d6 11/11]
Kaska of Red Talons wrote:

Oh, and one more thing. Kaska will be keeping her falx after all. There's an entry in weapons I had missed or, has been added since we started a couple of years back, the Rhomphaia. It's essentially a "great falx" that has reach.

It's what this guy is demonstrating:

Rhomphaia Chewing Up a Shield

There's a lot of ambiguity in what is a falx or rhomphaia. Both are sharpened on the concave rather than the convex side of the blade, sickle style. Generally as used falxs are smaller and/or the term is used for the Scythian version, while rhomphaia is used for the Dacian version. In any case, Kaska has a big one of these and I'll keep calling it a falx because it's quicker and easier to type.

I was sort of under the impression that the falx was associated with Dacians, but the Rhomphaia was associated with the Thracians more to the south, but the majority of my experience comes from Total War games.

Thanks for all that info, Holg! That REALLY helps me update my inventory!


HP 207+34/207 DR 3/- AC 45 TAC 20 FF 40 CMD 39| F +20 R +15 W +20 | Resist cold 5 acid 5 | Ch:4/7 Ki:4/4 DS:0/8 BR:8/8 R:12/17 WM:9/17 Ext:2/3 Staff:6/10 L1:5/7+1/1 L2:5/6+1/1 L3:2/6 L4:2/6 L5:2/6 L6:4/5 L7:3/4 L8:1/3 L9:2/2 | Ini: +5 | Senses: +11
Skills:
Acr+10,Climb+11,Diplomac+12,Heal+12,K.arcana+4,K.eng.+13,K.history+17,K.nob ility+4,K.planes+17,K.religion+14,SenseMotive+10,Spellcraft+4,Stealth+3,Sur vival+8,Swim+9,ProfessionMine+10,Concentration+22
Human male Cleric of Gorum 17 | Treasure | (Completed Iron Gods)

Kaska I will include the autograpnel in the sell. I think the chain shirt is still fit for you as Skalds can cast both in medium and light armor.

Remember to register the cloak of resistance +1 (also I think your Fort save is 1 off too low).

Goggle's of minute seeing, ok let's assign them to Fifteen but assume Kaska is picking them up until we find a trap.

Fifteen would you like the zero pistol too?

Controlled Inspired Rage More turns of rage, yay! :D

The power alteration is not fully clear to me on regards to the use of other classes rage. Under the original Inspired Rage, Holg could use his own rage bonuses while raging. But the controlled version says "When the urban skald inspires rage, he does not grant the normal benefits", which I am not sure if it includes the ability to use the rager own rage bonuses.

On a plus side, it seems Holg would be able to cast spells while enjoying the controlled version of inspired rage, but it is not explicitly written.

Also, if Holg is already raging when he receives Inspired Rage, is he fatigued for stopping his own rage?

Sorry for my many questions but my mind is twisting right now xD


RETIRED: advancing artificial medicine to save her wife's mind.

If no-one else wants it then sure. I'm good with pistols!


Female Human (Kellid) Human Skald 12 / Barbarian 1| HP: 105/105 | AC: 22 (T: 15, F: 18) | CMB: +14, CMD: 27 | F: +13, R: +9, W: +10 | Init: +9 | Perc: +14, SM: +19 | Speed 40' | Performance 28/28 | Rage 6/6

I'll check my saves Holg. Thanks.

My understanding is you can continue to use your own rage bonuses. "Not granting normal benefits" refers to giving flexible stat bonuses rather than just STR & CON, and no WILL save boost.

I would interpret Raging Song to not allow spellcasting. It mentions INT, WIS, and CHA skills can be used but doesn't mention spellcasting. Considering the Bloodrager gets Blood Casting as a 4th level ability to allow casting while raging, even the Urban Bloodrager keeps this ability. The wording of Urban Bloodrage and Urban Raging Song are very similar.

HOWEVER! Each character can decide whether or not to accept the Raging Song each round (not an action). Raging Song doesn't cause fatigue when it ends. So if a character wants to cast, they can not accept the song that round, cast their spell, and accept it again the round after. In effect characters may use Raging Song or cast a spell in a given round, but can't have both in the same round. There's no penalty for switching back and forth. Kaska could even keep the performance going, refuse to accept her own performance, and cast.

The last question is a bit tricky, but here's how I'd interpret it. If Holg switches from his own rage ability to using raging song, he would not become fatigued because he hasn't exited rage. If he didn't accept raging song in order to cast a spell, or if raging song ends, THEN he would be fatigued. Although in the second case he could start using his own rage again and not be fatigued until he stopped.

I'll add that I'm a poor rules lawyer, and any of this might be wrong. I wouldn't claim we know for sure until Brainiac has a say.


Female Human (Kellid) Human Skald 12 / Barbarian 1| HP: 105/105 | AC: 22 (T: 15, F: 18) | CMB: +14, CMD: 27 | F: +13, R: +9, W: +10 | Init: +9 | Perc: +14, SM: +19 | Speed 40' | Performance 28/28 | Rage 6/6

@Fireday: Yeah, there's a lot of contradictory stuff, often because Greek and Roman writers weren't clear on who exactly they were talking about when they use Thracian and Dacian. Also the terms are used for both peoples and places.

As near as I can figure, Thracians and Dacians were related, maybe different in terms of "tribal" identity, and occupied an area north of the Greeks roughly centered on present day Romania. Scythians were also related, maybe more distantly, and were located to the Northeast, the north coast of the Black Sea and eastward.

In a sense it makes equal sense the say the Rhomphaia was a Thracian or Dacian weapon because they're the roughly the same people in roughly the same place.


Male Android [Warpriest 17, AC 26, T16, FF22 | HP 138/138, F+14 R+15 W+15 | CMB +18, CMD 31 | Init +5, Perc. +31 | Nanite Surge +20 1/1, Blessings 11/11, Fervor 6d6 11/11]

Yer makin' me wanna play Total War: Rome II again, Kaska! :P


Female Android Kineticist 13 | 120/120 HP (13 temp) | Resist Fire 10 | AC 20 T 14 FF 16 | Fort +13 Ref +15 Will +8 | Initiative +5 | Perception +21 | Nanite Revival 1/1 | Nanite Surge 1/1

I’m also considering a character swap, as Viv is getting kinda samey.


Female Android Kineticist 13 | 120/120 HP (13 temp) | Resist Fire 10 | AC 20 T 14 FF 16 | Fort +13 Ref +15 Will +8 | Initiative +5 | Perception +21 | Nanite Revival 1/1 | Nanite Surge 1/1

Seems like we've hit the between-AP-modules doldrums!


Female Halfling Gunslinger 17 | HP 129/129 | AC 32 T 23 FF 20 | Fort +14 Ref +20 Will +11 | Initiative +13 | Perception +25 | Grit 3/3 | Fly 1/1

Molly and Fifteen don't have any goods to sell or story to advance - yet. :)


Female Android Kineticist 13 | 120/120 HP (13 temp) | Resist Fire 10 | AC 20 T 14 FF 16 | Fort +13 Ref +15 Will +8 | Initiative +5 | Perception +21 | Nanite Revival 1/1 | Nanite Surge 1/1

Yeah, I think we just need to reassemble and figure out who's going and whether we have any remaining plans!


Male Android [Warpriest 17, AC 26, T16, FF22 | HP 138/138, F+14 R+15 W+15 | CMB +18, CMD 31 | Init +5, Perc. +31 | Nanite Surge +20 1/1, Blessings 11/11, Fervor 6d6 11/11]

I like where Viv is going with this! It's interesting!


I'm ready to begin the next adventure once everybody has finished all of their downtime activities.


HP 207+34/207 DR 3/- AC 45 TAC 20 FF 40 CMD 39| F +20 R +15 W +20 | Resist cold 5 acid 5 | Ch:4/7 Ki:4/4 DS:0/8 BR:8/8 R:12/17 WM:9/17 Ext:2/3 Staff:6/10 L1:5/7+1/1 L2:5/6+1/1 L3:2/6 L4:2/6 L5:2/6 L6:4/5 L7:3/4 L8:1/3 L9:2/2 | Ini: +5 | Senses: +11
Skills:
Acr+10,Climb+11,Diplomac+12,Heal+12,K.arcana+4,K.eng.+13,K.history+17,K.nob ility+4,K.planes+17,K.religion+14,SenseMotive+10,Spellcraft+4,Stealth+3,Sur vival+8,Swim+9,ProfessionMine+10,Concentration+22
Human male Cleric of Gorum 17 | Treasure | (Completed Iron Gods)

I am finding the interlude interesting. It is fine to break from adventuring for a few days.

Holg is raging for battle though :)


Female Human (Kellid) Human Skald 12 / Barbarian 1| HP: 105/105 | AC: 22 (T: 15, F: 18) | CMB: +14, CMD: 27 | F: +13, R: +9, W: +10 | Init: +9 | Perc: +14, SM: +19 | Speed 40' | Performance 28/28 | Rage 6/6

So Jesse, are you switching Viv for a different character?


Female Android Kineticist 13 | 120/120 HP (13 temp) | Resist Fire 10 | AC 20 T 14 FF 16 | Fort +13 Ref +15 Will +8 | Initiative +5 | Perception +21 | Nanite Revival 1/1 | Nanite Surge 1/1

I don't know yet. I haven't been able to decide if Viv should stay behind and open a clinic and try to make Torch a better place. Now that we have a gunslinger in the group for ranged support, a kineticist is not as important. That's also part of why this RP scene is happening, as I'm sorta getting the party's temperature on a potential switch and on perhaps investing more in Torch as a home. (I know that's less important to the Kellid PCs as you have your tribe.)


HP 207+34/207 DR 3/- AC 45 TAC 20 FF 40 CMD 39| F +20 R +15 W +20 | Resist cold 5 acid 5 | Ch:4/7 Ki:4/4 DS:0/8 BR:8/8 R:12/17 WM:9/17 Ext:2/3 Staff:6/10 L1:5/7+1/1 L2:5/6+1/1 L3:2/6 L4:2/6 L5:2/6 L6:4/5 L7:3/4 L8:1/3 L9:2/2 | Ini: +5 | Senses: +11
Skills:
Acr+10,Climb+11,Diplomac+12,Heal+12,K.arcana+4,K.eng.+13,K.history+17,K.nob ility+4,K.planes+17,K.religion+14,SenseMotive+10,Spellcraft+4,Stealth+3,Sur vival+8,Swim+9,ProfessionMine+10,Concentration+22
Human male Cleric of Gorum 17 | Treasure | (Completed Iron Gods)

Hei! Viv is part of our tribe now :)

That said, I am supportive of people playing what would make them feel more engaged with the game and their characters, so for me, I am ok if you decide to make a new one.

But if you are just not satisfied with the kineticist chassis or some personality traits I would encourage better to look for a class change and/or an evolution event like Kaska did. New characters usually have a harder time to engage with the party and the plot events, so my advise is to make Viv evolve rather than replacing her. I find that usually becomes more satisfying than totally replacing a character half-way through.


Female Android Kineticist 13 | 120/120 HP (13 temp) | Resist Fire 10 | AC 20 T 14 FF 16 | Fort +13 Ref +15 Will +8 | Initiative +5 | Perception +21 | Nanite Revival 1/1 | Nanite Surge 1/1

I do want to get the surgery done on Holg though, either way.

I do have an alt character in mind that would fit... surprisingly simply and would likely immediately gel with most of the group.


HP 207+34/207 DR 3/- AC 45 TAC 20 FF 40 CMD 39| F +20 R +15 W +20 | Resist cold 5 acid 5 | Ch:4/7 Ki:4/4 DS:0/8 BR:8/8 R:12/17 WM:9/17 Ext:2/3 Staff:6/10 L1:5/7+1/1 L2:5/6+1/1 L3:2/6 L4:2/6 L5:2/6 L6:4/5 L7:3/4 L8:1/3 L9:2/2 | Ini: +5 | Senses: +11
Skills:
Acr+10,Climb+11,Diplomac+12,Heal+12,K.arcana+4,K.eng.+13,K.history+17,K.nob ility+4,K.planes+17,K.religion+14,SenseMotive+10,Spellcraft+4,Stealth+3,Sur vival+8,Swim+9,ProfessionMine+10,Concentration+22
Human male Cleric of Gorum 17 | Treasure | (Completed Iron Gods)
Viv Voltine wrote:

I do want to get the surgery done on Holg though, either way.

I do have an alt character in mind that would fit... surprisingly simply and would likely immediately gel with most of the group.

I am certain you can build upon some themes and towards personalities that better mingle with the party dynamics. What I tried to convey is that it becomes very difficult to replace the kind of camaraderie and feelings that tie up a group that has gone through common adventures and difficult moments. That "you remember when we fought Hellion", "yeah, remember when we exploded that transmission antenna", etc.

I have gone through that before in other groups, and the feeling of loss is very similar to when a player drops from the game. Even if the new character mingles well, the "shared moments" power is lost.

What Kaska did is very smart, because she used a change to make her character more interesting by giving her an evolution through the story using a narrative hook. But her character is still there and those shared moments and camaraderie is preserved.

The excitement of a new character is very strong at the beginning, but it dies over time (sometimes too fast), while the interest of shared experiences always persist and strengthens over time.

I hope I expressed myself better now :)


Female Android Kineticist 13 | 120/120 HP (13 temp) | Resist Fire 10 | AC 20 T 14 FF 16 | Fort +13 Ref +15 Will +8 | Initiative +5 | Perception +21 | Nanite Revival 1/1 | Nanite Surge 1/1

No, I know what you're saying, but I think you might be surprised by this one.


HP 207+34/207 DR 3/- AC 45 TAC 20 FF 40 CMD 39| F +20 R +15 W +20 | Resist cold 5 acid 5 | Ch:4/7 Ki:4/4 DS:0/8 BR:8/8 R:12/17 WM:9/17 Ext:2/3 Staff:6/10 L1:5/7+1/1 L2:5/6+1/1 L3:2/6 L4:2/6 L5:2/6 L6:4/5 L7:3/4 L8:1/3 L9:2/2 | Ini: +5 | Senses: +11
Skills:
Acr+10,Climb+11,Diplomac+12,Heal+12,K.arcana+4,K.eng.+13,K.history+17,K.nob ility+4,K.planes+17,K.religion+14,SenseMotive+10,Spellcraft+4,Stealth+3,Sur vival+8,Swim+9,ProfessionMine+10,Concentration+22
Human male Cleric of Gorum 17 | Treasure | (Completed Iron Gods)

You have my curiosity now :)


HP 207+34/207 DR 3/- AC 45 TAC 20 FF 40 CMD 39| F +20 R +15 W +20 | Resist cold 5 acid 5 | Ch:4/7 Ki:4/4 DS:0/8 BR:8/8 R:12/17 WM:9/17 Ext:2/3 Staff:6/10 L1:5/7+1/1 L2:5/6+1/1 L3:2/6 L4:2/6 L5:2/6 L6:4/5 L7:3/4 L8:1/3 L9:2/2 | Ini: +5 | Senses: +11
Skills:
Acr+10,Climb+11,Diplomac+12,Heal+12,K.arcana+4,K.eng.+13,K.history+17,K.nob ility+4,K.planes+17,K.religion+14,SenseMotive+10,Spellcraft+4,Stealth+3,Sur vival+8,Swim+9,ProfessionMine+10,Concentration+22
Human male Cleric of Gorum 17 | Treasure | (Completed Iron Gods)

Level 10

Cleric of Gorum
HP: +10
Spells slots: +1 4th level, +1 5th level
Skills:
K. religion
K. planes
Background skills:
K. engineering
K. history
Equipment
- Fireday crafts improvement of amulet of natural armor +1 to +2: 3000 gp (3 days of work)
- mithral full plate (ACP reduced to 0 through Ironbound Master, sash of the war champion and armor expert trait, so no penalty to attack, and full speed thanks to Ironbound Master), 10500 gp - 700 from selling breastplate


Female Human (Kellid) Human Skald 12 / Barbarian 1| HP: 105/105 | AC: 22 (T: 15, F: 18) | CMB: +14, CMD: 27 | F: +13, R: +9, W: +10 | Init: +9 | Perc: +14, SM: +19 | Speed 40' | Performance 28/28 | Rage 6/6

I'm just about settled on magic purchases. I haven't yet decided if Kaska would be better off with a belt of DEX or CON. They both have their advantages.

I'm also trying to decide if I want to add any items to what I've decided on so far or keep a big chunk of money to go toward added the Furious enchantment next time around.

So far Kaska will be getting a +2 Belt, A Spell Lattice of Detect Radiation, A Runestone of Power 1st level, an Amulet of Natural Armor +1, and a +1 enchantment of her falx.

If Fireday can craft the Amulet and Belt, That's 8,000 spent. I could just afford a Mnemonic Vestement, but without a collection of scrolls or a spellbook or two at this point, it wouldn't be super useful. Probably a 'next time' purchase.


RETIRED: advancing artificial medicine to save her wife's mind.

@Fireday: all items have a minimum caster level which determines who can craft them. I think you can bend the rules if you're willing to make a higher DC check but I'm not 100%.

For example to improve weapons/armor you generally need a caster level of the enhancement bonus x3. So CL 9 to make +3 armor etc.

Hope that helps. ;)


Female Android Kineticist 13 | 120/120 HP (13 temp) | Resist Fire 10 | AC 20 T 14 FF 16 | Fort +13 Ref +15 Will +8 | Initiative +5 | Perception +21 | Nanite Revival 1/1 | Nanite Surge 1/1

That's not quite right - you can make many items without hitting the minimum CL, but that means the item's level is equal to your level. This can be important for figuring out whether something can be dispelled or how many dice it rolls or how long its duration lasts.

PF FAQ wrote:

Does creating a magic item require the creator to be of the same or higher caster level of the item itself? This doesn’t seem to square with the CLs listed for specific magic items; for instance, a belt of giant strength +2 has CL 8th, but the only spell required in its creation, bull’s strength, has a minimum caster level of 3.

Am I missing anything here?

Though the listed Caster Level for a pearl of power is 17th, that caster level is not part of the Requirements listing for that item. Therefore, the only caster level requirement for a pearl of power is the character has to be able to cast spells of the desired level. However, it makes sense that the minimum caster level of the pearl is the minimum caster level necessary to cast spells of that level–it would be strange for a 2nd-level pearl to be CL 1st. For example, a 3rd-level wizard with Craft Wondrous Item can create a 1st-level pearl, with a minimum caster level of 1. He can set the caster level to whatever he wants (assuming he can meet the crafting DC), though the pearl’s caster level has no effect on its powers (other than its ability to resist dispel magic). If he wants to make a 2nd-level pearl, the caster level has to be at least 3, as wizards can’t cast 2nd-level spells until they reach character level 3. He can even try to make a 3rd-level pearl, though the minimum caster level is 5, and he adds +5 to the DC because he doesn’t meet the “able to cast 3rd-level spells” requirement.


Male Android [Warpriest 17, AC 26, T16, FF22 | HP 138/138, F+14 R+15 W+15 | CMB +18, CMD 31 | Init +5, Perc. +31 | Nanite Surge +20 1/1, Blessings 11/11, Fervor 6d6 11/11]

By the by, Viv, I won't be able to improve the shirt. I have Craft TECHNOLOGICAL Arms and Armor, rather than Magic. But if you need Wondrous Items, I can certainly help in that regard.

How much will it cost to convert the noqual into a new Monk's Spade and get it enchanted to at least +1?

CL 8th for Belts of Mighty Constitution, would the fact that I'm improving an existing belt mitigate some of the cost?

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