Speaking of the holidays, I will be out of town from 12/18 through 12/26, with limited or no internet access for much of that time. Normal posting will resume when I return on Monday, 12/27.
Female Android Barbarian (Titan Mauler) 2/Ranger (Sword-Devil) 7/Warpriest (Sacred Fist) 8 | -1/141 HP | AC 35 T 30 FF 27 | Fort +19 Ref +16 Will +15 | Initiative +6 | Perception +26 | Blessings 5/5 | Death Vow 2/5 | Fervor 4/6 | Rage 6/7 rounds | Ki Pool 5/5
I'm really, really sick again. Trying to get a test for the 'rona. I have a fever and it's really hard for me to concentrate. I hope I will be able to catch up in a couple of days.
Human male Cleric of Gorum 17 | Treasure | (Completed Iron Gods)
Level 17
Cleric of Gorum
HP: +12
Spell slots: +1 6th level, +2 9th level
Feat: Quick Channel Skills:
K. religion
K. planes
Background skills:
K. engineering
K. history
Human male Cleric of Gorum 17 | Treasure | (Completed Iron Gods)
Ahoi Iron Scavengers! Last loot share! We plundered Silver Mount for 61,551 gp benefit each of us.
There is also a cloak of resistance +3 from the gargoyles that might slightly improve someone's back.
Additionally, we have 85,000 gp in diamonds, powdered silver and other metals, Deacon Hope's gift, Holg is carrying around in case we need to resurrect or restore negative levels from someone before everything ends.
For those of you here from the beginning, you should have received a total 211,356.37 gp all through the campaign, aside from the items you claimed from the treasure list of loot found.
Human male Cleric of Gorum 17 | Treasure | (Completed Iron Gods)
Meyanda, Scion of Gorum wrote:
"Any healing magic left?" asks Meyanda.
I believe Meyanda is unscathed after the channel, but if I missed something I beg your pardon. Feel free to serve yourself of the curse serious wounds wand, 8 charges left.
Human male Cleric of Gorum 17 | Treasure | (Completed Iron Gods)
Besides, reviewing previous posts I just noticed Fireday already cast a Blessing of Fervor on the party, so if possible I will change that casting to divine power instead, and save the blessing of fervor for later if needed.
Human male Cleric of Gorum 17 | Treasure | (Completed Iron Gods)
Holy aura gives a +4 resistance to saves, which should be +1 more than Fifteen's +3, that and BoF +2 bonus to Reflex might help her pass that Reflex save.
Human male Cleric of Gorum 17 | Treasure | (Completed Iron Gods)
And finally the sacred truth revealed, Unity is in fact... Brainiac! An omniscient AI able to GM all Pathfinder APs in parallel! :D
I think the holy aura becomes relevant here, forcing the angels to roll against blindness (Fort 23) and the prismatic spray to pierce through SR 25. That is, assuming Unity and co are evil.
Also, if frightful presence renders shaken the second angel, his attack on Holg might be a failure. And if the greatswords are not magical, his DR is higher too thanks to same spell!
Human male Cleric of Gorum 17 | Treasure | (Completed Iron Gods)
That's a shame for she had not even a single round :(
Holg used greater planar ally to call the First Blade before. Perhaps, if Gorum listened and is sending his herald, Molly can take control of him so she has at least some fun to do.
He has a plane shift prepared for the day, so, if we can manage some divination to find where she went, we can make a rescue travel if we survive this one.
@Meyanda
You just seemed to take 20 acid damage, it is not possible you are at the ground dying. Did I lose something?
Human male Cleric of Gorum 17 | Treasure | (Completed Iron Gods)
Well, I actually replied you here. As exposed before, Holg's channel removed the 19 damage Meyanda had received. Even if he had not channeled, 39 damage cannot be possibly killing Meyanda! '^_^
Human male Cleric of Gorum 17 | Treasure | (Completed Iron Gods)
Sorry, you had only taken this 19 hits. All the rest was fire damage which was absorbed by your Reflex saves and 120 protection from fire.
Even then I offered you to use the staff if you wanted to use it for healing, and Meyanda is a warpriest thus she can also use fervor and spells to heal herself if she needs to.
I have been very generously consuming my time tracking HP and healing (often using my character limited resources) for most of you for the whole campaign. I only ask you back that if I am telling you twice you are unscathed you consume your time and do at least the effort to go back and check the posts and find out you made some bad notes at some moment. Brainiac does also his work and checking back damage is pretty easy thanks to his damage tags at the end of the posts.
Female Android Barbarian (Titan Mauler) 2/Ranger (Sword-Devil) 7/Warpriest (Sacred Fist) 8 | -1/141 HP | AC 35 T 30 FF 27 | Fort +19 Ref +16 Will +15 | Initiative +6 | Perception +26 | Blessings 5/5 | Death Vow 2/5 | Fervor 4/6 | Rage 6/7 rounds | Ki Pool 5/5
I do my best to track all damage that I take and all healing that I receive. If you think that I'm incompetent, then tell me to f@~+ off and punt me from the group.
It doesn't really matter since this is the end anyway, but this interaction has now left a very bad taste in my mouth.
I'm gearing up to start the Iron Gods adventure path for one of my friends. We're looking for three or four additional players to make a complete party! Potential players should be able to post at least once a weekday (weekends optional).
Character should be built with the 20-point buy method.
All Paizo sources are welcome. No third-party books, please.
Your character should have two total traits, or three with a drawback.
We will be using background skills.
You can either take average starting gold or roll for it.
Recruitment will be open through Friday, June 23rd.
I'm in a different IG game, but I really like the premise of IG (and games have a tendency to die on these boards...) and I have an alternative character that I made for IG, so I'd be interested if you don't get swamped with applicants!
Here's Viv Voltine, an android telekineticist. Good ranged damage, a few interesting support skills, and a very quirky personality.
OK, working on a halfling pistolero gunslinger who escaped bondage with her master's favorite pistol (and he is now pistol'ed-off, heh heh.) More to come soon.
Forgot to ask: are you handing out PFS credit? If you're unsure how PFS works I'd be happy to handle it for you. If you're not handing out credit then I withdraw my submission.
Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber
I am interested! I wanna do something that explores the themes of science and faith combining that Iron Gods is built around, but I'm not sure how best to implement it...
I am interested! I wanna do something that explores the themes of science and faith combining that Iron Gods is built around, but I'm not sure how best to implement it...
Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber
Viv Voltine wrote:
Archpaladin Zousha wrote:
I am interested! I wanna do something that explores the themes of science and faith combining that Iron Gods is built around, but I'm not sure how best to implement it...
Most cleric archetypes are hot garbage, but the Iron Priest at least keeps both of its domains. The switch in channeling just adds the ability to heal constructs and removes damaging undead - and IG has way more constructs than undead (though I would never expect an AP to have NO undead). Since it's quite possible for players to encounter robots and reprogram them into friendlies, this is potentially a nice benefit.
Also, at some point you have to decide whether your character is more about exploring the intersection of faith and technology and following a build that mirrors that thematically, or about just eking out the next incremental bonus for efficiency. :)
Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber
This is true. I think I'll make him a warpriest, though. Basic backstory is an android who was saved from the Technic League by a paladin of Iomedae, who became enraged when they murdered his rescuer and is out to bring them to JUSTICE!
Is it possible to play a character who was a possible inductee to the Technic League and was even trained by someone from the League, but ended up fleeing them due to their practices and keeping of knowledge to themselves?
@The Pale King, yes, that would be possible. You would only know the basic workings of the Technic League, however, not having progressed far enough to learn all of their secrets.
mishima here, decided to just make a regular gunslinger with some of the tech options. Also took a background trait from the player's guide, thought the local ties one would be good. Going to be Val's adopted sister. Will get the fluff together next.
Think the crunch is nailed down except for inventory.
So, I've never looked at the Background Skills rules before, and holy wow. Artistry (poetry) is an option. I think that completes Dromer's emo persona.
Plus, Knowledge (geography) is an option, and I had already given him the Stargazer campaign trait. Squeee!
OK, so after a third attempt, I decided to recycle a character from Carrion Crown, since Ustalav is right next door to Numeria.
Meet Maxim, a stalwart defender of his people. He'd come to Torch to see about putting his crafting skills to use, and to try to acquire some skymetal for his people...but now that the torch is out, is he about to get pulled into something much larger than some nasty skeletons mucking up people's fields?
Most basic combats will be theater of the mind, but I will likely use Google Slides for the more complex ones. I still have to look into how to use them properly.
Here is my application for a Kellid Speaker for the Past Shaman. I went for a mix of secondary melee/support and battlefield control. If needed, I could give the Kellid a stronger twists towards healing.
I've picked the campaign trait and the reason for protest. I also read a bit about the town from the player's guide.
For residence, I'm thinking he could live either at The Cloven Hoof Society or the Devil’s Nursery. Not sure which, I'm open to suggestions.
For work, I'm thinking the could be at the Vespam Artisans as an apprentice there. There is also the Salt Market where he could try to sell some ware.
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On the topic of gooogle slide. I use it alot with my games. I find it just perfect for how I use them and it doesn't require people to make an account. Here's some exemple of maps.
Stirrup pin, docking lever, mainspring...her muscle memory assembled the parts quickly. It wasn't an obsession, familiarity with a thing leads to innovation. It had been 3 years since Baine had introduced her to firearms, and this amalgam of components was no longer recognizable even to an expert...she was taking the technical art in her own direction.
Baine's workshop was a second chance for Nilelane. His inspiration had supplanted her previous addiction to the sweet, viscous Numerian fluids...she no longer needed them to see the inner workings of things. He had given her a purpose, a salvation through education, and the only remnants of her previous life were scars like circuitry, directing her energies where they needed to be.
Sorry I haven't gotten anything up yet, work's been pretty insane and between that and the boards being up and down, I haven't really been able to do much of anything. I'll try and have something done soon though.
Archpaladin Zousha here, with the stats for my android warpriest, Fireday complete! Found by a band of crusaders who got themselves massacred by the Technic League with Fireday as the only survivor. He then joined Iomedae's church to bring the Technic League to JUSTICE!
Grogant is a character (Human-Kellid, Fighter) I played previously in an Iron Gods game but I don’t believe we had even finished the first book when we had the last session… that was close to a year ago now so I don’t think we’ll be doing it again. He’s a seasoned adventurer and congenial but deep down he is filled with rage and regret, and it’s all focused on the Technic League.
”Background”:
Grogant was a member of a nomadic clan of numerians who traded goods with the inhabitants of the River Kingdoms to the south. However they also brought and discretely traded minor technological items with them.
Though he doesn’t know how they found out the Technic League descended on their caravan bringing their magic and technology to bare against the hopelessly outmatched smugglers. Grogant and his kin fought valliantly but on that day his saw his wife and children cut down by the unfeeling Gearsmen as their Technic League masters watched on dispassionately.
Though a competent warrior Grogant was blasted aside as a fireball exploded near him and lost consciousness. He was left for dead and alone of his kin survived. He swore he would make them pay for what they had done but Grogant is patient. He traveled the roads he new south to the River Kingdoms and worked as a mercenary for two years before joining the Pathfinder Society, honing and developing his skills to new heights. He has returned as a pathfinder to his homeland and taken up quests, even from the tyranical Technic League. He will take their coin, make his preparations and get to know them better. When the time comes he will strike a solid blow. A handful of their agents dead are easily replaced, for true vengeance he requires not just to draw blood but damage their reputation, loosen their hold on his countrymen.
The news coming out of Torch stinks of their meddling and a good opportunity to discredit them and dispose of whatever agents they’ve sent. He’s been to the town a few times in the past on his travels since returning. Perhaps it’s time he started being less cautious.
”Mechanics”:
Grogant-Human (Kellid)-Fighter-CN
Hair Colour: Black, Eye Colour: Green, Distinguishing Features: Scars covering right side of face (think Jonah Hex), Religion: Calistria
Str 16(14+2), Dex 14, Con 14, Int 14, Wis 10, Cha 10
HP: 16, Fort +4, Ref +2, Will +2, Initiative
AC: 21, FF: 19, Touch: 13
Melee:
Scimitar: +4,1d6+3, 18-20/x2
Warhammer: +4, 1d8+3, 20/x3
Heavy Pick: +4, 1d6+3, 20/x4
Dagger: +4, 1d4+3, 19-20/x2
Ranged:
Javelin: +3, 1d6+3, 20/x2
Feats: Fast Learner, Toughness, Iron Will
Traits: Against the Technic League (Campaign), Defender of the Society (Combat)
Equipment: Scale Mail. Armoured Kilt, Heavy Wooden Shield, Javelin x3, Scimitar, Cold Iron Dagger, Heavy Pick, Warhammer, Fighters Kit, Whetstone, Wrist Sheath (for Cold Iron Dagger), Rope (Hemp) 100ft, Shield Sconce, Signal Horn, Torch x5, Ear Plugs, Dusk Lantern, Crowbar, Flint and Steel, Lantern Oil (2lbs), 4gp 7sp
Dusk Lantern-Making a special note to include the rules for this as the book is only just out
Adventurer’s Armoury 2, page 12
35gp, 2lbs
This specialized bullseye lantern has a ruby lens that covers the original lens, providing a deep crimson hue to the lantern’s light, allowing for more stealth when used in areas of darkness. This special lens can be set in place or removed as a swift action. While the ruby lens is in place, the lantern only provides dim light in a 60-foot cone. A dusk lantern’s red light is imperceptible to creatures relying on darkvision as their sole form of sight.