Kovax, Urgeon & razorend all fire and swing and the nimble creature dodges it all.
Ridic may retroactively post his action
Up close, it's obvious that this creature doesn't breathe or bleed. In fact, you're fairly certain it's undead. (More info requires a knowledge religion roll that I don't think any of you have ranks in)
It takes a swing at Razorend attempting to trip the front line warrior with its blade following up with a barrage of attacks, but the canny stalker leaps over the trip slashing out as the opportunity presents itself and deflects the other blows with his defensive blade style.
22 AC is brutal. Just need some O. Take your AoO if you want it.
Hethuath Trip vs Razorend:1d20 + 5 ⇒ (4) + 5 = 9 Sword vs Raz :1d20 + 7 ⇒ (12) + 7 = 19 Fist vs Raz :1d20 + 2 ⇒ (13) + 2 = 15 Fist vs Raz:1d20 + 2 ⇒ (18) + 2 = 20
Ridic -- 2 things. You're in a metal room ... all sides. There's nothing to grow into the entangle spell. I'd allow dirt and such, but an enclosed metal box, can't do it. Second, entangle has a massive area
I will attack as soon as I get home, wayfinder no longer works on any device I have and I don't have Kovax in front of me. If I don't post in a timely manner, feel free to attack for me
M Human (Kellid) Blight Druid, S16, D10, C14, I10, W19, CH10, HP59, AC17, Init 1, Perception +14 Level 7 Druid
Can you make an acrobatics check to pass an enemy if you have to pass through friendly occupied squares? If so I will roll it up, if not I don't think I can do anything in this log jam
Yes you do and that will fail, however, once Razorend tumbles around, he'll open a spot for you. I'll assume you delay your second round action to accomplish that and attack.
Ridic moves up and attempts to get past the creature but it is agile and swipes at him, forcing him to stay back.
Urgeon fires and misses while Razorend is able to use the distraction to get around the four-armed walking dead thing, unfortunately he is unable to land a blow.
Ridic moves into the vacated space and lashes out with his scythe with a devastating blow severing the unsuspecting creature's head from its body. (x4 crit multiplier, holy s***!)
M Human (Kellid) Diviner 6 Technomancer 1, HP 38/54 , AC 13 (17 w/ mage armor), Init +11, Perception +12, Fort +5, Ref +5, Will +7
Spells:
6/6 1st 5/5 2nd 2/4 3rd Wands: MM 7/44 SR 4/16 REx 14/18 REn 34/34 RoR 12/17 G 36/38
Urgeon shakes his head at Razor, "I don't know."
He turns to the others. "I think we're going to have to find different key cards if we're going to proceed any further. For now, I recommend that we rest, since I for one am deleted of resources. This room seems like a defensible place to stay the night."
Assuming the party agrees to rest here, Urgeon will take the time to carefully search the room. Take 20
You discuss resting after having run through several fights in the past couple hours from the robot, to the skeletons to the 2 tentacle monsters and now this twice dead four-armed creature.
Sifting through the tons of junk, Urgeon finds another key card hidden under a pile of metal wire. It looks like the other ones you have except the outside is black instead of brown. A quick test and you discover it does open the locked door in the hallway. The thoroughness of his search makes you wonder if you've passed up other wonders in the piles of junk you've seen in other rooms.
M Human (Kellid) Diviner 6 Technomancer 1, HP 38/54 , AC 13 (17 w/ mage armor), Init +11, Perception +12, Fort +5, Ref +5, Will +7
Spells:
6/6 1st 5/5 2nd 2/4 3rd Wands: MM 7/44 SR 4/16 REx 14/18 REn 34/34 RoR 12/17 G 36/38
Urgeon looks at the new card with some wonder, "We need to be more careful searching these rooms. Let's try this card out."
He inserts the black card into the hallway door. He then follows the others through. On the other side he will check to see if either the brown or black cards will open the door on the left.
"Spending some time searching the rooms we have already been and know are safe, and seeing if we have missed anything like another of these door cards is not a terrible idea, who knows what we may have overlooked that could be invaluable as we move deeper into this...thing"
You start your search back in the room with the glowing light on the pillar and the large metal desk covered in lights and buttons. You discover that all the machinery is connected via various conduits and thin metal cable, but you don't find anything else that you can walk away with.
1 hour passes
Of significant note while you're searching the window & pillar room before you proceed to the sputtering machinery room is that every 10 to 40 secs that room fills with lightning. You are able to time it and search quickly in bursts, but ultimately the room is fairly plain and you find nothing of interest. You do feel that with a bit more understanding of the machinery and the interconnecting conduits and thin metal wire, that you might be able to stop it.
2 hours pass
In the large room back by the skulk cavern, your search uncovers several small items. Two items that look like silverdisks, but the engravings glow with a faint bluish light, a small device with black lines on it that has a couple small wires with metal tips that retract in and out, and powerful, long-handled tools that resemble a blacksmith's tongs.
M Human (Kellid) Diviner 6 Technomancer 1, HP 38/54 , AC 13 (17 w/ mage armor), Init +11, Perception +12, Fort +5, Ref +5, Will +7
Spells:
6/6 1st 5/5 2nd 2/4 3rd Wands: MM 7/44 SR 4/16 REx 14/18 REn 34/34 RoR 12/17 G 36/38
Urgeon will examine the silverdisks and will attempt to decipher their purpose. He likewise examines the device with the retractable wires and the tools.
You recognize the little silverdisks as batteries from your discussion with Sanvill. The wire device you can't figure out, but the tongs contraption you figure out.
Tech info:
Once they're set, they can be locked into place to grip an object. Used when attempting to pry open a stuck object (in a manner similar to the use of a crowbar), they grant a +2 circumstance bonus on Strength checks. When used to attach two devices, a set holds on with an effective Strength score of 24. Applying the device to a creature and then locking the it to crush flesh and bone is a standard action that provokes an attack of opportunity and also requires a successful melee attack with an improvised weapon. Once locked, they deal 1d4+7 points of damage.
M Human (Kellid) Diviner 6 Technomancer 1, HP 38/54 , AC 13 (17 w/ mage armor), Init +11, Perception +12, Fort +5, Ref +5, Will +7
Spells:
6/6 1st 5/5 2nd 2/4 3rd Wands: MM 7/44 SR 4/16 REx 14/18 REn 34/34 RoR 12/17 G 36/38
Urgeon relays the information to the others. He holds up the device with the wires to Kovax, "Have a look. Any idea what this thing is for?"
He places the silver disks and the gripper tool in his backpack.
As the group circles back to the cavern area as part of their search, Urgeon will try both the black and brown key card on the second set of double doors.
Urgeon discovers that the door is completely unresponsive to the black and brown cards.
I'm assuming each of you have a brown card and Urgeon carries a black one. Probably worth annotating who carries what at this point
The black card does open the doors on the far east side of the map and you find it leads into a long 10 foot wide corridor that extends straight east for a time before it hits another closed door.
I'm assuming you're just looking that way at this point. If you decide to proceed, I'll move you to another map.
M Human (Kellid) Blight Druid, S16, D10, C14, I10, W19, CH10, HP59, AC17, Init 1, Perception +14 Level 7 Druid
"Well we can take the door to the east since it is open, maybe we will find another key down that way."
I am unsure what door it is that will not open, according to the map there is a double door to the east, which I would assume is the one that we can not open. Then there is the door to the far east which you are saying we can open. Clearly we can not get to that door though, but I am must just be lost on which door is which. Can you add letters to the doors on the map?
I recognize that Dave is out of the country and Kam is busy, too, but since I've seen them post on the other games, I'll assume they're fine with pressing on
Roll 20 Map has been updated
You progress through the doors at the end of the hallway to enter another short hallway with another door that opens at a black card swipe.
A large metal desk with blinking lights and strange glowing panels sits atop a raised area on the east side of this room near a circular table. Two couches covered with black material sit to the south a pair of black metal pillars. Splatters of dried blood stain the floor and walls near a pair of doors to the north, while here and there patches of rust-red mold and fungus cling to the southern wall. The room itself is brightly lit by glowing panels on the ceiling.
M Human (Kellid) Diviner 6 Technomancer 1, HP 38/54 , AC 13 (17 w/ mage armor), Init +11, Perception +12, Fort +5, Ref +5, Will +7
Spells:
6/6 1st 5/5 2nd 2/4 3rd Wands: MM 7/44 SR 4/16 REx 14/18 REn 34/34 RoR 12/17 G 36/38
Urgeon will cast heightened awareness on himself and will carefully examine the area immediately beyond the double doors prior to entering. He will also detect magic.
The mold is similar to the other stuff you saw on Gerrol Saunders, but it doesn't seem to have any spores. Ridic believes it is harmless.
Urgeon finds nothing of interest nor does he note anything magic in the nearby area.
As you progress into the room you find the desk covered in buttons, dials, and levers also has small glass windows on it that flash and and blinks in random patterns. Occasionally, garbled lines of scrambled Androffan text or images of strange creatures flash briefly on one of the windows on the desk. You recognize images of the four-armed creature you fought, but these ones seem alive.
Androffan:
The word "Kasatha" is written underneath it.
Another flash of a dog-like creature with another word.
Androffan:
It says "Akata"
and finally a vine-like plant creature.
Androffan:
"Weedwhip"
Pictures loaded to Roll20
The black card opens the door to a small closet in the back room which contains several upright lockers, most of which contain only strange pieces of junk and rubble. Still, a search of all five lockers uncovers some interesting items including 3 batteries, 26 silverdisks, a foot-long cylinder with a sliding switch on the side of it and a glass cap on one end, and a small locked bin. The bin has a slot for an access card, but when used an image of a white padlock appears.
Player Creation Rules. Slightly different than my other games. There are only 4 of you and no NPCs unless enlisted for story reasons, but no standard always traveling with you NPC/hirelings. No leadership feat.
1) 20 point buy, 3 traits (1 is campaign), gp starting, max hp at 1st level
2) All PRD classes (including ACG) plus all core and featured races plus android
3) Guns are emerging, technology items/feats/archetypes are not available yet. Will allow a retcon later if you wish.
4) I'm currently not using any 3PP material and I'd ask that you don't build your character with any. After that I'm always open to exceptions but expect my initial answer to be no, with justification required on your part, not mine.
5) Level up hps are as follows based on HD:
I'd like to try a ninja... either elf/h-elf or maybe andriod. I like the idea of going full manga geek out! Would be using the Against the Technic League background trait.
Other option is a dwarf Foehammer fighter... hammer specialist, very tanky. Would use the Skymetal Smith background.
I'd prefer the ninja, as long as its not too much overlap with Kam's rogue idea. Mine would definitely be less mech/trappy and more stealth/attack.
Male Human Paladin (Oath Against Fiends) 13; AC 25 (32 with SE), HP 82/(temp max 124), Fort +20, Ref +14, Will +17, Init +1, Greatsword +17/+12/+7(2d6+7/19-20x2)
Also, I will allow significant feat, trait, skill retrain after technology is fully introduced, but no class/stat rework. Probably around level 4 or 5.
Male Teifling Bladebound Magus 13 (AC 29 / Hp 127/ Init +7 / Fort +13 / Ref +14 / Will +13)
I am working on making a Investigator now, not sure if I will go with the Steel Hound or not, but I am leaning pretty heavily on at least going with the main class.
Look at the Shaman Dalamus, they could be really stupidly cool.
If you go with something along these lines, may be worth Epik and Dalamus investing in stealth to make a party that moves quietly. Maybe an invis wand or scrolls later
M Human (Kellid) Diviner 6 Technomancer 1, HP 38/54 , AC 13 (17 w/ mage armor), Init +11, Perception +12, Fort +5, Ref +5, Will +7
Spells:
6/6 1st 5/5 2nd 2/4 3rd Wands: MM 7/44 SR 4/16 REx 14/18 REn 34/34 RoR 12/17 G 36/38
Early draft of a Diviner who will go Technomancer. I went with the "Local Ties" trait since it easily ties with an arcane background, but "Against the Technic League" is also viable.
Of note, for the first adventure, Androffan will still require a linguistics check to decipher. Without Androffan, the DC is doubled. Later on, after a certain point in the adventure, you'll be able to use it like any other language.
Same for knowledge checks relating to tech items. They will be high, maybe absurdly so near the early points of the adventure and as you learn more, they will go down.
Consider why your character is in Torch and what your relationship is with the other characters. You'll be starting this adventure already knowing each other: friends, family, coworkers etc.
Male Android Stalker 7 :: AC 22 (t17, f15) :: 53 hp
Note, the 3 traits brings up a warning in Hero Lab... had to add an additional trait on the Adjust tab to clear it.
Average starting gold, or max?
Razorend:
Razorend
Male android stalker 1 ( [PoW], Pathfinder Campaign Setting: Inner Sea Bestiary 3)
CN Medium humanoid (android)
Init +3; Senses darkvision 60 ft., low-light vision; Perception +9
--------------------
Defense
--------------------
AC 15, touch 13, flat-footed 12 (+2 armor, +3 Dex)
hp 10 (1d8+2)
Fort +1, Ref +3, Will +5
Defensive Abilities constructed; Immune disease, emotion, exhaustion, fatigue, fear, sleep
--------------------
Offense
--------------------
Speed 30 ft.
Melee dagger +3 (1d4+1/18-20) or
. . dagger +3 (1d4+1/18-20) or
. . kukri +3 (1d4+1/17-20) or
. . kukri +3 (1d4+1/17-20)
Special Attacks 1 body of the night, deadly strike +1d6, nanite surge
--------------------
Statistics
--------------------
Str 12, Dex 17, Con 12, Int 11, Wis 16, Cha 8
Base Atk +0; CMB +1; CMD 14
Feats Weapon Finesse
Traits against the technic league (weapons), killer, magic is life
Skills Acrobatics +7, Climb +5, Escape Artist +7, Heal +7, Perception +9, Sense Motive -1, Stealth +7; Racial Modifiers +2 Perception, -4 Sense Motive
Languages Common
SQ emotionless, ki pool, ki pool (perception), ki pool (sense motive), stalker art (critical edge), stalker maneuver recovery
Combat Gear caltrops (2); Other Gear leather armor, dagger, dagger, kukri, kukri, belt pouch, belt pouch, chalk, flint and steel, grappling hook, manacles, masterwork backpack, periscope, silk rope (50 ft.), waterskin, 17 gp, 9 sp, 9 cp
--------------------
Special Abilities
--------------------
1 Body of the Night (Ex) Stance - Add your ranks in Heal to your Stealth, bonus to attack against flat-footed foes.
Against the Technic League (Weapons) +2 weapon damage vs. targets you know are associated with the Technic League
Constructed (Ex) Counts as both humanoids and constructs for effects that target type.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Deadly Strike +1d6 (Ex) Attacks deal +1d6 damage for 0 rounds after successful crit
Immunity to Disease You are immune to diseases.
Immunity to Emotion (Ex) You are immune to all emotion effects.
Immunity to Exhausted You are immune to the exhausted condition.
Immunity to Fatigue You are immune to the fatigued condition.
Immunity to Fear (Ex) You are immune to all fear effects.
Immunity to Sleep You are immune to sleep effects.
Ki Pool (Perception) (Su) +4 insight to one Perception check
Ki Pool (Sense Motive) (Su) +4 insight to one Sense Motive check
Ki Pool (Su) You have a ki pool equal to 1/2 your stalker level + your WIS modifier.
Killer Add weapon's critical modifier to its critical bonus damage.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Magic is Life While under the effects of a spell, gain +2 to save vs. death effects, and automatically stabilize bleeding.
Nanite Surge +4 (1/day) (Ex) Bonus to any one d20 roll. Glow like a torch for 1 round when used.
Stalker Maneuver Recovery Stalkers may recover their maneuvers in one of two ways. The stalker may either center his awareness of the combat momentarily as a standard action and recover a single expended maneuver of his choice.
Alternately, he may recover his Wisdom modifi
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.
This forum avatar is a bit extreme, but the rest kinda stink. He actually looks mostly human, not like a skin-less terminator. Think Data from ST:NG, but less dorky. Actually, probably more like Roy from Blade Runner... but less albino.
M Human (Kellid) Diviner 6 Technomancer 1, HP 38/54 , AC 13 (17 w/ mage armor), Init +11, Perception +12, Fort +5, Ref +5, Will +7
Spells:
6/6 1st 5/5 2nd 2/4 3rd Wands: MM 7/44 SR 4/16 REx 14/18 REn 34/34 RoR 12/17 G 36/38
Dalamus, I think you can make a front line type out of the Blight Druid. The auto sickening of adjacent enemies is powerful for melee. Beef up his str and con and I think he could be a viable tank. Plus he provides the divine which we also need.
Male Android Stalker 7 :: AC 22 (t17, f15) :: 53 hp
Yeah, I'm still pondering the background, but I figured he'd have a tight spiritual bond with Nethys since he was given life through magic.
I have the maneuvers picked, but not readied yet.
Disturbing Blow
Dizzying Venom Prana
Flurry Strike
Ghost Hunting Blow
Offensive Roll
Sting of the Rattler
Stance: Body of the Night
I can send you the character file, if you like.
Sidebar - I've been trying to figure out how to get HeroLab to display separate weapon sets... for example, thrown dagger. I can only get it to show up in melee on the statblock.
Male Teifling Bladebound Magus 13 (AC 29 / Hp 127/ Init +7 / Fort +13 / Ref +14 / Will +13)
Ok back from camping, sadly 16 year old son had a party while we were gone so I am currently dealing with that. Tike I will get this completed ASAP, hopefully tonight.
Sidebar - I've been trying to figure out how to get HeroLab to display separate weapon sets... for example, thrown dagger. I can only get it to show up in melee on the statblock.
Add everything you want as equipment sets, should replace the standard ones.
Sidebar - I've been trying to figure out how to get HeroLab to display separate weapon sets... for example, thrown dagger. I can only get it to show up in melee on the statblock.
Add everything you want as equipment sets, should replace the standard ones.
Saw that, but still can't get dagger to show up as ranged.
Kovax and Ridic (Dalamus' character) are almost done. Let's get the 4th profile and have everyone check in on Gameplay.
You all need to decide how you know each other ... develop a bit of background together. We assume you're together at the beginning of the adventure ... in a bar, of course.
M Human (Kellid) Diviner 6 Technomancer 1, HP 38/54 , AC 13 (17 w/ mage armor), Init +11, Perception +12, Fort +5, Ref +5, Will +7
Spells:
6/6 1st 5/5 2nd 2/4 3rd Wands: MM 7/44 SR 4/16 REx 14/18 REn 34/34 RoR 12/17 G 36/38
Concerning our background, one common thread could be Khonnir Baine. He is a local expert on technology. We all have an interest in technology for one reason or another. Perhaps he is the one whom introduces us.
M Human (Kellid) Blight Druid, S16, D10, C14, I10, W19, CH10, HP59, AC17, Init 1, Perception +14 Level 7 Druid
Ok....My avatar is ready, and my character is pretty much there.
As for how we met/know each other. I ws the crazy drunk Druid kicking everyones ass in the bar, and you guys were able to calm em down for fear that you were next! I am one bad ass gay druid!! lol
Male Android Stalker 7 :: AC 22 (t17, f15) :: 53 hp
Avatar updated... still got the tech mask, but less Terminator. Rough background below:
Razorend was created in Torch more than two decades ago, designed by a secretive splinter cabal of the Technic League. His creators were attempting to engineer the perfect assassin, programming in a wide array of killing techniques plumbed from sources such as the Red Mantis, dervishes of Katapesh, and ninja tongs from Minkai. Unfortunately for them, this mix of volatile knowledge also bred a mean independent streak. Despite a decade of "training", Razorend (at the time designated "HK-77A") would not come to heel. Before the League engineers decided to terminate the project, and their creation, Razorend broke free and fled into the city streets.
In the years since, Razorend has done his best to hide his true identity, often wearing a mask in public. He was created to be a loner, and trust is very difficult to give, even to those companions he's known for the last few months. He has shared his history with precisely no one. Instead of investing in lasting relationships, he would just cut ties and move on. More recently, he has come to grips with the fact that if he wants to thrive, not only just survive, he must grow those bonds.
He has developed into a devout worshiper of Nethys. His creators taught little to nothing of divine beings, but once free, he eventually learned of the god of magic. He believes his life force, or soul even, is born of magic and thus from Nethys. He prays to Nethys daily, and invokes his name often.
Razorend has managed to keep a living wage by offering his skills to those in need... sometimes as a thug, or as a burglar, even a bodyguard. These odd jobs have all been lacking, and he yearns for a more significant calling. His hate is pinpoint focused against the Technic League and those who enslave other androids. He refuses to work for them or their proxies, and when able, will go out of his way to sabotage their plans.
Kovax doesn't know who he is. He woke naked on a beach almost 5 years ago and has been searching for answers ever since. He has heard of strange going ons in Torch, of the ancient ruins all around Numeria and the whispers of a group known as the Technic League. He has strange markings all over his body that seem to match markings he has found in the ruins in this part of the world.
He is in love with technology and seems to have a knack for finding rare and unique pieces in his explorations. He is currently working on repairing a large rifle firearm he found in one of his searches, he thinks he has managed to get it to work, no one else seems to think it's all that safe but it hasn't blow up on him yet.
He has formed a friendship with one of the local tech hounds Khonnir Baine and has met with him many times to go over pieces he has found in his searches. Together they have discovered many unique and exciting things.
He is driven by a desire to know who he is, what his purpose is and where he comes from. Everything he does is in the hopes of finding those answers.
Quartermaster: keeping track of mad loots ...
Chronicler: keeping track of quests AND XP
Timekeeper: keeping track of time (big picture ... what hour/time of day) and weather.
Note, I'll be actually giving XP in this AP for encounters, traps and the like. XP will be given out as a per individual breakout, but you should be able to keep track of it as a party (i.e. everyone will have the same individual breakout .. no one will earn XP on their own separate from the rest of the party)