
DM Duiker |

There are some new melee weapons that are martial, but the ranged ones are all exotic.
If you're interested in details that are slightly spoilery (nothing of plot just mechanics of proficiencies and the sorts of equipment that might show up) I've hid them below:
There are two basic categories of "new" gun-style weapons: actually new ones that each have a proficiency of Exotic (name of weapon) and ones the AP references out of Paizo's Technology Guide (from when they released Iron Gods). The latter have two new proficiencies: Exotic (Heavy Weaponry) and Exotic (Technological Firearms).
The Technology Guide leaves it to GMs whether Exotic (Firearms) (i.e. what gunslingers have) also gives Exotic (Technological Firearms), depending on the particular campaign. Since none of you are gunslingers, it's sort of moot - unless one of you had designs on multiclassing over to one at some point.

Kit 'Skylark' Bridger |

Just an FYI...
This Wednesday, 12/13, I will be going out of town to visit family with almost no access to the internet until the end of the year. Please bot me as necessary.

Min Zuin |

Have fun, and don't do anything we wouldn't do. Wait there isn't much we won't do. So never mind.
Have a good trip.

DM Duiker |

Plot summarization of random details time!
1. You don't know how you got to that station - but can kind of assume you got there via gate since the little droid told you the last time that the gate had been used was to go to Golarion. (And you jotted down the runes from that time)
2. You know that your abduction is tied to your experiences in that town with the disease that turned everyone insane.
3. You took the only gate you could find off that station, but it was malfunctioning and could only reach this planet.
4. You know that Lomrick was the guy in charge of that station and the one who abducted you. And that he has designs on Golarion in general.
5. You also know that the gate out in the desert where you came through is a secret that Lomrick knows about but the rest of this planet isn't really aware exists. (and that gate may or may not actually be working)
6. The plot hook of Lomrick is that he might be able to get you back home, or might know how to fix the broken gate, or if you want to prevent the big bad universe from getting back to your homeworld.
7. You're at a sort of sandbox part of the adventure, where you can either beeline towards Lomrick or explore as you see fit (I've got a whole gazeteer on the city and planet, so it's up to you how much you want to follow the rails vs. go down improvised side adventures).

Min Zuin |

Whoo Hoo! Rare Internet!
Hilde wrote:Thanks DM! So we need to find this Lomrick......and beer and food! :P
And money.

Min Zuin |

So that gate we came through might be of interest to the coteries? Might give us some power to get off planet or be a mover and shaker on this one.
And beer and food.

Dilwyn Blevins |

I'm going to be traveling pretty much all day tomorrow, and will definitely not get a chance to check in during that time. After that I'll be visiting family and will be able to check sporadically as activities allow. I'll be coming back home on the 1st and should be back to more-or-less normal on the 2nd.

Iskender |

Ok, and with that last email having been sent, my Christmas/New Year Holiday begins!
There will be family, and friends, and out of state travel, so I will do my best to post, but at least during the Monday-Friday of next week, it might get a bit tough.
GM, feel free to bot me as necessary.
Happy Christmas to all!

DM Duiker |

Merry Christmas everyone! Sorry for being sparse on the posting the last week, end of semester crunch drains away the time.

Kit 'Skylark' Bridger |

At first, I was thinking research would be useless, since we don’t speak the language, bu we DO speak it, right?
So, libraries and such? As the Bard, it’s my job to learn stuff.
All this drinking with Kit has dulled your mind!

DM Duiker |

Hi all, I'm flying overseas tomorrow and so will be offline until probably Saturday. I'll be back with regular Internet and such by then for the duration of my trip.

Dilwyn Blevins |

Hey everyone, turned out to not really have much time to get to this during the holiday. I'm back home with stable internet again as of today, and starting to catch up on what I missed. I'll get a post out once I've gotten through all of it.

DM Duiker |

Nine hours of jet lag takes a lot out of the DM for more days than expected...

DM Duiker |

Hi all! First, I apologize very much for the last few weeks. That work trip managed to combine the worst jet lag adjustment I've ever had with catastrophe after catastrophe in the office. Back stateside now and ready to go. I'll have some gameplay posts up for you to start it moving again later today!

Dilwyn Blevins |

Is it just me, or do the Avaar seem to have taken the concept of "enlightenment" way too literally? Next thing we're going to find is that they named the adjacent sector of the city "Vana" so that they can be near it :P

DM Duiker |

Holy cow. I wondered why these little CR2 things were rated as a CR6 encounter when you even got a helper NPC on top of it. But between the dim light environment, pre-buffed dark vision, and rogue levels, they are designed to come in like wrecking balls.

Hilde Tuva |

Yes, they do hit hard... At least Hilde survived the onslaught.
A couple questions:
- Hilde has Damage Reduction 2/-. Were those taken into account? How much do they help her?
- While in "Feline form" she has scent. Does it helps her avoid the stealth from the rat guys?
Scent (Ex) This special quality allows a creature to detect approaching enemies, sniff out hidden foes, and track by sense of smell. Creatures with the scent ability can identify familiar odors just as humans do familiar sights.
The creature can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range.
When a creature detects a scent, the exact location of the source is not revealed—only its presence somewhere within range. The creature can take a move action to note the direction of the scent. When the creature is within 5 feet of the source, it pinpoints the source's location.
A creature with the scent ability can follow tracks by smell, making a Wisdom (or Survival) check to find or follow a track. The typical DC for a fresh trail is 10 (no matter what kind of surface holds the scent). This DC increases or decreases depending on how strong the quarry's odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Survival skill. Creatures tracking by scent ignore the effects of surface conditions and poor visibility.
Format: scent; Location: Senses.

DM Duiker |

Ah, yes I forgot about your DR. There were four hits, so you took 8hp less damage (i.e. you're at 31/68 with 2 bleed). Just to clarify that bit, the bleed is from the rogue talent Bleeding Attack, which explicitly bypasses DR. Technically all 4 hits were with bleeding attack, but I think that the fact it doesn't stack probably means it shouldn't stack across different rogues doing it.
For scent, I did some research on that before resolving the attacks exactly because it was unclear how exactly it should interact with sneak attack. There wasn't a FAQ that I could find, but there's a really strong consensus across the messageboards when it's come up that while scent pinpoints the square when they're within 5 feet, it doesn't negate sneak attack. The similar bit of rules that seems applicable to most folks is that even if you know what square an invisible opponent is in, they still qualify for sneak attack, because you can't see the attacks coming.
Does that seem reasonable? We can revisit if it becomes a thing.

Hilde Tuva |

In the DM we trust.
I just want to mention they are not invisible, just "hidden". And not sure how much can they hide if Hilde is aware of them, and can smell them all the way, especially when they get next to her. I would say they can hide "visually", but not "olfactoryly", if you get my drift...
But ok, no problem, I will post for Hilde...

Min Zuin |

I will be away from good computer access this weekend starting tomorrow. Feel free to bot me as needed. I may be able to post, but can't guarantee it.