Demonmoose's Iron Gods AP Orange (Inactive)

Game Master GM Demonmoose

Set in Numeria using the Iron Gods Adventure Path.
Forest 1

Jevik's Farm

Tower Part 1

Tower Part 2
Under Well


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Male Half Elf Paladin (Holy Tactician) 3/Skald 5 (Level 8)| HP 74(82)[98]/74(82)[98] | AC 21(20) T 11(10) FF 21(20) | Fort +15(+16) Ref +8 Will +13(+15)| CMD 19 | Init +0 | Perception +13

Where did you get that from? Why would I take Teamwork feats otherwise.


M Half-Orc Barbarian (Savage Technologist, Breaker) 5 / Gunslinger (Techslinger) 1/ Fighter (Vengeful Hunter) 2

Oh, wow, I missed that. Huh, Holy Tactician is darned good.


Male Human Fighter 8
Status:
HP 70/70 | AC 18 | T 14 | FF 14 | F +9 | R +7 | W +5 (+2 vs Fear) | Init +4 | Per +0 | CMD 24 (+8 vs Grapple/Trip)

Yup. I am of the opinion such that it would not be as good as Yvell plays it in my own games, but, this is not one of them. :P


Male Half Elf Paladin (Holy Tactician) 3/Skald 5 (Level 8)| HP 74(82)[98]/74(82)[98] | AC 21(20) T 11(10) FF 21(20) | Fort +15(+16) Ref +8 Will +13(+15)| CMD 19 | Init +0 | Perception +13

Well yeah in your game its impossible to use buffs like Tactician and whatnot outside of combat. If it were weaker I would just adjust for it. But as per the creator and base rules it works as I have played it.


Male Human Fighter 8
Status:
HP 70/70 | AC 18 | T 14 | FF 14 | F +9 | R +7 | W +5 (+2 vs Fear) | Init +4 | Per +0 | CMD 24 (+8 vs Grapple/Trip)

Yup, I'm just not terribly comfortable about the Paladin getting a version of Tactician that is soo much better than a Cavalier's.


Male Half Elf Paladin (Holy Tactician) 3/Skald 5 (Level 8)| HP 74(82)[98]/74(82)[98] | AC 21(20) T 11(10) FF 21(20) | Fort +15(+16) Ref +8 Will +13(+15)| CMD 19 | Init +0 | Perception +13

I still dont see how you think that when the trade is Crappy Smite and No immunities Its basically a trade. Cavaliers get Challenge until combat is over and Tactician as rounds per day

Holy Tactician gets the opposite. The get Tactician all the time but their smite is about as useful as the tactician ability.


M Half-Orc Barbarian (Savage Technologist, Breaker) 5 / Gunslinger (Techslinger) 1/ Fighter (Vengeful Hunter) 2

I've never really understood the point of Smite Evil—it's so limited in your uses per day, except for against big bads, where the Holy Tactician's ability looks almost as good.

Tactician also doesn't let you grant other feats you know until much higher level.


Male Half Elf Paladin (Holy Tactician) 3/Skald 5 (Level 8)| HP 74(82)[98]/74(82)[98] | AC 21(20) T 11(10) FF 21(20) | Fort +15(+16) Ref +8 Will +13(+15)| CMD 19 | Init +0 | Perception +13

... Its not limited at all that is like saying Judgement or Challenge or any other use per day abilities are limited. GENERALLY you will use the ability when you need to or when you have so many you can use it every semi-threatening fight.

If you don't understand the point and power of Smite evil compared to Weal's champion I don't know what ta tell yu.

Comparing Cha to hit and AC, Level to damage (Doubled against certain things that first hit), The ability to completely negate DR

To Cha to hit and level /5 to damage that lasts 1/2 rounds until much much later

The first smite which turns into that for everyone in 10ft of you at 12th?

The Cav gets 2 feats and any at high levels too though similarly until 20th the tactician's capstone just allows different Teamwork feats and auto threats .. to be fair the base Paladin's Capstone is terrible. Granting a teamwork feat all day is fine.. being immune to s$$# and outright killing the threat BEFORE it waylays your team is generally much better.


Male Human Fighter 8
Status:
HP 70/70 | AC 18 | T 14 | FF 14 | F +9 | R +7 | W +5 (+2 vs Fear) | Init +4 | Per +0 | CMD 24 (+8 vs Grapple/Trip)

We still disagree on the utility of your smite. In my opinion, even getting a limited duration nerfed version of the normal Paladin 12 ability at level 1 is stark raving crazy. And immunities are practically nothing when you have Cha to all saves.

But let's not re-open this wound. We've talked, we've disagreed, the GM made a final ruling.


I don't believe there was a need for any ruling. More like that's what that paladin archetype does.


M Half-Orc Barbarian (Savage Technologist, Breaker) 5 / Gunslinger (Techslinger) 1/ Fighter (Vengeful Hunter) 2

Err... I thought Weal's Champion gives you +level/2 to damage, and level/5 to your allies? Which, with three allies attacking, is more damage than the normal smite.

But, eh. I've never been able to figure out how to play a paladin, so I leave that to others.


Male Half Elf Paladin (Holy Tactician) 3/Skald 5 (Level 8)| HP 74(82)[98]/74(82)[98] | AC 21(20) T 11(10) FF 21(20) | Fort +15(+16) Ref +8 Will +13(+15)| CMD 19 | Init +0 | Perception +13

It is but the thing is it has none of the goodies, It's basically a modified version of Bardic music... but weaker.

Considering the bonuses are competence as well.

at 11th level Pally smite to 4 people is way better than Weals Champion which IF you spend two of them simply does the beginning bonuses but until they die, you go unconscious or 5 rounds pass.


M Half-Orc Barbarian (Savage Technologist, Breaker) 5 / Gunslinger (Techslinger) 1/ Fighter (Vengeful Hunter) 2

Yeah, but... a normal paladin only gives bonuses to themselves.


Male Half Elf Paladin (Holy Tactician) 3/Skald 5 (Level 8)| HP 74(82)[98]/74(82)[98] | AC 21(20) T 11(10) FF 21(20) | Fort +15(+16) Ref +8 Will +13(+15)| CMD 19 | Init +0 | Perception +13

No a normal paladin spends 2 smites and gives that bonus to everyone... in 10 ft. And they dont have to connect for it to function.


M Half-Orc Barbarian (Savage Technologist, Breaker) 5 / Gunslinger (Techslinger) 1/ Fighter (Vengeful Hunter) 2

Hmm... Aura of Justice is pretty good; I've just never seen a paladin at a high enough level to use it. And you can basically only do it twice/day, so you need to pick your fights carefully.


M Half-Orc Barbarian (Savage Technologist, Breaker) 5 / Gunslinger (Techslinger) 1/ Fighter (Vengeful Hunter) 2

Ah, thanks for the reminder that I need to be raging to get the bonus damage, Yvell. I'm honestly not sure your raging song grants me that, since my ability seems to work with any type of rage.

Meanwhile, Adamantine weapon blanches only work against creatures with DR/Adamantine, not hardness, otherwise I'd be slinging some of those bullets. :/


Male Half Elf Paladin (Holy Tactician) 3/Skald 5 (Level 8)| HP 74(82)[98]/74(82)[98] | AC 21(20) T 11(10) FF 21(20) | Fort +15(+16) Ref +8 Will +13(+15)| CMD 19 | Init +0 | Perception +13

Im not so sure because of the FAQ the did recently but Even then My rage happened at the end.. which you wouldnt be during your shot.


Male Human Fighter 8
Status:
HP 70/70 | AC 18 | T 14 | FF 14 | F +9 | R +7 | W +5 (+2 vs Fear) | Init +4 | Per +0 | CMD 24 (+8 vs Grapple/Trip)

I don't have adamantine weapon blanch. Mine specifically doesn't work against hardness. I'm using a +3 weapon to penetrate DR/Adamantine. Sigh. Stupid robots.


Male Half Elf Paladin (Holy Tactician) 3/Skald 5 (Level 8)| HP 74(82)[98]/74(82)[98] | AC 21(20) T 11(10) FF 21(20) | Fort +15(+16) Ref +8 Will +13(+15)| CMD 19 | Init +0 | Perception +13

+3 doesnt bypass Adamantine anyway.


Male Human Fighter 8
Status:
HP 70/70 | AC 18 | T 14 | FF 14 | F +9 | R +7 | W +5 (+2 vs Fear) | Init +4 | Per +0 | CMD 24 (+8 vs Grapple/Trip)

Mmm? Is that +4?


Male Half Elf Paladin (Holy Tactician) 3/Skald 5 (Level 8)| HP 74(82)[98]/74(82)[98] | AC 21(20) T 11(10) FF 21(20) | Fort +15(+16) Ref +8 Will +13(+15)| CMD 19 | Init +0 | Perception +13

Yes


Male Human Fighter 8
Status:
HP 70/70 | AC 18 | T 14 | FF 14 | F +9 | R +7 | W +5 (+2 vs Fear) | Init +4 | Per +0 | CMD 24 (+8 vs Grapple/Trip)

Drat, well, not like it's important anyway.


Male Half Elf Paladin (Holy Tactician) 3/Skald 5 (Level 8)| HP 74(82)[98]/74(82)[98] | AC 21(20) T 11(10) FF 21(20) | Fort +15(+16) Ref +8 Will +13(+15)| CMD 19 | Init +0 | Perception +13

It will later but as of right now correct, it is not.


M Half-Orc Barbarian (Savage Technologist, Breaker) 5 / Gunslinger (Techslinger) 1/ Fighter (Vengeful Hunter) 2

Yeah...

Upside: at some point, we can buy Juxt several Adamantine Durable arrows (or even regular Adamantine ones) and with her Abundant Ammo spamming get some pretty nice damage there.


Male Half Elf Paladin (Holy Tactician) 3/Skald 5 (Level 8)| HP 74(82)[98]/74(82)[98] | AC 21(20) T 11(10) FF 21(20) | Fort +15(+16) Ref +8 Will +13(+15)| CMD 19 | Init +0 | Perception +13

Or Get addy weapons ourselves.. or Just do enough to make it not matter. She can eventually get Clustered Shots as well.

Man if you had took my rage and been closer you would have made that other save I think. No wait still would have been one off.


Male Human Fighter 8
Status:
HP 70/70 | AC 18 | T 14 | FF 14 | F +9 | R +7 | W +5 (+2 vs Fear) | Init +4 | Per +0 | CMD 24 (+8 vs Grapple/Trip)

We got dis. :P

Though man, hardness. Can't even take mah fighter penetrate DR feats to get through them.


Male Half Elf Paladin (Holy Tactician) 3/Skald 5 (Level 8)| HP 74(82)[98]/74(82)[98] | AC 21(20) T 11(10) FF 21(20) | Fort +15(+16) Ref +8 Will +13(+15)| CMD 19 | Init +0 | Perception +13

I have no worry about it, though Muga failing a save would be pretty bad for him, especially if he isnt raging.. I cant make people reroll otherwise.

Hardness is best either powered through or bypassed with another method.


M Half-Orc Barbarian (Savage Technologist, Breaker) 5 / Gunslinger (Techslinger) 1/ Fighter (Vengeful Hunter) 2

Clustered Shots might help me a bit, considering with haste I can attack 7 times per round (9 if I ever get rapid shot)... but Barbarians are crazy feat-starved.

Alternately, one day I'll get an X-laser and vital strike everything?


Male Half Elf Paladin (Holy Tactician) 3/Skald 5 (Level 8)| HP 74(82)[98]/74(82)[98] | AC 21(20) T 11(10) FF 21(20) | Fort +15(+16) Ref +8 Will +13(+15)| CMD 19 | Init +0 | Perception +13
Grammanar Gun-Runner wrote:


Yvell: I don't believe robot hardness applies against energy damage (it's typically treated as regular DR that can't be bypassed by anything other than hardness-bypassing weapons, but it doesn't halve ranged attacks, etc)

Moved this here.

It very much does apply to EVERYTHING.. it is super DR and there is nothing that makes it any less.

If you are a dexbased or precision damage type and you run up against a robot, you better pray the burly Barbarian or martial with power attack saves you.


Male Half Elf Paladin (Holy Tactician) 3/Skald 5 (Level 8)| HP 74(82)[98]/74(82)[98] | AC 21(20) T 11(10) FF 21(20) | Fort +15(+16) Ref +8 Will +13(+15)| CMD 19 | Init +0 | Perception +13
Grammanar Gun-Runner wrote:

Clustered Shots might help me a bit, considering with haste I can attack 7 times per round (9 if I ever get rapid shot)... but Barbarians are crazy feat-starved.

Alternately, one day I'll get an X-laser and vital strike everything?

You'd still have to hit and generally have alot of ammo as well as actual TWFing because your normal one only applies to gun and blade. Reloading will be an issue as well.


M Half-Orc Barbarian (Savage Technologist, Breaker) 5 / Gunslinger (Techslinger) 1/ Fighter (Vengeful Hunter) 2

Savage Technologist only requires a melee *weapon*, not a melee attack, so I can TWF with my throwing tridents. After throwing weapons, with my off-hand free, I rapid reload my gun.

It's a major consideration, but one I've thought of. Techslinger + Vital Strike means with big, two-handed weapons, I can deal the damage of all my iterative attacks at only one attack's charge, while also using grit instead of electricity.

Also, hmm. You're right on hardness applying to energy attacks for robots; effectively, it acts as both DR X/- (overcome by adamantine but not blanch) and Energy Resistance X


Male Half Elf Paladin (Holy Tactician) 3/Skald 5 (Level 8)| HP 74(82)[98]/74(82)[98] | AC 21(20) T 11(10) FF 21(20) | Fort +15(+16) Ref +8 Will +13(+15)| CMD 19 | Init +0 | Perception +13

While raging ofcourse. Vital strike just applies to Dice its not the damage of all your iteratives at all really.

Hardness is a hurdle for sure.


M Half-Orc Barbarian (Savage Technologist, Breaker) 5 / Gunslinger (Techslinger) 1/ Fighter (Vengeful Hunter) 2

Right, but I generally don't anticipate vital striking with weapons that do less than 3d6 base damage, so it should work out okay.


Male Half Elf Paladin (Holy Tactician) 3/Skald 5 (Level 8)| HP 74(82)[98]/74(82)[98] | AC 21(20) T 11(10) FF 21(20) | Fort +15(+16) Ref +8 Will +13(+15)| CMD 19 | Init +0 | Perception +13

When you get that Heavy Techno Weapon, you will be boss!


M Half-Orc Barbarian (Savage Technologist, Breaker) 5 / Gunslinger (Techslinger) 1/ Fighter (Vengeful Hunter) 2

Double hackbut's no slouch, though... I just need some proper adamantine bullets for it. (and at one shot per round, that's not too expensive)


M Half-Orc Barbarian (Savage Technologist, Breaker) 5 / Gunslinger (Techslinger) 1/ Fighter (Vengeful Hunter) 2

Eh, Perdix, you're a Diviner—it's hard to not optimize that for combat. We just need to learn more about what spells affect technology better.


He's optimized to go first yes, but he doesn't have anything set up to boost spell DCs. He's likely to be primarily a buffer.


M Half-Orc Barbarian (Savage Technologist, Breaker) 5 / Gunslinger (Techslinger) 1/ Fighter (Vengeful Hunter) 2

Haste is a nice bump, though, and Abundant Ammunition extra useful when Adamantine ammo is about to become extra useful. Opposed Evocation will probably make it harder to throw lightning bolts at robots, but there's some great anti-robot spells in other schools: Discharge, Protection from/Magic Circle Against Technology, and Destroy Robot all look pretty good, if Perdix gets a chance to study anti-tech magic.


Male Half Elf Paladin (Holy Tactician) 3/Skald 5 (Level 8)| HP 74(82)[98]/74(82)[98] | AC 21(20) T 11(10) FF 21(20) | Fort +15(+16) Ref +8 Will +13(+15)| CMD 19 | Init +0 | Perception +13

Indeed, though I will note something, A double Hackbut and pretty much any two handed firearm is a full round to reload.


M Half-Orc Barbarian (Savage Technologist, Breaker) 5 / Gunslinger (Techslinger) 1/ Fighter (Vengeful Hunter) 2

Oh, dang, you're right, which brings it to a standard action with alchemical cartridges. So it's not reloaded.

...I've never played a gunslinger before, so I guess I'm just making a lot of mistakes here.


Male Half Elf Paladin (Holy Tactician) 3/Skald 5 (Level 8)| HP 74(82)[98]/74(82)[98] | AC 21(20) T 11(10) FF 21(20) | Fort +15(+16) Ref +8 Will +13(+15)| CMD 19 | Init +0 | Perception +13

Its fine, as with any new class it takes a while to get everything down.

GM Demonmoose, recently ALOT of martial options and feats have been NERFED in the new errata, originally I had chosen Battle Cry for my feat to give a small buff to everyone Cha times a day to effectively get a free Reroll on saves BUT now it no longer does that and is pretty meh otherwise. Will you allow the original feat or allow a tradeout of said feat if not?

Same applies to Muga, Amateur Swashbuckler got boned.


Female Aasimar Life Oracle/8, Channels 5 [9], HP 60 [60], AC [22], CMB [+9]; CMD [21], Fort +5, Ref +4, Will +6, Init +1, Perception +1, Wielding Heavy Mace

I hate when they do things like that. They take decent martial feats and need nerf them. It's like they try to force you to be some kind of magic user.


AC 16, HP 50/50, Fort +8, Ref +6, Will +8, CMD 16, Init +16, per +2

Not like it's the martials are overpowered. Yet we get piles of new spells every new book, many broken and never revised (snowball anyone?).

That reminds me, I should have picked up snowball. Conjuration, so I can use it. Keep forgetting it since I don't have that expansion for Hero Lab yet.


Male Half Elf Paladin (Holy Tactician) 3/Skald 5 (Level 8)| HP 74(82)[98]/74(82)[98] | AC 21(20) T 11(10) FF 21(20) | Fort +15(+16) Ref +8 Will +13(+15)| CMD 19 | Init +0 | Perception +13

They literally did it for almost everything in the ACG there was 9 pages of nerfs.. 9.


AC 16, HP 50/50, Fort +8, Ref +6, Will +8, CMD 16, Init +16, per +2

Hmm, well they nerfed pummeling style, though I guess the all or nothing crit thing might have been too good. The nerf to parry/riposte is fairly mean (no signature deed for YOU!).

On the plus side, my future bolt ace for PFS gets a free masterwork crossbow. That's nice.


Male Half Elf Paladin (Holy Tactician) 3/Skald 5 (Level 8)| HP 74(82)[98]/74(82)[98] | AC 21(20) T 11(10) FF 21(20) | Fort +15(+16) Ref +8 Will +13(+15)| CMD 19 | Init +0 | Perception +13

*non-enthusiastic jazzhands* Woooo~

About 10 or so things they nerfed were fine, Including that for clarification. However, the rest they made worthless.. Divine Protection is a addition of Cha BEFORE you roll and BEFORE you know the DC. Steadfast Personality is worse than a trait or about comparable to it, Sacred fists no longer get Level as Bab when Flurrying as well as oter nerfs.

Everything ever lost Parry/Riposte.. because reasons. Which then got Signature Deed Nerfed. Magus who used Arcane deed got shat on. Its really REALLY bad


Female Human Inquisitor 7| HP 50/50 | AC 23(226) T 16 FF 18(21) | Fort +6(+8) Ref +8(10) Will +8(+10)| CMD 22 | Init +9 | Perception +15[17]

Slashing Grace is the biggest offense, imo.


Male Half Elf Paladin (Holy Tactician) 3/Skald 5 (Level 8)| HP 74(82)[98]/74(82)[98] | AC 21(20) T 11(10) FF 21(20) | Fort +15(+16) Ref +8 Will +13(+15)| CMD 19 | Init +0 | Perception +13

Yeah... that was horrible.


Male Human Fighter 8
Status:
HP 70/70 | AC 18 | T 14 | FF 14 | F +9 | R +7 | W +5 (+2 vs Fear) | Init +4 | Per +0 | CMD 24 (+8 vs Grapple/Trip)

I guess I'll change my feat to "Earmarked to become Improved Critical."


Male Half Elf Paladin (Holy Tactician) 3/Skald 5 (Level 8)| HP 74(82)[98]/74(82)[98] | AC 21(20) T 11(10) FF 21(20) | Fort +15(+16) Ref +8 Will +13(+15)| CMD 19 | Init +0 | Perception +13

Well what were you gunna take 7th level?

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