I always wondered if the red glow on the face and especially the eyes was some some sign of thiefling inheritance/evil cleric or such. But the whole image shows that its just the reflection of some red lights on a piece of technology he holds.
As for missing something. It might as well have been my post telling you successfully reached the roof that was missed. I just noticed it got stuck.
Without reading the path that was one of my issues with it. Pathfinder feels like it's shoehorning in tech every time it happens. If you want to do science fantasy you need a system that's set up for that. Star Wars never felt right on the d20 system, and I figured Iron Gods would feel like that too.
I hope they do a good job with starfinder, but I don't have high expectations for it.
From what I read so far of the Iron Gods and the Starfinder it's more or less the same. Iron gods has some aliens in it and introduces the starship technology. And Starfinder adds more of these foreign worlds and alien races. I guess it will be a whole set of books to make this complete, but it's a compatible extension and nothing completely new so it will have the same problems. Just my 2c worth.
Such High Technology/Low Tech settings can be made interesting. But with Iron Gods I got the feeling a standard character would be sub par. A lot of enemies have big advantages due to being high tech. And the characters having no clue.
But I once read a comic about some highly advanced alien race who met humans in space. And were hit really hard as they found out that their energy shields are totally useless against a classic shotgun. Which made it interesting as both sides struggled to get a grip on the foreign technology and protect themselves from the alien weapons.
And not the fight of a retarded barbarian against a higher civilization.
HP 77 Ӏ AC 17 (FF 115/T 13) Ӏ CMD 18 Ι F+8, R+8, W+11 Ι Ini +6 Ι Perc +9
There is the Technologist feat that you can take or a lot of GMs say no to and then gift it later on in the story. A gun Slinger would do well because they have the ability to pick the guns up since they are exotic guns.
I guessed that gunslinger would fit quite well.
But honestly of all the AP that is probably the one that I'm the least likely to pick up or play. Science fantasy has always been a hard sell for me, as I've only seen it done well a couple times and the reviews I heard of that AP were not all that positive.
Human Cleric 7 Exalted 4 / AC 23/*25, Touch 12, Flat 22 / HP 76/76 / Init +3 / Fort +10, Ref +5, Will +13 / Perception +8 / Channel Positive Energy (DC17/19) 3/7 Per Day *Spell Adjusted No's
I don't know about the AP but I'm super excited for Starfinder and can't wait to play it. Looks like it's really going for a Guardians of the Galaxy kinda feel which I'm totally in for if it is.
One of the dressing table’s drawers contains a jewelry box holding a silver chain worth 50 gp, a gold snuff box set with a topaz worth 400 gp, a platinum handled magnifying glass in a leather case worth 600 gp, and a monocle with a silver chain ending in a diamond pin worth 800 gp.
I read the complete Pathfinder Chronicles Story of Iron Gods. And it's about a guy who helps a stranger who turns out as an android and the guy catches some alien artifact around his wrist that he can't get off again.
As Cowboys and Aliens is from 2011 and the AP from 2014 I'll say paizo borrowed from the movie.
@Stam
You can identify the goats yourself. I was just telling you that you can't identify the item through the wall. So technically you haven't tried and with +13 you have a fair chance to do so.
Human Cleric 7 Exalted 4 / AC 23/*25, Touch 12, Flat 22 / HP 76/76 / Init +3 / Fort +10, Ref +5, Will +13 / Perception +8 / Channel Positive Energy (DC17/19) 3/7 Per Day *Spell Adjusted No's
I've got spellcraft but I thought identifying the thing was more knowledge arcana.
Human Cleric 7 Exalted 4 / AC 23/*25, Touch 12, Flat 22 / HP 76/76 / Init +3 / Fort +10, Ref +5, Will +13 / Perception +8 / Channel Positive Energy (DC17/19) 3/7 Per Day *Spell Adjusted No's
Hey guys. I've gone away for the weekend so will maybe be able to post once a day. Things should get back to normal when I get home on tuesday. Please bot me if necessary. But I'll post when I can.
A little tip for those out of good ideas. This wind elemental appeared out of nowhere and disappeared to nowhere after a rather short time.
Knowledge Spellcraft:1d20 + 13 ⇒ (3) + 13 = 16 Knowledge Arcana:1d20 + 13 ⇒ (14) + 13 = 27
Stam comes to the conclusion that this was a magical trap that summoned this Air Elemental.
And as I told before, you should really think about what you have to fight in this Schloss and what you can just as well avoid. And what you really should run away from if you like your character to avoid having to roll a new one.
Because I got the feeling Spugnoir already loathes that he can't fight such a thing properly.
They can smell metal. They charged Grergof. You're right that I would have to roll miss chance though. But the idea was to get Grergof to run away before his precious Flail rusts away.
They are after metal after all and the flail is 10 lbs metal and wood and chainmail is 40 lbs of pure metal. And it is a bit easier to get you a new armor again.
Besides that, I feel with you. I played a paladin and bought a nice mwk full plate from the money we earned with the trial. It was nice to have it through the fights in the gatehouse. After meeting the rust monsters I felt like naked again.
HP 77 Ӏ AC 17 (FF 115/T 13) Ӏ CMD 18 Ι F+8, R+8, W+11 Ι Ini +6 Ι Perc +9
I can drop them in a pit, hopefully, but doesn't solve the problem of the. Stam is not a battle mage, I will be buying some battle spells the next time I am in a town.
Once Spugnoir and Grergof discuss why all the running they could come to the conclusion that they are only dangerous for Grergof and maybe Darius and not so much for the rest of the group. Well it might be even no problem for Gergof if he grabs a wooden stick and left his good equipment in the house.
HP 77 Ӏ AC 17 (FF 115/T 13) Ӏ CMD 18 Ι F+8, R+8, W+11 Ι Ini +6 Ι Perc +9
Ok so sneaking, can we ret con my invisibility and go from there? I doubt I can melee them to death.
We could bomb them with Spugnoir and Grergof and Darius could use the Halberds to attack since once the heads were melted I would say they would be quarter staves.