GM Infinity: Iron Gods [Chapter 1 Completed!] (Inactive)

Game Master mishima


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Half-Orc Inquisitor of Calistria 3// HP:18/18// AC:15// T:10// FF:15// BAB:+2// CMB:+5

No l, I'm graduating High school.


Fighter (Lore Warden) 2/Brawler 1 | HP: 28/28 | AC: 17 | T: 13 | FF: 14 | Fort +7/ Ref +6/ Will +0 (+2 vs Emotion and Fear) | Init +3 / Percept +6 | Martial Flexibility 1/4

Even better, you don't necessarily need to get a real job yet :)


Fighter (Lore Warden) 2/Brawler 1 | HP: 28/28 | AC: 17 | T: 13 | FF: 14 | Fort +7/ Ref +6/ Will +0 (+2 vs Emotion and Fear) | Init +3 / Percept +6 | Martial Flexibility 1/4

Tarkov would really like 6 Masterwork Bladed Scabbards, and 6 Masterwork Greatswords, hence my asking for limitations on that offer :)


AvernusArt 2Grid

Lots and lots of treasure to yet be found, no worries on that score.

Also don't forget, you still have Dolga's writ for 20% off purchases.


M Gnome Bloodrager 3 [HP: 31/31 | AC:17/19ug| T: 13/15ug | FF: 15 | Fort: +6 / Ref: +5 / Will: +3 | Init: +2 / Perc: +8 (Darkvision 60ft) Bloodrage: 11/11

I need to make a shopping list.


AvernusArt 2Grid

Sure, anything mundane you can find. I may as well list the special magic/tech items the merchants are carrying:
.
.
.

  • General Store:
    wand of technomancy (44 ch)
    trauma pack (x5)
    cloak of the hedge wizard (abjuration)
    +1 flaming warhammer
    filter mask

  • Tempting Tonics:
    healing potions (any type <= cl 3)
    cureall
    hemochem (all four grades)
    cardioamp (x2)
    medlances (x6)

  • Temple of Brigh:
    flare gun
    scroll of find traps (cl 10)
    scroll of restoration (x3)
    scroll of raise dead
    wand of rebuke technology (11 charges)

  • Torch Guildhouse:
    +1 siccatite longsword
    masterwork mithral inlaid heavy xbow with metal tension string
    adamantine bolts
    +1 construct bane adamantine dagger
    +2 breastplate
    +1 mithral chain shirt
    +2 spiked light steel shield

  • Market Square:
    Sanvil Trett is there most of the time (dont roll 1 on d6) selling tech items of ooc choice on >=75 with a d100.

    Anything else that is magical/special roll higher than 75 on d100. Failure means retry next week.


  • AvernusArt 2Grid

    Medlance might be interesting for Investigator, move action to take an extract etc

    Trauma packs are also something you could consider, something like a skill based CLW. Zael could take 10 for 12 and with 2 people aiding you would beat the DC. Or expend inspiration.

    And finally, please remember the hint you got from the skulks about your next encounter down there.


    M Gnome Bloodrager 3 [HP: 31/31 | AC:17/19ug| T: 13/15ug | FF: 15 | Fort: +6 / Ref: +5 / Will: +3 | Init: +2 / Perc: +8 (Darkvision 60ft) Bloodrage: 11/11

    Could Krah pay the extra 50gp for a Mwk. Cold Iron greatsword? I can't imagine Krah getting anything else right now except a few potions. I'd like to save up some cash for a few wands.


    AvernusArt 2Grid

    Sure thats fine


    Male Human Investigator 3 | AC 14 (15 vs traps) T 11 (12 vs traps) FF 13 | HP 16/16 | 2 / 4 Inspiration for the day | F +1 R +4 (+5 vs traps) W +5 (+2 on all ST vs Poison) | Init +1 | Perc +10 / +11 on trap location

    Will have to give it some thought. Assuming I am getting the MW tools and handcrossbow/bolts, beyond more bolts that will mean that my resources will pretty much be the 30 GP I have on me from character creation.

    Sadly, all heal checks would be untrained coming from Zael. Thankfully I have a decent WIS modifier, but still that wouldn't be great on trauma packs.

    That said and set aside I had a complex question on the Medlances (which I agree, would be an awesome way of taking my extract potions).

    Zael can't currently make these, but one of the extracts on the formula list for rank 1 is CLW. The rules are pretty firm that 1) the extracts lose potency if I set them down or gave them for someone else to imbibe, except if I take the alchemist bonus discovery of Infusion (earliest I can do that is lvl 3); 2) the minute I pick them up again they regain their power until about a day has passed.

    So my question is: if I had the medlances and learned CLW somehow (I can pick it up from a wizard's spell book, magus's spell book, arcanist's spell book, alchemist's formula book, or another investigator's formula book, or I can learn it at level 2) and I place in into a medlance that I alone keep hold of, can I then use it to aid our companions?


    Fighter (Lore Warden) 2/Brawler 1 | HP: 28/28 | AC: 17 | T: 13 | FF: 14 | Fort +7/ Ref +6/ Will +0 (+2 vs Emotion and Fear) | Init +3 / Percept +6 | Martial Flexibility 1/4

    Looks like we need 2 nights sleep to fully heal, so how about we finish up our various business today, then tomorrow go gambling tomorrow?


    AvernusArt 2Grid

    I'm fine bending the rules in that regard if we choose to make it a regular way of healing. Bear in mind though that the tech items are timeworn, and have a chance to glitch.

    The medlances can be used on potions of CLW puchased as well, so like a fighter could take a CLW during a fight as a move (pretty sure that's their intented use).

    The wand of infernal healing is probably more reliable, but depends on the percentile roll to be found in town.


    AvernusArt 2Grid

    Krah I think you win the unlucky award for the last 10 pages of dice rolls...time to start rolling nat 20s.


    M Gnome Bloodrager 3 [HP: 31/31 | AC:17/19ug| T: 13/15ug | FF: 15 | Fort: +6 / Ref: +5 / Will: +3 | Init: +2 / Perc: +8 (Darkvision 60ft) Bloodrage: 11/11

    Low rolls can be roleplayed accordingly, and can be fun. A spaz like Krah is likely to have wild swings of effectiveness, especially out of combat.


    Male Human Investigator 3 | AC 14 (15 vs traps) T 11 (12 vs traps) FF 13 | HP 16/16 | 2 / 4 Inspiration for the day | F +1 R +4 (+5 vs traps) W +5 (+2 on all ST vs Poison) | Init +1 | Perc +10 / +11 on trap location
    GM Infinity wrote:

    I'm fine bending the rules in that regard if we choose to make it a regular way of healing. Bear in mind though that the tech items are timeworn, and have a chance to glitch.

    The medlances can be used on potions of CLW puchased as well, so like a fighter could take a CLW during a fight as a move (pretty sure that's their intented use).

    The wand of infernal healing is probably more reliable, but depends on the percentile roll to be found in town.

    I am fine with the glitches, especially given I get to roll twice on the table. Besides, like low rolls, they can be RPed in a fun and funny manner I am sure, even in combat. Now I just need to buy some and learn the extract recipe (I deliberately didn't take that one at creation as he wouldn't have valued it as much as the others.)


    AvernusArt 2Grid

    Zael if you want your character to do the other 99, but dont want to post it, I copied a frequency histogram into slide. You should be able to see the times rolled above 70. :)


    AvernusArt 2Grid

    Ill be on the NPC names list shortly, just got back from putting together the biggest b*$&! called "office desk" of all time. Going to get some beer then back to posting.


    Half-Orc Inquisitor of Calistria 3// HP:18/18// AC:15// T:10// FF:15// BAB:+2// CMB:+5

    Will have a list of what I'll get. How much was allocated to me?


    AvernusArt 2Grid

    Subtracting out the chain shirt, xbow, and thieve's tools, you have 183 gp and 6 sp. You also have a credit of 100 gp to gamble.


    AvernusArt 2Grid

    NPCs on slides


    Male Human Investigator 3 | AC 14 (15 vs traps) T 11 (12 vs traps) FF 13 | HP 16/16 | 2 / 4 Inspiration for the day | F +1 R +4 (+5 vs traps) W +5 (+2 on all ST vs Poison) | Init +1 | Perc +10 / +11 on trap location

    Any word from Jade?


    M Gnome Bloodrager 3 [HP: 31/31 | AC:17/19ug| T: 13/15ug | FF: 15 | Fort: +6 / Ref: +5 / Will: +3 | Init: +2 / Perc: +8 (Darkvision 60ft) Bloodrage: 11/11

    With Krah's share of the wealth he buys the upgraded Cold Iron blade on the Masterword sword. He also spends 200 gp on potions. 2 Oil of Magic Weapon, 1 Potion of CLW for an emergency, and 1 potion of mage armor.

    Ready to delve when everyone is done with the RP'ing, but don't rush your storytelling on my account. I think we need to make sure Jade still wants to play with us, or at least leave that character behind for the next dungeon crawl if needed.


    AvernusArt 2Grid

    Jade's player has been posting with other aliases recently (more recently than here). I PM'ed but got no response. Unfortunately we may have to count Jade out...sucks because I very much liked the character.


    AvernusArt 2Grid

    Go ahead and make the updates to your char sheets if you would, including hp and new equipment.


    AvernusArt 2Grid

    Soundtrack added to profile post line, if interested. Just some background noise.


    Male Human Investigator 3 | AC 14 (15 vs traps) T 11 (12 vs traps) FF 13 | HP 16/16 | 2 / 4 Inspiration for the day | F +1 R +4 (+5 vs traps) W +5 (+2 on all ST vs Poison) | Init +1 | Perc +10 / +11 on trap location

    Is it just for equipment or and healed health or are we actually progressing a level? Also is there anyone in town that Zael could learn the CLW formula from? If not will have to wait until level 2.


    M Gnome Bloodrager 3 [HP: 31/31 | AC:17/19ug| T: 13/15ug | FF: 15 | Fort: +6 / Ref: +5 / Will: +3 | Init: +2 / Perc: +8 (Darkvision 60ft) Bloodrage: 11/11

    I'm sure he means with our new purchases.

    Tarkov, I'll assume you weren't there yet and Doric chased Krah down at the Foundry. We'll most likely have to surface again and we can take this on as a sidequest before our 3rd delve. If Krah GETS a third delve.

    Chances of getting to 3rd delve.: 1d100 ⇒ 77

    Just enough.


    Male Human Investigator 3 | AC 14 (15 vs traps) T 11 (12 vs traps) FF 13 | HP 16/16 | 2 / 4 Inspiration for the day | F +1 R +4 (+5 vs traps) W +5 (+2 on all ST vs Poison) | Init +1 | Perc +10 / +11 on trap location

    Not quite Artrioc, but kinda what I was thinking

    Couldn't quite find something that represented what I thought Artrioc looked like, but this is kinda close (almost like a female variant). The scaring would actually be the lines where the tattoos are.

    And kinda figured that, but always safer to ask than to have to calculate it on the fly in combat later.


    M Gnome Bloodrager 3 [HP: 31/31 | AC:17/19ug| T: 13/15ug | FF: 15 | Fort: +6 / Ref: +5 / Will: +3 | Init: +2 / Perc: +8 (Darkvision 60ft) Bloodrage: 11/11

    So I was looking at the gnome bloodrager favored class bonus and it doesn't make much sense for me to take it with an aberrant bloodline. Do you mind if I switch that out for the extra 1HP?


    M Gnome Bloodrager 3 [HP: 31/31 | AC:17/19ug| T: 13/15ug | FF: 15 | Fort: +6 / Ref: +5 / Will: +3 | Init: +2 / Perc: +8 (Darkvision 60ft) Bloodrage: 11/11

    So Krah's outburst was at Doric due to Krah's disrespect for the thieves guild. Most of Krah's acquaintances are hardworking people who pay for his protection. Seeing Doric work for them just hit a berserker button. One of several.


    AvernusArt 2Grid

    Yeah, not quite level 2 yet, we're doing medium XP track. But that reminds me, I need to dish out some RP xp...this downtime has been pretty rockin' imo.

    And yeah, Staggering Strike is really the only thing that could benefit from the cl bump. That change is ok.


    AvernusArt 2Grid

    Meh thinking about just abandoning the bookkeeping style XP, not sure it really is the best for PbP. Would you guys care if I just advanced levels when appropriate* or what?

    *now would be appropriate


    Male Human Investigator 3 | AC 14 (15 vs traps) T 11 (12 vs traps) FF 13 | HP 16/16 | 2 / 4 Inspiration for the day | F +1 R +4 (+5 vs traps) W +5 (+2 on all ST vs Poison) | Init +1 | Perc +10 / +11 on trap location

    (shrug) I always felt that the book's benchmarks for xp were more guidelines than hard and fast rules myself, but that is me. I have no complaints about a GM subjective advancement system.


    M Gnome Bloodrager 3 [HP: 31/31 | AC:17/19ug| T: 13/15ug | FF: 15 | Fort: +6 / Ref: +5 / Will: +3 | Init: +2 / Perc: +8 (Darkvision 60ft) Bloodrage: 11/11

    When I ran home-brew games I always made it subjective.


    AvernusArt 2Grid

    Lets go with that then. The APs make it pretty clear when level-ups are a good idea, and I don't want XP to become a competition/motivator.

    PC Level: 2


    M Gnome Bloodrager 3 [HP: 31/31 | AC:17/19ug| T: 13/15ug | FF: 15 | Fort: +6 / Ref: +5 / Will: +3 | Init: +2 / Perc: +8 (Darkvision 60ft) Bloodrage: 11/11

    Cool! I'll level Krah up tonight after work. How do you want to handle HP?


    Fighter (Lore Warden) 2/Brawler 1 | HP: 28/28 | AC: 17 | T: 13 | FF: 14 | Fort +7/ Ref +6/ Will +0 (+2 vs Emotion and Fear) | Init +3 / Percept +6 | Martial Flexibility 1/4

    Happy with that it does make things a bit simpler :)

    With the rolls for Wands were they applicable for the entire town or just for the Temple of Brigh? I assume the former, but it cannopt hurt to ask JIC.


    AvernusArt 2Grid

    HP:

    Let's do roll once vs average take higher.

    Wand:

    Yep, roll again in a few days. I'm fine saying that your conversation with Joram took place a day ago, in which case it would be ready by now.


    M Gnome Bloodrager 3 [HP: 31/31 | AC:17/19ug| T: 13/15ug | FF: 15 | Fort: +6 / Ref: +5 / Will: +3 | Init: +2 / Perc: +8 (Darkvision 60ft) Bloodrage: 11/11

    HP: 1d10 ⇒ 4


    AvernusArt 2Grid

    If you guys haven't read the Numeria setting book, fluids are insanity balls crazy, take a look at some of the possible effects on the default table: Fluids


    Male Human Investigator 3 | AC 14 (15 vs traps) T 11 (12 vs traps) FF 13 | HP 16/16 | 2 / 4 Inspiration for the day | F +1 R +4 (+5 vs traps) W +5 (+2 on all ST vs Poison) | Init +1 | Perc +10 / +11 on trap location

    wonder if I can get that 100 for possible immortality roll...: 1d100 ⇒ 33 lol, guess not.

    HP: 1d8 ⇒ 2 Guess I will be taking the average, 4 correct?

    So I will be adding 4 hit points, 1 hit die, 1 prepared infusion, one new infusion learned (CLW for the win), Poison Lore and Poison Resistance, extra points into my skills, the MW hand crossbow, bolts (and will probably buy a few more given he only had 5 and that isn't a lot), the MW thieves tools (will sell the ordinary ones), 106 GP (sans any that I spend at the shop), one medlance (perhaps two if they are priced right), and whatever MW item I get from this trip with Tarkov. Gloves are given to Krah to have fun with as he pleases, and I hope they aren't just a single charge item as I would love to see him be able to reuse them.


    AvernusArt 2Grid

    Timeworn items are half-value, so its 250 for medlance.

    Assisting gloves are supposed to be single use, but we can say they have 3 charges.


    Fighter (Lore Warden) 2/Brawler 1 | HP: 28/28 | AC: 17 | T: 13 | FF: 14 | Fort +7/ Ref +6/ Will +0 (+2 vs Emotion and Fear) | Init +3 / Percept +6 | Martial Flexibility 1/4

    HP: 1d10 ⇒ 5 Average it is :)


    Male Human Investigator 3 | AC 14 (15 vs traps) T 11 (12 vs traps) FF 13 | HP 16/16 | 2 / 4 Inspiration for the day | F +1 R +4 (+5 vs traps) W +5 (+2 on all ST vs Poison) | Init +1 | Perc +10 / +11 on trap location

    Ouch, so no medlance for now given my share of the loot this time around is the gear, and thank you very much to have it. I will get it next trip to town then. Trying to think of the description for the sword cane... want it to be special. Before I go overboard, can I have permission to use special materials for the cane portion (but only for the part that won't impact combat) for flavor? Was specifically thinking that the cane would be made from Darkwood and the designs running along it would be made from alchemical silver. Not planning on using the cane portion as a weapon the way Tarkov does his scabbards, but if this is really a quality piece from the best crafters I want it to feel that way.


    AvernusArt 2Grid

    Sure, as long as it doesn't impact mechanics/price details like that are totally cool


    Male Human Investigator 3 | AC 14 (15 vs traps) T 11 (12 vs traps) FF 13 | HP 16/16 | 2 / 4 Inspiration for the day | F +1 R +4 (+5 vs traps) W +5 (+2 on all ST vs Poison) | Init +1 | Perc +10 / +11 on trap location

    Now if I could only get it enchanted eventually to show the current constellations overhead by having them glow on the cane's globe... ;)

    Goals for later if ever, I suppose. Thanks for giving it a worthy name.


    AvernusArt 2Grid

    By the way, I've been using slides for my work (teaching) for 3+ years and just noticed the zoom tool, if stuff is ever hard to see.


    AvernusArt 2Grid

    Oh, there's totally a spell for that, let me find it...

    Planetarium


    Male Human Investigator 3 | AC 14 (15 vs traps) T 11 (12 vs traps) FF 13 | HP 16/16 | 2 / 4 Inspiration for the day | F +1 R +4 (+5 vs traps) W +5 (+2 on all ST vs Poison) | Init +1 | Perc +10 / +11 on trap location

    ... ooooh.... must have.... (pulls out wallet) "Shut up and take my money!" - Fry ;)


    Half-Orc Inquisitor of Calistria 3// HP:18/18// AC:15// T:10// FF:15// BAB:+2// CMB:+5

    HP Roll: 1d8 ⇒ 4

    Hmm.

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