GM Niles Iron Gods (Inactive)

Game Master nilesr

Hajoth Hakados
Numeria
The Scar of the Spider
5 Kuthona 4714 (Day 100)
Hero Points
Seven.teen 2
Jarreck 1
Guaire 2
Mort 2


451 to 500 of 1,707 << first < prev | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | next > last >>

Stats:
Hp 111/111, AC 23/16/20, BaB+12, CMB+14, CMD 29, F+14, Ref+18, W+10 (+12 vs mind, SLA)), Init+5, Perc+25

Why wouldn't we? We're adventurers and it's technically loot, something we thrive and make a living off..

Unless we know some are stolen and belong to other people.

Grand Lodge

M | HP 106/106| AC 18 (12t 16ff)[21(15t) vs traps]| +9 fort +9 ref +3 will | +0 init +12 perc(+16 vs traps) +14 stealth | Loot Tracker

I'm fine with it, will need a spellcraft check from Seven on the armor I believe.


Status Mort:
HP: 78/78; AC: (21)19, T: 13, FF: 17; CMB: 6; CMD: 18; Fort:10, Ref: 5, Will: 12,Init: +2; Perception: +20; Speed: 20feet, FR:10
Gnome Blight Druid (Darkness Domain, Loss subdomain) 10

Sorry for my absence, had three days without internet before someone told me how to get access to a new network in our apartment block.


Arcanist (occultist) 12 | HP 57 | AC 17 (Mage Armor) | CMB +6 CMD 19 T 13 FF14 | +12 fort +13 ref +14 will | +3 init | Resouce Tracker
Skills:
Acrobatics +15 Appraise +22 Fly +10 Kn:Arcarna +20 Kn:Dung +18 Kn:Eng +22 Kn:Geog +18 Kn:Hist +20 Kn:Local +22 Kn:Planes +19 Lingu +11 Perc +14 Stealth +15 Spellcraft +22 UMD +8

Omo can you give seventeen the bad news in character please :)


Current Map

@Guaire He's level 5 bro.....

Vanish, Bull's Strength, Expeditious retreat, frigid touch


Arcanist (occultist) 12 | HP 57 | AC 17 (Mage Armor) | CMB +6 CMD 19 T 13 FF14 | +12 fort +13 ref +14 will | +3 init | Resouce Tracker
Skills:
Acrobatics +15 Appraise +22 Fly +10 Kn:Arcarna +20 Kn:Dung +18 Kn:Eng +22 Kn:Geog +18 Kn:Hist +20 Kn:Local +22 Kn:Planes +19 Lingu +11 Perc +14 Stealth +15 Spellcraft +22 UMD +8

Yeah magus nova harder than anyone else at low level. Could be much worse, intensified shocking grasp at CL 8+


Current Map

I've never played a magus...and never even had one in any of my games as an NPC until now. Spellstrike is the boss....Also WTF do people wanna maximize Dex???? This dude has like 20 STR and rocks it.


Arcanist (occultist) 12 | HP 57 | AC 17 (Mage Armor) | CMB +6 CMD 19 T 13 FF14 | +12 fort +13 ref +14 will | +3 init | Resouce Tracker
Skills:
Acrobatics +15 Appraise +22 Fly +10 Kn:Arcarna +20 Kn:Dung +18 Kn:Eng +22 Kn:Geog +18 Kn:Hist +20 Kn:Local +22 Kn:Planes +19 Lingu +11 Perc +14 Stealth +15 Spellcraft +22 UMD +8

Dervish Dance, people want to have their cake and eat it. Oh and 3x crit shocking grasp spellstrike is a BBEG killer.


Stats:
Hp 111/111, AC 23/16/20, BaB+12, CMB+14, CMD 29, F+14, Ref+18, W+10 (+12 vs mind, SLA)), Init+5, Perc+25

If he's lvl 5, i must have been on the wrong foot, with what seems 4d6 sneak attack. :)


Arcanist (occultist) 12 | HP 57 | AC 17 (Mage Armor) | CMB +6 CMD 19 T 13 FF14 | +12 fort +13 ref +14 will | +3 init | Resouce Tracker
Skills:
Acrobatics +15 Appraise +22 Fly +10 Kn:Arcarna +20 Kn:Dung +18 Kn:Eng +22 Kn:Geog +18 Kn:Hist +20 Kn:Local +22 Kn:Planes +19 Lingu +11 Perc +14 Stealth +15 Spellcraft +22 UMD +8

Spellstrike let's a magus cast a touch spell and deliver it through his weapon.

Let's take a rapier and shocking grasp, with a full attack he does weapon damage plus 5d6. If the melee attack crits, so does the spell damage.

On the high end with a crit you could have been looking at 18d6 damage without any metamagic shenanigans.


Stats:
Hp 111/111, AC 23/16/20, BaB+12, CMB+14, CMD 29, F+14, Ref+18, W+10 (+12 vs mind, SLA)), Init+5, Perc+25

and the process of writing a new char would begin anew.


Current Map

Omo, please read this:

If a character who can speak Androffan studies the Power Relay transmitter's monitors and settings and then succeeds at a DC 20 Knowledge (geography or engineering) or Linguistics check, she can confirm that the device was transmitting power to a specific part of Numeria 105 miles northeast of Torch. Even though you don't speak Androffan I'll figure that you and Jarreck worked together. I was reading the next book of the AP and realized that you asked if you could figure out where the power was coming from and where it was going, and you could. I think I might have told you you couldn't. Anyways, Omo knows where the power is coming from, Below Torch, and where it is going, exactly 105 miles Northeast of Torch.


Status Mort:
HP: 78/78; AC: (21)19, T: 13, FF: 17; CMB: 6; CMD: 18; Fort:10, Ref: 5, Will: 12,Init: +2; Perception: +20; Speed: 20feet, FR:10
Gnome Blight Druid (Darkness Domain, Loss subdomain) 10

I apologise once again for my absence, I seem to have increasingly less time to post lately, with sometimes 1-2 days not being able to post.

I'm going to look at some games to drop, freeing up some time so I need less time to check everything.

Hopefully I can continue to play Mort, I like him.


Current Map

As long as you don't mind being botted. When you post actions just post a few general things you want Mort to do and I'll try and make them happen for you.

That way we can cruise through encounters pretty quickly.


Arcanist (occultist) 12 | HP 57 | AC 17 (Mage Armor) | CMB +6 CMD 19 T 13 FF14 | +12 fort +13 ref +14 will | +3 init | Resouce Tracker
Skills:
Acrobatics +15 Appraise +22 Fly +10 Kn:Arcarna +20 Kn:Dung +18 Kn:Eng +22 Kn:Geog +18 Kn:Hist +20 Kn:Local +22 Kn:Planes +19 Lingu +11 Perc +14 Stealth +15 Spellcraft +22 UMD +8

Do we have any idea on the blast radius when the spider bots die? I don't want to kill Mort by mistake.


Status Mort:
HP: 78/78; AC: (21)19, T: 13, FF: 17; CMB: 6; CMD: 18; Fort:10, Ref: 5, Will: 12,Init: +2; Perception: +20; Speed: 20feet, FR:10
Gnome Blight Druid (Darkness Domain, Loss subdomain) 10

Also, I couldn't 5-foot step to P3? If I can't 5-foot step diagonally that's fine, but then I'd know in advance for future times.


Arcanist (occultist) 12 | HP 57 | AC 17 (Mage Armor) | CMB +6 CMD 19 T 13 FF14 | +12 fort +13 ref +14 will | +3 init | Resouce Tracker
Skills:
Acrobatics +15 Appraise +22 Fly +10 Kn:Arcarna +20 Kn:Dung +18 Kn:Eng +22 Kn:Geog +18 Kn:Hist +20 Kn:Local +22 Kn:Planes +19 Lingu +11 Perc +14 Stealth +15 Spellcraft +22 UMD +8

As far as I'm aware you can 5' step diagonally.

Grand Lodge

M | HP 106/106| AC 18 (12t 16ff)[21(15t) vs traps]| +9 fort +9 ref +3 will | +0 init +12 perc(+16 vs traps) +14 stealth | Loot Tracker

oops sorry Mort just told you to go the other way, of course with that lovely throw I may have just hit you with the tanglefoot bag :-(

****edit: I thought if you could move around to the left you could get some protection and slide away from the bots.


Current Map

Whoops. Yep, ignore the AoO!

10' radius explosion.


Male Ratfolk Alchemist 9 l HP: 57/57 l AC: 15 (21) [T: 14 (21/26), FF: 15] l F: +7 (+13 v P), R: +9, W: +4 l Init: +3 l Per: +15 l Bombs: 7/17

I'm dealing with the remains of a migraine and some intense drama in one of my other games (another player got booted), I hope you don't mind if I wait until tomorrow to post. Feel free to npc me though.


Male Ratfolk Alchemist 9 l HP: 57/57 l AC: 15 (21) [T: 14 (21/26), FF: 15] l F: +7 (+13 v P), R: +9, W: +4 l Init: +3 l Per: +15 l Bombs: 7/17

A grenade is a small, cylindrical device that is designed to be thrown as a splash weapon or fired from a grenade launcher. Before being thrown by hand, the grenade must be primed with a quick twist of a dial at one end and then armed with a click of a button at the center of that dial. Priming and arming a grenade is a free action; a grenade launcher primes and arms all grenades it fires. The grenade detonates at the beginning of the wielder's next turn, hopefully in the area targeted. When a grenade detonates, it damages all targets within a 20-foot-radius spread. A successful DC 15 Reflex save halves any damage dealt by a grenade.

Because grenades have a turn delay, aren't they kind of too dangerous to use?


Current Map

Well, that is what makes them fun! Also, its the only drawback they have to being in all ways superior to alchemists fire, acid flasks et al.


Stats:
Hp 111/111, AC 23/16/20, BaB+12, CMB+14, CMD 29, F+14, Ref+18, W+10 (+12 vs mind, SLA)), Init+5, Perc+25

Yeeeesss, imagine a grease spell happening upon said grenade :)


Current Map

RE: Loot

I noticed on the loot log you guys are listing all the MWK armors that you have found...I typically don't get bogged down in the minutae of encumbrance and carrying capacity but on the same token, be judicious in what you add to the loot log. Pretend someone is carrying all that stuff and think about it.


Male Ratfolk Alchemist 9 l HP: 57/57 l AC: 15 (21) [T: 14 (21/26), FF: 15] l F: +7 (+13 v P), R: +9, W: +4 l Init: +3 l Per: +15 l Bombs: 7/17

Yay, I'm not feeling grenades. The turn delay makes it not worth it unless we can immobilize them first.


Arcanist (occultist) 12 | HP 57 | AC 17 (Mage Armor) | CMB +6 CMD 19 T 13 FF14 | +12 fort +13 ref +14 will | +3 init | Resouce Tracker
Skills:
Acrobatics +15 Appraise +22 Fly +10 Kn:Arcarna +20 Kn:Dung +18 Kn:Eng +22 Kn:Geog +18 Kn:Hist +20 Kn:Local +22 Kn:Planes +19 Lingu +11 Perc +14 Stealth +15 Spellcraft +22 UMD +8

Party clearly needs a bag of holding ;)


Current Map

Well, they do have their uses....you just cleared a room. They scattered like chaff. Also, if you have someone engaged, you can hurl the grenade "behind" the enemy within 20' of them so the blast only hits the enemy. You can also use them with Jarreck and trust his evasion + high ref save to get him out of harms way. You could also prime them and drop them in someone's pants while sneaking....wait wrong game.


Stats:
Hp 111/111, AC 23/16/20, BaB+12, CMB+14, CMD 29, F+14, Ref+18, W+10 (+12 vs mind, SLA)), Init+5, Perc+25

But a fine suggestion nonetheless.

Sleight of hand & stealth check maybe.

Grand Lodge

M | HP 106/106| AC 18 (12t 16ff)[21(15t) vs traps]| +9 fort +9 ref +3 will | +0 init +12 perc(+16 vs traps) +14 stealth | Loot Tracker

on a good day I might be able to pull that off, on a bad day the stupid thing would probably end up down my own :-/


Current Map

Hey, I mentioned before that we are pretty close to the end of the AP Book.

Did you guys want to add another and go with 6 into book 2?


Arcanist (occultist) 12 | HP 57 | AC 17 (Mage Armor) | CMB +6 CMD 19 T 13 FF14 | +12 fort +13 ref +14 will | +3 init | Resouce Tracker
Skills:
Acrobatics +15 Appraise +22 Fly +10 Kn:Arcarna +20 Kn:Dung +18 Kn:Eng +22 Kn:Geog +18 Kn:Hist +20 Kn:Local +22 Kn:Planes +19 Lingu +11 Perc +14 Stealth +15 Spellcraft +22 UMD +8

Isn't another player likely to slow the pace down? Kinda like Amdahl's law from computing.


Current Map

I dunno, depends on the person. I've had good luck with 5 though in both the Falcons Hollow and this one. I wouldn't open up recruitment, I'd invite someone we already play with. I shudder at all the open recruitments that I see...and I also wonder how I got so lucky to land three solid guys out of the original 6.

Well Michael was pretty damn solid too, too bad he lost interest in PbP. I keep waiting for him to come back.

Speaking of open recruitment....I was looking at my original recruitment post for the Falcons Hollow game. I just took the first 6 people who posted! Wow...what are the odds that would have turned out as well as it has.


Stats:
Hp 111/111, AC 23/16/20, BaB+12, CMB+14, CMD 29, F+14, Ref+18, W+10 (+12 vs mind, SLA)), Init+5, Perc+25

Haha, and we'll stick to you for a good while longer.


Male Ratfolk Alchemist 9 l HP: 57/57 l AC: 15 (21) [T: 14 (21/26), FF: 15] l F: +7 (+13 v P), R: +9, W: +4 l Init: +3 l Per: +15 l Bombs: 7/17

I think the optimal party size for forward progression is 4-5 as long as you have at least 3 regular posters and the slower posters make it easy to be drug forward.

Grand Lodge

M | HP 106/106| AC 18 (12t 16ff)[21(15t) vs traps]| +9 fort +9 ref +3 will | +0 init +12 perc(+16 vs traps) +14 stealth | Loot Tracker

I bow to the wisdom of those more experienced as to whether additional players are brought in. For myself I want to add - Thanks for the invite, this has been most enjoyable.


Male Ratfolk Alchemist 9 l HP: 57/57 l AC: 15 (21) [T: 14 (21/26), FF: 15] l F: +7 (+13 v P), R: +9, W: +4 l Init: +3 l Per: +15 l Bombs: 7/17

Is it just me or is the crafting system not very good?

I was trying to determine how much acid I could create being a decent alchemist and swift alchemy and it seems like there is no way to craft in bulk. With 8 hours of work it seems like if I rolled well and used accelerated crafting I could make 2 acids in a day. That doesn't feel very swift to me.


Arcanist (occultist) 12 | HP 57 | AC 17 (Mage Armor) | CMB +6 CMD 19 T 13 FF14 | +12 fort +13 ref +14 will | +3 init | Resouce Tracker
Skills:
Acrobatics +15 Appraise +22 Fly +10 Kn:Arcarna +20 Kn:Dung +18 Kn:Eng +22 Kn:Geog +18 Kn:Hist +20 Kn:Local +22 Kn:Planes +19 Lingu +11 Perc +14 Stealth +15 Spellcraft +22 UMD +8

There are some shenanigans with ring of sustenance to try and make it easier to get the requisite 8 hours.

But yes crafting alchemical items seems unnecessarly hard.


Male Ratfolk Alchemist 9 l HP: 57/57 l AC: 15 (21) [T: 14 (21/26), FF: 15] l F: +7 (+13 v P), R: +9, W: +4 l Init: +3 l Per: +15 l Bombs: 7/17

A friend of mine suggested this alternative system has anyone had experience with it?

I wish swift alchemy worked like instant alchemy but with minutes or even an hour instead of a round.


Current Map

I'll buy it later and let you know what I think

Grand Lodge

M | HP 106/106| AC 18 (12t 16ff)[21(15t) vs traps]| +9 fort +9 ref +3 will | +0 init +12 perc(+16 vs traps) +14 stealth | Loot Tracker

Question: Continue with my Rogue progression or dip into something else?

GM Niles, you said we were coming up on the next level, at 4, I get another rogue trick(finesse rogue?) and Lucky Glitch plus 1 BAB and +1 reflex.

Seems I'm playing more front line than I had ever originally thought, looking for a way to make Jarreck more durable. Looking for ideas that would fit without being a total stretch.


Male Ratfolk Alchemist 9 l HP: 57/57 l AC: 15 (21) [T: 14 (21/26), FF: 15] l F: +7 (+13 v P), R: +9, W: +4 l Init: +3 l Per: +15 l Bombs: 7/17

You could retrain as a slayer? They are frontline characters.


Arcanist (occultist) 12 | HP 57 | AC 17 (Mage Armor) | CMB +6 CMD 19 T 13 FF14 | +12 fort +13 ref +14 will | +3 init | Resouce Tracker
Skills:
Acrobatics +15 Appraise +22 Fly +10 Kn:Arcarna +20 Kn:Dung +18 Kn:Eng +22 Kn:Geog +18 Kn:Hist +20 Kn:Local +22 Kn:Planes +19 Lingu +11 Perc +14 Stealth +15 Spellcraft +22 UMD +8

Paizo did a good job of making dips (and PrCs) pretty pointless for most classes. I'm not really sure what dip would be worthwhile.

If I was to offer any advice I'd say choose if you want to be melee or ranged, trying to do both on a rogue is spreading the feats a bit thin (rangers and slayers make the best switch hitters thanks to the combat style bonus feats, followed by paladins).

An unfortunate fact of life is that TWF in pathfinder is quite nerfed in comparison to high str 2H fighting (worse to hit, more expensive, more feat intensive, less over all dps). Shame since the visuals are wayyy better. I defiantly think this is affecting Jarreck since rogues unlike other 3/4 bab classes don't really get any self buffs that boost to-hit.

If you actually want to re-build you might consider an archaeologist bard (plays like a rogue, except it's better) or a ninja (just ask Niles, Ninja's are decent) or a slayer.

The most important thing is to have fun however :)


Stats:
Hp 111/111, AC 23/16/20, BaB+12, CMB+14, CMD 29, F+14, Ref+18, W+10 (+12 vs mind, SLA)), Init+5, Perc+25
7 wrote:
(just ask Niles, Ninja's are decent)

Decent? I recall a thug staring down at a sudden katana sticking out of his chest from out of nowhere. Decent sounds like an understatement.


Male Ratfolk Alchemist 9 l HP: 57/57 l AC: 15 (21) [T: 14 (21/26), FF: 15] l F: +7 (+13 v P), R: +9, W: +4 l Init: +3 l Per: +15 l Bombs: 7/17

Some people think that vanish + death by katana is pure cheese, but none deny that it works.


Stats:
Hp 111/111, AC 23/16/20, BaB+12, CMB+14, CMD 29, F+14, Ref+18, W+10 (+12 vs mind, SLA)), Init+5, Perc+25

It's efficient and it looks flashy, and i enjoy good asian MA movies. So i'm much in favor of it.

Grand Lodge

M | HP 106/106| AC 18 (12t 16ff)[21(15t) vs traps]| +9 fort +9 ref +3 will | +0 init +12 perc(+16 vs traps) +14 stealth | Loot Tracker

Yes that was a nice effect :-)

Niles?

Its not that I dislike Jarreck but I was thinking he'd be more a dance in and cut 'em from a flanking spot not going toe to toe. Or ranged attack, hence my first couple of feat selections.


Status Mort:
HP: 78/78; AC: (21)19, T: 13, FF: 17; CMB: 6; CMD: 18; Fort:10, Ref: 5, Will: 12,Init: +2; Perception: +20; Speed: 20feet, FR:10
Gnome Blight Druid (Darkness Domain, Loss subdomain) 10

I guess most of us are quite the toe-to-toe characters, but seemingly Jarreck and Mort are the ones that can avoid the hits up to this point.

I think we will need a good strategy for fighting future battles as Mort will probably go a different route eventually as well, especially when we reach level 5.

I'd say play what you want Jarreck, it's not only on your shoulders to make this group of PCs work, it's a team effort.


Male Ratfolk Alchemist 9 l HP: 57/57 l AC: 15 (21) [T: 14 (21/26), FF: 15] l F: +7 (+13 v P), R: +9, W: +4 l Init: +3 l Per: +15 l Bombs: 7/17

I say let Seventeen's summoned creatures by the meat shields. :-p

The rest of us seem to prefer our battles from 20'-30' away.


Current Map

I'm with those guys, the party is fine as is...Jarreck is a cool character, the only one kinda devoted to using/messing with tech items. I'd like to see that continue. I promise! In the next book there are much nicer tech items, you also get a pretty damn cool one at the end of this book.

Srsly tho, ninja are boss....


Status Mort:
HP: 78/78; AC: (21)19, T: 13, FF: 17; CMB: 6; CMD: 18; Fort:10, Ref: 5, Will: 12,Init: +2; Perception: +20; Speed: 20feet, FR:10
Gnome Blight Druid (Darkness Domain, Loss subdomain) 10

Just out of curiosity, I'm wondering why the AP suggested a Blight Druid as a good fit in this AP. They seem a little out of place to me, with all the technical items and robotic enemies.

451 to 500 of 1,707 << first < prev | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post Discussion / GM Niles Iron Gods All Messageboards

Want to post a reply? Sign in.