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


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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
Quote:
An unfortunate fact of life is that TWF in pathfinder is quite nerfed in comparison to high str 2H fighting

unfortunately, Jarreck is NOT a high strength character :-), so if I am attacking with the +1 longsword my attack bonus is +5 while if attacking with TWF I am getting 2 d20+3 attacks for effectively a -2 penalty. Better chance to hit overall.

I'll keep everything as is, thanks for the options and comments.


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 they suggest that Mort because this place is a wasteland. Whatever cataclysm ruined this place could be blighted.

I like the Blight Druid because they get interesting spell options with Darkness and can get some interesting damaging spells. Aren't there also ways that druids can get more necromantic effects like this?


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 like the Blight Druid as well, I'm thinking I already got most of the necromancy spells with having Fell Magic from the Gnomes.

I'm just a little worried I guess, that I'm too overcomitted towards having effects to which constructs/robots are immune. Especially when you focus on Necromancy spells like I do.

There are some nice Feats for me though, this one jumped at me.
Pestilent, though the link doesn't seem to work the effects seem very fitting to me.


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 was trying to find some way for you to get the dreaded Enervation. But I could not.


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

Well I could get that spell, if I take/took the Loss subdomain from the Darkness Domain.

Then I get it as a 5th level bonus spell.


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

Ring of spell knowledge?


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

Loss wouldn't be a terrible idea, but I wish you could cast it more than once per day. The ring might help with that.


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'll be away from keyboard the entire day of tomorrow, bot me if needed guys.

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

HAHA just read this

Quote:
You guys don't have this anymore, Sanvril Trett stole it.

While looking through for those small items that we have. I had noticed the price went to 0 but wasn't necesarily counting it at that point. The first page is what we have run across in each fight.


Current Map

Hey Omo, I took a look at that book. I wholeheartedly agree with the premise and the workaround proposed by the author. If you want to use those crafting rules, I'm in.

Also, Mort we can use These Rules to design poisons for you.


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

Nice, I'll see if I can think about some poisons eventually, probably going to call on animals for those though. I'm still not really sure how the price is being calculated.


Current Map

Omo's AC is 21

10+3+3+1+4= 21


Current Map

I'd like to thank you guys for your continued posting and high post rate.

We began this game back in August/September and we already have over 2200 posts in the gameplay thread.

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

To both Niles and Seven, sorry we have an ice storm hitting and I may not be free to post til tomorrow please bot both games to prevent Jarreck/Alwyn from delaying your games.


Current Map

Yeah, we are getting nasty weather down here from that storm. However, its not ice just a bunch of rain.


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

Jarreck there is always this option if you wanted to rebuild. It's very tech-focused, and kind of scary.


Current Map

If I were going to dip into a class from rogue, that would be the one I go into.


Current Map

Wow, Guaire was a damage dealing machine in that fight!


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

True. He was a boss!

I think we may need to rest down here. Jarreck, can you use your know-how to secure the doors? We don't want the other metal men, Trett, or This I to attack us when we are weak.


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

Archery is the best damage style in pathfinder. They can almost always full attack. DR does hit them hard but there's ways around that.


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

I was kind of amazed how those dice were going, reminds me of Niles' rolls when he wants to intimidate people. He's boss at that too, nobody messes with the ice sorceress.


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

So I guess Seventeen probably realises what she is right now and it's going to turn her world upside down. She will likely be etattic for some time.


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

Best to take Clustered Shots as fast as possible Guaire, that's the way to get around DR.


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

^^Truth.


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

Okay I'm now seeing This I as a recurring enemy, slowly gaining experience and levels as he chases after us, cleaning up and eating all our defeated enemies.

Let us just hope that the ratfolk noticed that we defended him.


Current Map

I hadn't really thought about him leaving the caves/crashed starship. I figured he would just stay down there, since that is all he knows.

He is a baby after all, he has no experience with the outside world and is driven primarily by primal motives. Fear, Hunger and the urge to know more about the world.


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

Well eventually hunger would drive him into our world I suspect, but for now there's enough food for him to find down here.


Current Map

Welcome to level 4. Please post your level up info here.


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

Cool, i'll have it up in a bit.

Niles, are there any special animal companions for this AP?
Because from lvl 4 onwards i can take either an animal companion or focus on the team.


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

Stat increase: +1 to wis
+1 BaB
+1 Fort
+1 Ref
Hp +8 (av +1 con +1fcb)

I can cast 1 lvl 1 spell!!!
Abundant ammo, welcome, welcome.

Skills:
Heal +2
Intimidate +2
Perception +2
Stealth +1
Swim +1


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

May I take Androffan? I've been working with Jarreck on the tech stuff.


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

Jarreck were you interested in going Techslinger? (which I think would be awesome) If not, I could put the gun to use.


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

In the voice of Chris Hadfield, 'Crowd Control to Major Tom...'

Er so Seventeen gains level 2 spells: Create Pit, See Invisibility

+1 BAB
+1 Will Save
+5 HP (avg rounded up +1)

I'll do the rest later when I'm at home with Hero Lab.


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

Alchemist (Mind Chemist) Level 4:

+1 BaB
+1 Fort and Reflex
+6 HP

+1 Int

+2 Bombs

Discovery: Frost Bombs

Formula: Alchemical Allocation

+1 Craft Alchemy
+1 Knowledge: Arcana
+1 Knowledge: Engineering
+1 Knowledge: Geography
+1 Knowledge: History
+1 Knowledge: Local
+1 Knowledge: Nobility
+1 Knowledge: Planes
+1 Linguistics (Androffan) (if permitted)
+1 Perception
+1 Spellcraft
+1 UMD

FCB: +1/6 New Discovery


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

Seventeen, would you be willing to let Omo copy See Invisibility from your spellbook?


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

Of course.

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

@Omo think I'm gonna take my next level of technical scavenger as it is the one to give two rolls on a glitch. And I think we might be seeing a few more if those in the near future with this AP.


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

Thank you. I wish the reverse were possible.

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

Niles I'll update when back on a pc , will be today though.


Current Map

@Omo Yup on the language. Your gonna have a few weeks of downtime.

@Guaire Hmm, not sure. What does the player's guide say?

@Everyone Someone should think about gaining proficiency with Firearms....there will be them in abundance in the next Book.

The Player's Guide Says:

The following animal companions can all be found in
Numeria: antelope, aurochs, badger, bear, bird, boar,
dire bat, dire rat, dog, elk, giant weasel, horse, mastodon,
moose, pony, ram, stag, viper, and wolf.
The following familiars are commonly found serving
wizards and witches in Numeria: armadillo, bat, cat,
centipede, fox, goat, giant f lea, hawk, hedgehog, owl, pig,
raccoon, rat, raven, scorpion, skunk, squirrel, f lying squirrel,
toad, viper, and weasel.
In addition to these suggestions, three new alien animals
are presented in the bestiary of the first volume of the
Iron Gods Adventure Path. Talk to your GM about these
animals and see if they are a good fit for your character
and campaign.

The Pilo:

These carnivorous marsupials, sometimes called
tumblespikes, are irritable desert-dwelling creatures that
even predators leave alone. They are aggressive and often
attack creatures that are larger than themselves. Pilos plow toward their foes and attempt to gore these foes with
their spikes, bellowing a wheezing series of grunts. When
provoked by a creature much larger than themselves
or a particularly dangerous predator, pilos roll up into
a spiny ball to deter attacks. Their aggressive nature
means that they often fight until they die or until their
opponent perishes or flees. Though pilos are only 3 feet
long, their muscular bodies and spikes-which constantly
grow-contribute to their So-pound weight. Like many
marsupials, pilos carry their young in a pouch, which they
protect by remaining rolled up except when hunting
P1LO COMPANIONS
Starting Statistics: Size Small; Speed 30 ft.; AC +2 natural
armor; Attack gore (1 d6); Ability Scores Str 1 3, Dex 1 3,
Con 1 4, Int 2, Wis 1 4, Cha 7; Special Defenses rol l up;
SQ low-light vision, scent.
4th-level Advancement: Size Sma ll; AC +2 natural armor;
Attack tail slap (1 d4); Ability Scores Str +2, Con +2; Special
Attacks poison, quills.

The Sorico:

Also called dustshroud rabbits, soricos dig out warrens in
the desert sands, where they remain protected from the
elements and predators alike. These communal animals live
in vast tunneling colonies like ants, each working endlessly
to provide for the warren. They dig tunnels and burrows,
shoring up the sides of the passages with sticky saliva that
hardens into a temporary cement. Since they constantly toil
in their warrens, their tawny fur collects fine dust and sand
particles. As an instinctive means of defense, soricos shake
themselves violently, which loosens the sand and creates a
distracting cloud of dust that allows them to escape from
predators. Soricos measure 3 feet long, stand 2 feet tall, and
weigh ioo pounds. Those who hunt soricos find their meat
delicious, comparable to that of a farm-raised rabbit.
Sorico COMPANIONS
Starting Statistics: Size small; Speed 30 ft., burrow 10 ft.;
Attack bite (1d4), 2 claws (1 d4); Ability Scores Str 1 0, Dex 1 3,
Con 1 5, Int 2, Wis 1 4, Cha 7; SQ low-light vision, scent.
4th-level Advancement: Size Med i u m; AC +2 natural armor;
Attack bite (1 d 6), 2 claws (1 d 6); Ability Scores Str +4,
Dex +2, Con +2; Special Attacks dust cloud.

The Petromin:

Petromins, also known as azure gliders, are desert cliff-top
dwellers that glide down to snatch prey. As a defense, their
coloration is countershaded; the blue, sky-like coloration
on their undersides makes them hard to notice from the
ground, while their brown fur helps them blend into desert
vistas below, hiding them from predatory birds. The fur
of petromins is awash in sapphire-blue bioluminescence,unnoticeable during the day but distinctive from dusk until
dawn. Petromins have control over this natural light, which
allows them to attract the large insects on which they feed. A
petromin measures 30 inches in length (including a 6-inchlong
tail) and weighs 5 pounds. A spellcaster can select a
petromin as a familiar, and the master gains a +3 bonus on
Stealth checks as a special ability.
XP 1 3 5
N T i n y a n i m a l
lnit +2; Senses low-light vision; Perception +5
DEFENSE
AC 1 4, touch 1 4, flat-footed 12 (+2 Dex, +2 size)
hp 4 (1d8)
Fort +2, Ref +4, Will +1
OFFENSE
Speed 20 ft., c l i m b 20 ft., fly 40 ft. (poor)
Melee bite +4 (1d3-4)
Space 2 1 /2 ft.; Reach O ft.
STATISTICS
Str 3, Dex 1 5, Con 1 0, Int 2, Wis 1 2, Cha 7
Base Atk +O; CMB +O; CMD 6 (1 0 vs. trip)
Feats Weapon Finesse
Skills C l i m b +4, Perception +5, Stealth +1 4; Racial Modifiers
+4 Stealth
SQ cloaked, gliding flight, luminous
ECOLOGY
Environment any deserts
Organization solitary, pair, or gathering (3-8)
Treasure none
SPECIAL ABILITIES
Cloaked (Ex) A petromin is invisible to creatures using only
darkvision, but can be detected by other means.
Gliding Flight (Ex) A petromin can't hover or fly up at an angle greater than 45 degrees while flying. It must end its turn on the ground.
Luminous (Ex) A petromin naturally sheds light equal to
that provided by a candle. It can control the color of the illumination. As a swift action, it can extinguish the light.


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

I might as well pick it up too, does that just require a rank in linguistics?


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 looking forward to going shopping when we get back to the surface. Is the 20% discount still in effect?

My plan for firearms is to see if Jhestine has the formula for Bestow Weapon Proficiency -- along with several other formula -- if not, I plan to research it so I can use the gun.


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

Maybe Father will let me raid his spellbook too.


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

Good thought, I hadn't considered that.


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

With retraining a feat, i could switch from bows to firearms.

Wouldn't be too odd of a choice, considering things'll get more resistant to arrow i reckon.


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

And these energy weapons hit touch AC which is nice.


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

Or you could retrain and become a techslinger. :-p Mostly, I think it would be awesome to have a techslinger in the party. Mostly because they make guns terrifying. And they can use their deeds for heavy weaponry.


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

I'm going for flexibility and battlefield control on Seventeen. Need someone to do the damage, might as well be Guaire and Omo.


Current Map

@Seven Yep 1 rank in linguistics, and someone to teach you (Jarreck).

Guaire!:

Did you forget about your archetype.

Lucky Dodge (Ex): At 3rd level, a galvanic saboteur can
dodge the precise attacks of even the most technologically
advanced foes. The ranger gains a luck bonus to AC against
attacks that target his touch AC as long as his opponent's type
matches that of his first favored enemy. This luck bonus is
equal to 1/2 the ranger's favored enemy bonus against that
creature type. At 8th, i3th, and i8th levels, the ranger gains
this luck bonus to AC against attacks that target touch his
AC as long as his opponent's type matches his second, third,
and fourth favored enemy, respectively. A galvanic saboteur's
animal companion (if he chose one for his hunter's bond) also
gains this luck bonus. This ability replaces favored terrain.

I don't see that on your sheet anywhere.

This'll make lasers and guns fired by Constructs (Like Meyanda!) alot harder to hit you.

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 liked the techslinger, just seemed like the Lucky Glitch my scavenger picks up this level would be more beneficial in the long run with this AP. Of course next level is SA3 so I'll probably keep at it another couple levels. Trying to figure out which rogue talent to pick up.

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