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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Current Map

Yeah EU=Expanded Universe, its now mostly(entirely probably) defunct since Disney bought Star Wars and wants to give it the Marvel treatment. I'm 100% ok with this though, since the Marvel Cinematic Universe movies have been for the most part really good.


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

Meh......i think they'll mess up or come up with things not lore friendly. Maybe even make Star Wars more 'child friendly'.
Breaking down a franchise to to make it similar to a comic universe franchise....doesn't feel right.
But that's just my opinion.

Movies adapted from games for instance, often ruin themselves at the whims of creativity of the directors and scriptwriters.
(Resident Evil comes to mind)

Aaaaannnnyway, on to the exploring.


Current Map

Nah, have you watched Star Wars:Rebels? It's Disney's first crack at the universe and its pretty damn good. Also, the two Disney sponsored SW books I've read were both good, even better than quite a few of the EU books I've read. I'm pretty confident that the movies will be awesome.

As far as lore friendly, they have come right out and said the only thing they consider canon are the 6 movies. so, they are pretty much in charge of setting the Lore/Canon of the movies they make.


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

You could perhaps go EK with 1 lvl fighter, then sorc who can start casting lvl 3 arcane from lvl 5.

Add acrobatics and spells as you see fit.
Maybe some social skills if you want to go Palpatine style.


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

Palpatine is more like a magus.


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'd have to point out that Palpatine would be a typical CHA based character.

I mean, he's got a job in politics and can sway people by speech.
Politics requires a pretty bluff and diplomacy skill. Plus he wouldn't prepare spells every day..he'd use them at his whim whenever convenient.

Sorcerer ^^


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

IMO he has the Clever Wordplay trait for one of those.

OR he has the Eldrithc Scion archetype.


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 agree with Guaire on that one, you only see him use his lightsaber two times or so, his favorite weapon of choice is his force lightning.

elemental sorcerer to use burning hands with electricity damage would be my first thing.
If you want him to go Magus, I'd say two levels to imitate the lightsaber.

Eldritch Scion is a good idea, but i think it depends on which period you want to make him. In parts 4-6 I'd say he's more of a sorcerer, in 1-3 he might be more of a magus though.


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

Meh...i'm still not convinced.

He'd only act if needed, letting others wade into action for him.

That Eldritch Scion looks more like something fit for a sith enforcer.

Edit: Ninja'd by Mort.
Indeed Palpatine likes the Lightning Hands for unlimited POWER!


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

Oooh, space zombies.

Oooh....i failed my willsave. XD


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 off from wednesday the 8th till friday night the 17th of july. I'll probably log back in on the following saturday. Having a small vacation on an island along the coast.

Bot me if needed and please don't get me killed ^^. Good luck!

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

unfortunately its a hellacious week for me at work, so far about 3.5 days worth of work in 2 days. Bot me to keep flow moving, Jarreck will press the fight with the poltergeist but after hearing about the will-o-wisp, he intends to take the shield potion before moving into any engagement with that.


Current Map

Ugh I gotta bot two players?

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'll check early am and in the evening but mid-day I'm not going to be able to be on my phone and Paizo.com is blocked by company filters :-) gaming, go figure. I could watch YouTube all day but Paizo.com uses up too much bandwidth.


Current Map

Hey guys,

I have drill this weekend so that means sparser posting, and then only in the evenings from my laptop in the hotel.

Thanks!


Current Map

For the record, I only want you guys to roll perception for me if I ask or if you are going to search a room or actively look for something. There is no need for a perception check if you are just "looking into" an area, I assume taking 10 in those situations. I also assume "taking 20" if you aren't in combat and you say you want to search for something.

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

Perception checks on request works for me.

GM:
As for Jarreck's actions Seven said she was going to lead him to the stasis pods so I was assuming that happened. He stopped in the hall to check the radiation detector before continuing into the room and then if unable to learn anything about the stasis pods was to check the other two rooms before moving farther into the ship.

Made perfect sense to me when I typed it but required some assumptions to be made. Sorry for the lack of communication.

Since combat has been initiated we can assume Omo bypassed Jarreck while he checked the detector, or Jarreck is in the room and subject to the fort save as well.


Current Map

I'll be in meetings tomorrow most of the workday. Don't expect much from me until after 2PM CST.


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 Level 6

+6 HP
+1 BaB
+1 Fort, +1 Ref, +1 Will
+1 Bomb
+1 Perception, +1 Spell Craft, +1 UMD, +2 Heal, + 1 Alchemy, +1 Arcana, +1 Eng, +1 Nature

Discoveries: Enhance Potions, Extend Potions

Formula: Bullet Shield.


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

Small revision: forgot about how I wanted to upgrade the robot. My knowledge's should be:

+1 Perception, +1 Spell Craft, +1 Eng, +6 Craft (Mechanical)


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

HP Gain: 1d6 + 1 ⇒ (1) + 1 = 2 Some you win, some you loose.

Skills:
Fly
Kn: Arcarna
Kn: Geography
Kn: History
Kn: Local
Perception
Spellcraft
UMD

Unlocked 3rd level spell
New Spells Known: Haste, Fly

Saves:
+4 fort
+5 ref
+5 will

Arcane reservoir = 9pts


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

Druid (Blight Druid) 6
HP: +8 (1d8+3)
BAB +1
All saves +1
One additional 2nd and 3rd level spell a day
Extra use of Wild-Shape a day.

+1 to Knowledge Nature, Handle Animal and Perception
+2 to Fly
+1 Fire Resistance

Also I keep forgetting about my miasma ability. Anything living around me must roll DC 16 Fort save or be sickened for 1 round each beginning of its turn.

Also Niles, Can I take the Loss-subdomain of the Darkness domain? It doesn't interfere with earlier choices I made, but I think it better suits Mort.


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

Level 6, nice.

+1 BaB (2nd attack)
+1 to all saves
+8 HP (avr+1 con +1 FCB)

Skill points (8):
Acrobatics +1
Climb +1
Heal +1
Intimidate +1
Kn. Arcana +1
Kn. Nature +1
Perception +1
Stealth +1

Weapon style feat:
Doubting between Manyshot and Improved Precise Shot.
Niles, on %, how often do enemies use stuff like blur/smoke screens, anything less than total concealment?

Pilo:
+9 HP (avr +3 con +1 feat)
+1 BaB
+1 to all saves
+1 skill rank (acrobatics)
+2 nat armor+1 to str & dex
+1 bonus trick (Track)
Devotion
An animal companion gains a +4 morale bonus on Will saves against enchantment spells and effects.


Current Map

@Mort sure

@Guaire Concealment comes up alot...I think IMPpreshot also helps vs cover right?


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

As long as it isn't complete cover, yes.


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, have you had the chance to update the loot list with what we have found on the ship?


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 aiming for Wild enchantments on any armour and shields now. I'll be flying around mostly now in a raven form as an harbinger of doom.

That said I might need to throw some ranks into Bluff next to imitate true behaviour of ravens. Unless I can use Knowledge Nature to do so, being in a raven form with raven sounds already.

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, sorry no heading home from vacation. Will try to get updated this evening.

@Niles - was looking through the rogue talents list on d20pfsrd would you consider this one, it's 3pp

Lethal Acrobatics (Ex):

Benefit: When a rogue with this talent successfully uses Acrobatics to move through an opponent’s square without provoking an attack of opportunity, that opponent is considered flat-footed to the rogue’s next attack until the end of the rogue’s turn.

If not I'll go back to looking.

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

Level 6

HP Gained: (1d8+1+1)=7 new total 51 **edit total 52 forgot FCB

BAB: +1 new total +5

Saves: +1 Ref new totals +6 fort +8 ref +2 will

Special:
Rogue Talent : TBD

Lucky Glitch (Ex): Starting at 4th level, whenever a technic scavenger triggers a glitch when using a timeworn technological item, she rolls twice and can choose which of the two glitch effects actually occurs. A technic scavenger always adds her level to rolls to determine what kind of glitch occurs, and treats rolls of over 100 as 100. This ability replaces uncanny dodge.

Skills 10
Acrobatics +1 (12)
Diplomacy +1 (8)
Disable Device +1 (14)(+19 vs traps)
Escape Artist +1 (8)
Intimidate +1 (8)
Knowledge(Dungeoneering) +1 (8)
Knowledge(Local) +1 (7)
Perception +1 (11)
Sense Motive +1 (5)
Stealth +1 (12)


Current Map

That rogue talent looks fine, things to keep in mind are
1) If you move faster than 1/2 speed you take a penalty to acrobatics
2) Going through an enemies square is their CMD+5...so it'll be in the upper 20's vs most enemies. So, you'll only have about a 50% shot of being successful.


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

Visually that sounds awesome. Just beware that multi-legged opponents have ridiculously high CMD scores, and usually that sort of foe becomes more common at mid to high level. Now I don't have the AP so I don't know if that applies here.


Current Map

On the whole, most of the enemies in this AP are two legged....there are a few notable exceptions.

Also, just saying, I'm adding Mind Flayers to the AP...because reasons.


Current Map

Also, Jarreck if you want to convert over to the Unchained Rogue I'm 100% cool with that, it makes rogues alot more fun to play. IE not just skill monkeys

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

Would the conversion start at 4th level? Haven't switched between archetypes on a character before.

I'll read it tonight, busy day at work.


Current Map

The conversion can be for all your rogue levels, it only adds a few things.

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

sorry Omo, thought it was a nice parting shot at getting her help until I had to roll

@Niles I think I like it, gonna see what I can drop-keep if you don't mind to keep continuity will post later tonight update

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

Looks like Technic training replaces trapfinding at the beginning, if ok with you I'll keep the Technic training since it was instrumental in translations earlier and training the others to read the language. Otherwise I modify Jarreck's info to match the Unchained Rogue

Grand Lodge

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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 profile updated, look and see if everything in order.

update:
Level 6

HP Gained: (1d8+1+1)=7 new total 51 **edit total 52 forgot FCB

BAB: +1 new total +5

Saves: +1 Ref new totals +6 fort +8 ref +2 will

Special:
Rogue Talent : Weapon Focus(Longsword)

converted to Unchained Rogue Archtype, only exception was I kept Technic Training in place of the trap finding that it replaced as a Technic Scavenger

Skills 10
Acrobatics +1 (12)
Diplomacy +1 (8)
Disable Device +1 (14)(+20 vs traps)
Escape Artist +1 (8)
Intimidate +1 (8)
Knowledge(Dungeoneering) +1 (8)
Knowledge(Local) +1 (7)
Perception +1 (11)(+12 vs traps)
Sense Motive +1 (5)
Stealth +1 (12)


Current Map

Looks good

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

Added the new items to the spreadsheet, guessing that the metallic necklace was the mouthpiece and unique(no price listed) all pricing reflects 1 items and 1/2 price if timeworn with charges. Niles wasn't sure what the mind burner was seem to have missed it going through the tech items on the web site.


Current Map

Whoops the Mind Burner is unique to the AP

TYPE one-handed ranged PROFICIENCY exotic (firearms)
DMG (M)special DMG (S)special CRITICAL x2
RANGE 20 ft.
SPECIAL touch
CAPACITY 10 USAGE 1 charge
WEIGHT 2bs.
A mind burner is a pistol with a dish like adornment at the tip of its barrel. When this weapon is fired , a pulse of white smoke pools in the dish an instant before a thin beam of white light lances out to strike its target. A mindburner is silent when fired, but stray particles from the mind-altering beam can cause those nearby to catch unexpected scents associated with powerful memories-the odor of a bouquet of flowers given to one's first lover, the scent of a parent's perfume or sweat, or maybe even the odor of a favorite food that hasn't been eaten i n years. These fragmentary memories generally have no additional effect on those who experience them, but at the GM's discretion, they could cause the resurfacing of repressed memories or forgotten fears. On a successful hit, a mind burner causes intense headaches that dull the senses and weaken will power. Each hit deals 1d4 points of nonlethal damage, but also imposes a -2 penalty on Perception checks and a - 1 penalty o n saving throws against mind-affecting effects. These penalties stack with themselves, up to a maximum penalty of -10 on Perception checks and -5 on mind-affecting saving throws. A creature can resist the penalties caused by a shot from a mindburner with a successful DC 14 Will save; otherwise, the penalties persist for 1 hour after the previous successful shot. On a critical hit, a mindburner's penalties are doubled along with its nonlethal damage.
CONSTRUCTION I CRAFT DC 28 I COST 4,000 GP
Craft Technological Arms and Armor, military lab

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, remembered while doing some back tracking I wanted Jarreck to take a point in appraise this level, ok to swap the point in escape artist for appraise?

Also as for the grenade launcher, it has 13 charges so we can fully load it twice and 3 more grenades on the last round. Barring any glitches on the 1st shot consuming additional charges. Correct?

With the ability to set the grenades for explode on impact the grenades have become a more viable form of offense, IMO


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

Agreed. The round delay wasn't working out for me.


Current Map

The round delay lets you shape the battlefield somewhat....however the Grenade Launcher basically lets someone become an artillery peice...and anyone can use the damn thing since you are firing at AC10...so even with the nonproficiency -4 its still possible to hit every time.

Or you could put it on the Scrapbot....


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

That's an option? Could we integrate it in a way that means it isn't time worn? Given that upgrading the bot will be a little expensive (though not outrageously so) I would prefer not to install something that had a limited charge.


Current Map

Yeah its still timeworn, and would need to be replaced.

And yes, the robot will have one hardpoint that items can be attached to per 2 HD. Right now he has one hardpoint that a rotary saw is attached to. At 4HD he would have another hardpoint, you could attach a mundane weapon, a tech item, or something else.

However, his total attacks/round is still limited by BaB and normal monster rules.


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

Uhh wow the loot spreadsheet has like 10 items on it for Seventeen I didn't know she had. Apparently I haven't been paying attention!

Seventeen would like to copy Shield and Sound Burst into her spellbook. That requires 10g ink for the first level spell, 40g for the 2nd level spell. Also requires DC16 and DC17 spellcraft checks respectively.

Spellcraft: Copy Shield DC16: 1d20 + 14 ⇒ (4) + 14 = 18
Spellcraft: Copy Sound Burst DC17: 1d20 + 14 ⇒ (12) + 14 = 26

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

Jarreck will cover the gp cost for Sevens research 50 go right?

And any scrolls we've picked up went to her immediately the wands probably ;-)


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

Researching a 'new' spell is way more expensive. Talking 1000+ g.


Current Map

Yeah that's making up your own spell though....

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