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

Re:Races

The players guide states that all core races are appropriate as well as aasimar, changeling, orc and tiefling. And of course Android.

So far for races we have

Ixos: Ratfolk
Hecktor: ?
Silas: ?
Ridge: Almost certainly human/kellid
Gilmork: has a thing for halflings


I highly recommend the Blight Druid. They can get the Darkness Domain which is a ton of fun.


If someone else wants to be a ratfolk we could use our swarm ability. :-)


Current Map

I just looked at the darkness domain and....wow its awesome.


Male retired & married fighter Fighter 8 HP 82/82 F+10/R+6/W+4 30ft AC24/14/22

I'm thinking human or aasimar, respectively for the +2 & feat or the wis & cha gain, which is useful with the empathy. I'll give the decision tonight


Male Varisian Bard 8 | HP 54 | AC 22(27/17/25) (15t 20ff)| +5(7) fort +10(13) ref +7(9) will | +8 init +10 perc | Resource Tracker

Niles do androids get favoured class bonuses? I'm considering android arcanist and with a Vulcan or Data from ST:TNG style personality.

They'd unaware they are not human.


Current Map

Lets say that the Android has the same Fav class bonuses as humans or whatever race they are supposed to approximate.


Current Map

Android Arcanist sounds cool. I'd like to play the White Mage archetype one day...


Current Map

@ Hecktor for a Galvanic Saboteur I'd go Human/Kellid and take the Against the Technic League trait. Then you become an Anti-Technic League rebel, and you and Thognar the barbarian can have fun smashing their robots together.


Status:
HP: 49/49; AC: 23, T: 14, FF: 19; CMD: 22; Fort: 4, Ref: 8, Will: 8; Init +4; Perception +10
Oracle of Wood 8

As a Blight Druid I would be a Gnome, as an Oracle I would be an Halfling.

Gnomes can be a bit gloomy about their fate, halflings are usually too cheery to be a darker druid type like the Blight Druid.

Also the Fell magic alternative race trait from the Gnomes adds a cool flavour to them as grim messengers of nature. I'd take the Darkness Domain in that case.


Male Varisian Bard 8 | HP 54 | AC 22(27/17/25) (15t 20ff)| +5(7) fort +10(13) ref +7(9) will | +8 init +10 perc | Resource Tracker

I'm not sure how much to bother with blasting. Robots have vulnerability to electricity although high end ones have resistance.

Of course there's plenty of good non-blasting spells out there.


Male retired & married fighter Fighter 8 HP 82/82 F+10/R+6/W+4 30ft AC24/14/22

Then i'll go for the kellid.
Would it be plausible he'd have picked up the Androffan language from scripts or research the Technic League lost?
Say..due to an attack against them.


Current Map

Androffan is a banned language except if you have the trait. You can learn it later during the course of the game with Linguistics, but to start only if you have the Numerian Archaeologist campaign trait.


Male Varisian Bard 8 | HP 54 | AC 22(27/17/25) (15t 20ff)| +5(7) fort +10(13) ref +7(9) will | +8 init +10 perc | Resource Tracker

Seventeen:
Seventeen
Female Android Arcanist 1 (Pathfinder Campaign Setting: Inner Sea Bestiary 3)
LN Medium humanoid (android)
Hero Points 1
Init +3; Senses darkvision 60 ft., low-light vision; Perception +3
--------------------
Defense
--------------------
AC 13, touch 13, flat-footed 10 (+3 Dex)
hp 7 (1d6+1)
Fort +2, Ref +3, Will +2
Defensive Abilities constructed; Immune disease, emotion, exhaustion, fatigue, fear, sleep
--------------------
Offense
--------------------
Speed 30 ft.
Melee dagger +0 (1d4/19-20)
Ranged light crossbow +1 (1d8/19-20)
Special Attacks nanite surge
Arcanist Spells Prepared (CL 1st; concentration +5):
. . 1st—color spray (DC 15), enlarge person (DC 15)
. . 0 (at will)—acid splash, daze (DC 14), detect poison, light
--------------------
Statistics
--------------------
Str 10, Dex 16, Con 12, Int 19, Wis 10, Cha 8
Base Atk +0; CMB +0; CMD 13
Feats Technologist
Traits resilient, stargazer
Skills Acrobatics +4, Knowledge (arcana) +8 (+10 to identify alien monsters' abilities and weaknesses), Knowledge (engineering) +8 (+10 to identify alien monsters' abilities and weaknesses), Knowledge (geography) +11 (+13 to identify alien monsters' abilities and weaknesses), Perception +3, Sense Motive -4, Spellcraft +8, Use Magic Device +3; Racial Modifiers +2 Perception, -4 Sense Motive
Languages Azlanti, Common, Draconic, Elven, Hallit
SQ arcane reservoir, arcanist exploits (quick study), consume spells, emotionless, hero points
Other Gear crossbow bolts (20), dagger, light crossbow, spellbook, wizard's kit, 23 gp
--------------------
Special Abilities
--------------------
Arcane Reservoir +1 DC or CL (4/day) (Su) Pool of points fuel exploits, or can expend to add +1 CL or DC while cast spell.
Constructed (Ex) Counts as both humanoids and constructs for effects that target type.
Consume Spells (Su) As a move action, expend a spell slot to add its spell levels to arcane reservoir.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Hero Points (1) Hero Points can be spent at any time to grant a variety of bonuses.
Immunity to Disease You are immune to diseases.
Immunity to Emotion (Ex) You are immune to all emotion effects.
Immunity to Exhausted You are immune to the exhausted condition.
Immunity to Fatigue You are immune to the fatigued condition.
Immunity to Fear (Ex) You are immune to all fear effects.
Immunity to Sleep You are immune to sleep effects.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Nanite Surge +4 (1/day) (Ex) Bonus to any one d20 roll. Glow like a torch for 1 round when used.
Quick Study (Ex) Use 1 reservoir as a full rd action, consult spellbook to switch out mem spell (provokes AoO).
Stargazer Disable Device or Knowledge (engineering) +1 and is a class skill
Technologist You are familiar with the basic mechanics of technology.

Benefit: You are considered to be trained in any skill used against a technology-based subject. If the skill in question requires training to use even against non-technological su

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.

Love is illogical, a mate should be chosen based on the best available genetic matches to promote useful traits. War is illogical, it disrupts trade and the furtherance of useful arts and sciences. Hate is illogical, it leads to war. Their reaction to me is illogical, I am here for study, why are they angry? There is no logic in their actions. Only in logic can one find inner peace. Without logic we are lost and no better than animals.


Male retired & married fighter Fighter 8 HP 82/82 F+10/R+6/W+4 30ft AC24/14/22

Wow, that is even more logic driven than my 5 cha android.
Then again, mine's personality shifts between 7of9 and bishop from Aliens.

Also, you're forgetting androids have a bonus to saves for poison, paralysis, stun and mind affecting abilities.


Current Map

You didnt have to take Technologist and Stargazer. I just mentioned it as a possibility


Male Varisian Bard 8 | HP 54 | AC 22(27/17/25) (15t 20ff)| +5(7) fort +10(13) ref +7(9) will | +8 init +10 perc | Resource Tracker
Hecktor wrote:

Wow, that is even more logic driven than my 5 cha android.

Then again, mine's personality shifts between 7of9 and bishop from Aliens.

I'm after a strong personalty to make her memorable and interesting to RP. I guess I'm going for half vulcan, half 7of9 with a tiny dash of GLaDOS. The vulcans can be complete jerks and Seventeen won't be but she'll have powerful emotions she doesn't understand.

Quote:


Also, you're forgetting androids have a bonus to saves for poison, paralysis, stun and mind affecting abilities.

It's there in hero lab when you mouse over, but for some reason it doesn't show in the stat block. Although it does say 'Defensive Abilities constructed'.


Male Varisian Bard 8 | HP 54 | AC 22(27/17/25) (15t 20ff)| +5(7) fort +10(13) ref +7(9) will | +8 init +10 perc | Resource Tracker

Might change the build, for example its possible to build a decent blaster arcanist without dipping in other classes. Will have to see...


Silas, do you like summoning? If so the Occultist Archetype is cool. If you go blaster school s Savant (Admixture) is nice.


Status:
HP: 49/49; AC: 23, T: 14, FF: 19; CMD: 22; Fort: 4, Ref: 8, Will: 8; Init +4; Perception +10
Oracle of Wood 8

Mortimer ‘Mort’ Vorlyufe:

Male Gnome Druid (Blight Druid) 1
TN Small Humanoid (Gnome)
Init +2; Senses: Perception +9,

--------------------
DEFENSE
--------------------
AC 18, touch 13, flat-footed 16. . (+2 Dex, +3 Armour, +1 Size, +2 Shield) (+2 AC when underground)
HP10 (8+2)
Fort +4, Ref +2, Will +5 (+2 vs Poison, +4 vs Poison when creating poison)
Resistances: Fire Resistance 1
--------------------
OFFENSE
--------------------
Speed 20 ft. (Light Armour)

Club -1 (1d4-1/x2)
Blowgun +2 (1/x2)
--------------------
STATISTICS
--------------------

Str 8, Dex 14, Con 15(13+2), Int 12, Wis 16, Cha 12 (10+2)
Base Atk +0; CMB -2; CMD 10 (10 -1 Str +2 Dex +0 BAB -1 Size)
Feats: Spell Focus (Necromancy), Blind Fight (Domain Bonus Feat)
Traits: Alchemical Adept: Benefits: You gain a +2 trait bonus on all Craft (alchemy) checks made to craft alchemical items. Furthermore, when you fail a Craft (alchemy) check by 5 or more but don't roll a natural 1, you don't ruin any raw materials or have to pay that cost again.
Skills Craft (Alchemy) 1 rank (+7, +2 when creating poisons), Perception 1 rank (+9), Handle Animal 1 rank (+5), Knowledge (Nature) 1 rank (+7), Survival 1 rank (+9)
Languages: Common, Gnomish, Hallit, Druidic
Combat Gear: Studded Leather (25gp, 10lbs), Blowgun (2gp, 0,5 lbs), Club(1,5 lbs), Heavy Wooden Shield (7gp, 5 lbs), 20 Blowgun darts (1gp, 1lbs)
Other Gear: Traveler’s Outfit (2,5lbs), Waterskin (1gp, 2lbs), Trail Rations (5 days)(2,5 gp, 2,5 lbs), Backpack (2gp, 1lbs), Bandolier (5sp), Spell Components Pouch (5gp 1lbs), Pouch belt (1gp, 0,25 lbs)
Encumbrance: 27,25lbs; Medium Load, (Light Load up to 26 lbs, Medium up to 52lbs)
Drop backpack containing adventuring gear and food before combat: Encumbrance then: 22,75 lbs; Light Load.
Money Left: 23 gp
--------------------
SPECIAL ABILITIES
--------------------
Class Abilities
Vermin Empathy (Su)
A blight druid can improve the attitude of vermin as a normal druid can with animals. Vermin have a starting attitude of unfriendly. The blight druid can also improve the attitude of animals and mindlessundead creatures that were formerly animals, but she takes a –4 penalty on the check unless the animal or undead has a disease special attack.
This ability replaces wild empathy.
Nature Bond (Ex) (Darkness Domain)
A blight druid may not bond with an animal companion, but may either call a familiar as a wizard of her druid level or select from the Darkness, Death, and Destruction domains in addition to those normally available.
Darkness Domain: Bonus feat: Blind-Fight
Touch of Darkness (Sp): As a melee touch attack, you can cause a creature's vision to be fraught with shadows and darkness. The creature touched treats all other creatures as if they had concealment, suffering a 20% miss chance on all attack rolls. This effect lasts for a number of rounds equal to 1/2 your cleric level (minimum 1). You can use this ability a number of times per day equal to 3 + your Wisdom modifier. (6/day)
Nature Sense +2 to Knowledge (Nature) and Survival

Racial Traits
Keen Senses: Gnomes receive a +2 racial bonus on Perception checks.
Low-Light Vision: Gnomes can see twice as far as humans in conditions of dim light.
Fell Magic Gnomes add +1 to the DC of any saving throws against necromancy spells that they cast. Gnomes with Wisdom scores of 11 or higher also gain the following spell-like abilities: 1/day—bleed, chill touch, detect poison, and touch of fatigue. The caster level for these effects is equal to the gnome's level. The DC for these spells is equal to 10 + the spell's level + the gnome's Wisdom modifier. This racial trait replaces gnome magic.
Bond to the Land Some gnomes have strong ties to specific kinds of terrain, as a holdover from their fey origins. These gnomes gain a +2 dodge bonus to AC when in a specific terrain type selected from the ranger list of favored terrains. This choice is made at character creation, and cannot be changed. This racial trait replaces defensive training and hatred. Favored Terrain: Underground
Knack with Poison Some gnomes have an instinctive understanding of poisons and their uses. Gnomes gain a +2 racial bonus on Fortitude saves against poison and a +2 bonus on Craft (alchemy) checks to make poison. The bonus on Fortitude saving throws against poisons increases to +4 if the gnome accidentally poisons himself when applying or readying the substance. This racial trait replaces illusion resistance and obsessive.
Favored Class Bonus: Druid (+1 Fire Resistance)


Spells:

Prepared Spells:
level 0: Create Water, Stabilize, Resistance, Spark
Level 1: 2/day, Save DC 14
Ray of Sickening x2, DC 16 Fort save
Obscuring Mist (Domain spell)

My current version of the build, I'm aiming to play him as a grim druid, using sickness and poisons to keep himself from harm, but he has a healthy distrust of the Technic League and the robots they use. The landscape has changed with their coming and so has he, nature has been ruined in these blasted lands, and he will help spread the ruin back to the Technic League. They will reap what they have sown.

Regarding Traits I'm thinking of against the Technic League, either that or Robot Slayer, but that one does not seem to match his character.


Current Map

There is actually a gnome who operates the local scrapyard! You could be his relative, the town of Torch also has a big problem with safe drinking water, so much so that Khonnir Baine had to create a magical item that provides a constant purify food/water effect for the town to survive. It is why he is so highly regarded. The town's natural water is poisoned by unknown sources, perhaps Mortimer is interested in this?


Male Varisian Bard 8 | HP 54 | AC 22(27/17/25) (15t 20ff)| +5(7) fort +10(13) ref +7(9) will | +8 init +10 perc | Resource Tracker

Occultist looks quite nice. Niles how do you feel about summons? Could add a bunch of extra book keeping, although I suspect I'd only use arcane pool for summons and all the other spells would be for other things.


Status:
HP: 49/49; AC: 23, T: 14, FF: 19; CMD: 22; Fort: 4, Ref: 8, Will: 8; Init +4; Perception +10
Oracle of Wood 8

Yea it seems to me it would be interesting for Mortimer to investigate the pollution of the water, it might also give him another good reason to buy an alchemist lab when the time comes so he could perhaps distill the water and see what's wrong with it.

I can imagine there are also more vermin living on the scrapyard, so that's good for me as well. If we would have any downtime between adventures, Mort would call upon poisonous vermin and gather weak/moderate poisons for him to coat his blowgun darts with.


Current Map

Occultist is fine, you would be doing all the book keeping and its only one summoned monster at a time, not a menagerie.

@ Gilmork yep that sounds cool. Although I'm not certain that the party stays in Torch past the first book, in fact I'm pretty sure the opposite happens.


Male Varisian Bard 8 | HP 54 | AC 22(27/17/25) (15t 20ff)| +5(7) fort +10(13) ref +7(9) will | +8 init +10 perc | Resource Tracker

Out of curiosity what do you all think of the idea that seventeen thinks she's trapped in a holodeck simulation with the safety overrides off?


Status:
HP: 49/49; AC: 23, T: 14, FF: 19; CMD: 22; Fort: 4, Ref: 8, Will: 8; Init +4; Perception +10
Oracle of Wood 8

It wouldn't be too much of a problem I think if we have a day or two off between events, I could use Call Animal to try and obtain new poisons from wandering animals. As to his idea of cleaning the water supply, that will also probably be extended to other such sites as well.

@Silas I'd think the idea is hilarious, I'm pretty curious to see how she reacts when she discovers she is wrong and also about all her explanations of things that happen around her and us.


Male Varisian Bard 8 | HP 54 | AC 22(27/17/25) (15t 20ff)| +5(7) fort +10(13) ref +7(9) will | +8 init +10 perc | Resource Tracker

That would turn her world upside down :)


Male Varisian Bard 8 | HP 54 | AC 22(27/17/25) (15t 20ff)| +5(7) fort +10(13) ref +7(9) will | +8 init +10 perc | Resource Tracker

Er not sure quite how far I want to take this buuuut:

Seventeen waggles her fingers and incants something in an alien language.

Alien Language:
Computer! Display Holo Terminal. Run program defender type 1 beta.

Seventeen uses 1 arcane pool point to cast summon monster 1.


Male retired & married fighter Fighter 8 HP 82/82 F+10/R+6/W+4 30ft AC24/14/22

Despite fun, it seems a little far fetched.
Androids don't even know where the forge is they came from.


Male retired & married fighter Fighter 8 HP 82/82 F+10/R+6/W+4 30ft AC24/14/22

So on the wealth, average or max?


Current Map

You guys decide.


Male Varisian Bard 8 | HP 54 | AC 22(27/17/25) (15t 20ff)| +5(7) fort +10(13) ref +7(9) will | +8 init +10 perc | Resource Tracker

A blaster Arcanist would look something like this:

Blaster:

Human (you want the extra feat) Blood Arcanist (Orc Bloodline, gives +1 dmg per die)
1. Spell focus (Evocation)
1. (human bonus) Varisian Tattoo (Evocation)
1. (trait) magic lineage (Fireball)
3. Spell Specialization (Burning Hands -> Fireball -> Fire Snake)
5. Intensified Spell
5. (arcane exploit) School Understanding (Ad Mixture)

At level 1 using 1 arcane Reservoir point to increase the CL, you'd be doing 3d4 + 3 damage. Which averages out to 10.5 damage. This can be done 4x per day.

At level 5 using 1 arcane Reservoir point to increase the CL, you'd be casting Intensified burning hands doing 9d4 + 9 damage. Which averages out to 31.5 damage. This can be done 4x per day.

At level 6 using 1 arcane Reservoir point to increase the CL, you'd be casting Fireball doing 10d6 + 10 damage. Which averages out to 45.5 damage aoe. This can be done 3x per day.

That sounds nice on paper but check out what a (fairly) optimized brawler can do almost every round.

There's some cheesy ways of increasing blaster damage beyond this but meh. I think it's just not worth it compared to buff, summoning and crowd control.


Status:
HP: 49/49; AC: 23, T: 14, FF: 19; CMD: 22; Fort: 4, Ref: 8, Will: 8; Init +4; Perception +10
Oracle of Wood 8

@Hecktor, I did average and I still have money left. The only thing I want to save for is an alchemist's lab now.

I'm also thinking many would see Mortimer as a witch if they don't know any better, poison and sickness is all around him.

@Silas, as we seem the casters we could align our spells for maximum efficiency, I can do crowd control, summoning and buff if needed, but for now Mort is statted for debuffing.


Male Varisian Bard 8 | HP 54 | AC 22(27/17/25) (15t 20ff)| +5(7) fort +10(13) ref +7(9) will | +8 init +10 perc | Resource Tracker

I think I'm going to go for Occultist and go for a mix of summons, battle field control and party buffs. So your debuffs would mesh nicely.

While androids are awesome I'm leaning towards a human occultist:

Occultist:

Human (Androids are awesome, but so are feats)
1. Spell Focus (Conjuration)
1. (human) Augment Summoning
1. (trait) Reactionary
3. Improved Initiative
3. (Arcane exploit) Quick Study
5. Evolved Summon Monster
5. (Arcane exploit) Dimensional Slide

Why this? Well using 3 (out of 8) Arcane Reservoir points, she can cast as a standard action Summon Monster III with +4 str/con and add a 1-point evolution (e.g. pounce). OK that's nice for two hard combats per day.

In addition she can load up with create pit and other fun battle field control spells and have a few party buffs and maybe more summons (admittedly full round actions, but she'll be running round invisible). Since Niles tends to have longer adventuring days I'd prefer to go this way (over blaster) and not run out of spells :)


Current Map

Meh, I liked the android. Gave me better ideas.

Gilmork decided, average wealth.


Male Varisian Bard 8 | HP 54 | AC 22(27/17/25) (15t 20ff)| +5(7) fort +10(13) ref +7(9) will | +8 init +10 perc | Resource Tracker

I suppose I could go back to Android. Stuff comes online slower, though which I guess means 5-6 months before lvl 3.


Current Map

I'm betting that if we do 2-3 posts/day we can make level 3 in 2 months. You guys will level faster in an AP than you do in the Falcons Hollow campaign.

OFC this means that we have to average 2-3 posts/day and that you guys get some sheets made stat!


Male Varisian Bard 8 | HP 54 | AC 22(27/17/25) (15t 20ff)| +5(7) fort +10(13) ref +7(9) will | +8 init +10 perc | Resource Tracker

2-3 months sounds more like it. I do like the RP potential of an android.


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

Logic dictates that I must post in this thread.

"Seventeen is an auspicious name. It is the 7th prime number which is itself a prime number. What do you mean what is a prime number? I do not understand, where you not educated? Why would someone not educate a child? That would be illogical."


Male Human (Varisian Heritage) Oracle-Level 1

Ridge here, working on my liberator. I still need to do a background proper. Obviously he's going to have a reason to hate the technic league and I'm working on 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

Hecktor here.

@Vrek; he could be a friend to Guaire, a kellid ranger.
Vrek = cheapass(scrooge cheap) in dutch. :P

Guaire:

Markus
M Galvanic Saboteur
NG
--------------------
DEFENSE
--------------------
AC: 16,13,13
Hp 12 (1d10+1FCB+1Con)
AC 16/13/13 (+3 Dex, 3 Armor)

--------------------

OFFENSE:
Melee:
-Heavy flail +3(1d10+2)

Ranged:
-Longbow +4(1d8)
--------------------
Initiative (+3), Perception +5
--------------------
Save rolls: Fort: +3, Ref +5, Will +1
--------------------

STATISTICS
--------------------
Str 14, Dex 16, Con 12, Int 13, Wis 13, Cha 12
Base Atk +1, CMB +3; CMD 16

Feats:
-Point blank shot
-Precise shot

Traits:
-Against the Technic League effects.
-Hunter's Knack (+1 to attack rolls vs favored enemies from readied attacks)

Skills:
-Climb [+6]
-Disable Device [+7]
-Heal [+5]
-Intimidate 1 [+5]
-Kn. Arcana 1 [+5]
-Perception 1 [+5]
-Stealth 1 [+7]
-Survival 1 [+5]

Skillpoints per lvl 8(6 +1int +1racial)

Languages: Common, Kellid, Orc

Gear

Spoiler:

Studded armor 25 gp, 20lbs
Longbow 75 gp, 3lbs
20 common arrows, 1gp 3lbs
20 blunt arrows, 2 gp 3lbs
Heavy flail, 15gp 10lbs
Potion of CLW 50gp
Waterskin, 1 gp 2lbs
Trail ration x4, 2gp 2lbs

Spent 171gp, 4 gp left.
Total encumbrance: 43lbs (light up to 58)

Favored Class Bonus: Ranger (+1HP)

Class features
Favored enemy: Construct

At 1st level, a galvanic saboteur must select construct creatures as his first favored enemy.
At 1st level, a galvanic saboteur can improve the initial attitude of a mindless construct. This ability functions as wild empathy, except only against mindless constructs. The ranger can use this ability against constructs with an Intelligence score, but he takes a –4 penalty on the check.
A ranger adds half his level (minimum 1) to Survival skill checks made to follow tracks.

Will work on his bio tomorrow.


Male Human (Varisian Heritage) Oracle-Level 1

Hey, if you want to have them as friends or even blood kin, that's fine by 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

I'm guessing Seventeen is a Torch resident. Quite possibly a ward of Khonnir Baine.

I'm not sure if she'd know any of the other PCs yet but any that live in Torch would probably be aware of her.


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

Incidentally Ridge I notice neither of your barbs have raging vitality. Problem is if you're raging and are knocked unconscious due to HP loss you probably insta die without it. I've seen that happen :/

Its not such a big deal at low level but consider an 8th lvl barb with 15 con: They enter rage and gain +4 con and gain 16 HP. They get beaten down to 0 hp and are knocked unconscious, rage ends they loose 16 HP and are now at -16 and die.


Current Map

Looking good!

We need Ixos and Gilmork to get in and we can go go go!

Vrek and Guaire are bloodkin Anti Technic leaguers in Torch for something... maybe Baine contacted their tribe to hide Seven.teen.

Seven.Teen is a fugitive from the Technic League hiding with Khonnir Baine.

Ixos suggested that he is an apprentice of Baine.

Gilmork and I spoke a little about how his druid could be related/friendly with the local scrapyard owner "An eerie bleachling gnome named Garritt Burrwaddle" and be interested in the poisoned water supply.

Weeping Pond:
This placid-looking pond is set off
from the surrounding area by a crescent-shaped escarpment.
No vegetation grows on the banks of this pond, and the
waters carry a bitter stink of sulfur and other chemicals,
enough to make the eyes water after spending too much
time on the shore. The pond is fed by an underwater spring
from under Black Hill, but no fish live in these waters, for
the pond is tainted. A character who is fully immersed in the waters
must make a successful DC 11 Fortitude save to avoid being
sickened for i minute after emerging from the water.
Drinking water from the Weeping Pond has the same
effect but the drinker takes a -4 penalty on the saving
throw. This is a poison effect. Until recently, the foulness
of the water has prevented anyone from discovering that
the underwater spring leads into a series of caves under
Black Hill. A shallow stream runs southeast of the pond
and finally empties into Crowfeather Lake.


Current Map

As to Kellid culture, here is a likely tribe for Vrek and Guaire, unless they want to make up their own tribe name. Which is 100% fine since there are hundreds of smaller tribes besides the larger six.

Blades of Aaramor:

The Blades of Aaramor take their name from an ancient
Kellid warlord who famously united his people around
the construction of a great stone citadel that would
keep them safe from both giants and enemy tribes from
Sarkoris. The Blades are not nomadic, but instead bound
to the citadel by ancient tribal agreements. The tribe is
specifically tasked with repelling invaders from the north,
and has the right of tribute from all who reside within
and around the citadel. Tribal occupation of the citadel
is not a privilege, but rather a responsibility granted by
the other Kellid tribes. A Black Sovereign could strip the
Blades of their ancient obligation, but such a move would
so dishonor the Blades as to tempt civil war.
The tribal chieftain is always the ruler of the city,
but not every citizen of Aaramor is a member of the
tribe. Tribal membership is a birthright. Of all the
tribes, however, the Blades are the most liberal-minded
concerning adoption. Adopted members must forsake
racial ties and prove their loyalty to the tribe above all
else, which has led to some rather provocative pairings
of dwarves and half-ores as blood brothers and sisters.
Lately, the Technic League has demanded ChiefRothgar
(N male human barbarian io/fighter 2) levy a greater toll
upon crusaders passing through the citadel, and against
his better judgment, he has done so. Rothgar usually
abstains from tribal politics, but many of his tribe
whisper that it is time to take sides against Kevoth-Kul


I'll make up a character sheet this weekend. I have to do it all by hand so it takes a bit of time.


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

By the way the reason the avartar is seven.teen instead of seventeen is because the latter was already in use by someone.


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

Mortimer checking in, ready to be gloomy.


Current Map

Awesome, welcome Rocan! I noticed that Mort is missing you campaign trait.

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