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

Sorry to hear that Guaire, tough position to be in...


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

It seems I made some rather unfortunate spell choices when selecting spells to memorize this (game) morning. I'm beginning to wonder if I should get Scribe scroll at level 9.


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

To what lvl does the Iron Gods AP go?


Male shirren priest mystic 4 | SP 28 HP 30 | RP 6 | EAC 16; KAC 16 | Fort +3; Ref +2; Will +8 | Init: +1 | Perc: +11, blindsense (vibration) 30 ft.;SM:+4 | Speed 30ft | Active conditions: None.

18 or so

-Posted with Wayfinder


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

Wow....i guess there's some planning ahead to do.


Current Map

I'll explain all that happened on Mort's turn here.

Mort succeeded in both dealing damage with the Whirlwind AND trapping the Swarm who must now make a RefDC13 each round or be trapped. He then moved North into A2. The Door between A1 and A2 was trapped with what basically amounted to a lightning bolt trap. Both Mort AND the Swarm passed the Reflex DC so they took 1/2 damage...but the swarm takes +50% so..there we are.

Mort basically is sacrificing himself so that you guys can pelt the Swarm with bombs/Grenades.


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

That's basically it, but I guess I was very lucky as well. As for the Save DC Niles I rounded my half HD downwards, so that's why I thought it was DC 12 instead.


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

:( The forums have made posting painful. Updating 5 campaigns when it's like this is quite the chore.


Male shirren priest mystic 4 | SP 28 HP 30 | RP 6 | EAC 16; KAC 16 | Fort +3; Ref +2; Will +8 | Init: +1 | Perc: +11, blindsense (vibration) 30 ft.;SM:+4 | Speed 30ft | Active conditions: None.

Lol, I thought you guys were already level 8.... ok well its 1 lower but it's now way too late to retcon

-Posted with Wayfinder


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 saw you're running Fallout, Niles.

Where is it situated, in terms of major cities or areas?


Current Map

Yeah, Thegreenteagamer introduced me to the Savage Worlds ruleset and I love it! My Fallout game is based off of a pdf I picked up on the cheap called "Broken Earth" and its set in the Upper Midwest of the US (Minnesota, Michigan, Iowa eventually perhaps Illinois and even maybe Chicago). Currently the group is rescuing captured slaves from Grand Rapids Michigan, a place known as Rapid Town.


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

Sounds Fallout a town. :)

I've played all, except Fallout #4.
I love the open world and the multiple options of choice for situations.


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

This nanite encounter is strange. I bet this spot has had more than its fair share of TPKs.


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

Probably, but our prepared spells could have also been used. The wind spells are pretty effective against this sort of swarm as well. I was wondering myself if I should transform or cast a Gust of Wind 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

I have no idea how gust of wind would interact with a nanite swarm. It's a confined space so I doubt it would blow it away.

I guess you could make a case that the 2d6 damage applies to the swarm but not Mort. That sounds useful if it works.


Current Map

What you just fought:

BIONANITE CLOUD CR 7
XP 3,200
Variant granule swarm
N Fine construct (swarm)
lnit +8; Senses blindsense 60 ft., darkvision 60 ft., low-light vision; Perception +20
DEFENSE
AC 22, touch 22, flat-footed 1 8 (+4 Dex, +8 size)
hp 121 (1 1 d 1 0+1 1 )
Fort + 3 , Ref +9, W i l l +9
Defensive Abilities swarm traits; Immune construct traits, weapon damage; Resist fire 1 0
OFFENSE
Speed fly 40 ft. (perfect)
Melee swarm +14 (3d6 plus distraction and weakness)
Space 1 O ft.; Reach O ft.
Special Attacks distraction (DC 1 5), fascination, reconstructive healing
STATISTICS
Str 1, Dex 1 8, Con -, Int 6, Wis 1 8, Cha 1 0
Base Atk +11; CMB -; CMD -
Feats Ability Focus (distraction), Improved Initiative, Iron Will,
Lightning Reflexes, Skill Focus (Perception), Toughness
Skills Fly +24, Perception +20
Languages Androffan
SPECIAL ABILITIES
Fascination (Ex) As a standard action, a bionanite cloud can create a series of hypnotic waves of color to fascinate creatures within 30 feet. The distraction of a nearby combat or other dangers prevents this ability from working, but otherwise, all affected creatures must succeed at a DC 19 Will save or become fascinated. The biona nite cloud can maintain this effect each round after initial activation as a move action. This is a visual mind-affecting effect. The save DC is Dexterity-based.
Reconstructive Healing (Ex) As a swift action, a bionanite cloud can heal a single living target it shares a space with, healing 1d6 points of damage. The cloud often triggers this ability
when it reduces a creature to negative hit points, so as to stabilize the target. The cloud can administer this healing in an
instant before resolving any actual damage dealt to prevent a
creature's death from its swarm attack.
Weakness (Ex) When a bionanite cloud damages a living
creature, it disrupts the transmission of nerve impulses to the
creature's muscles, causing 1d4 points of Strength damage. A
successful DC 15 Fortitude save negates this Strength damage,
but a creature that is nauseated takes a -4 penalty on this
saving throw. The save DC is Constitution-based.

The only thing I changed was to give it max HP, which is what I do to all enemies you face that are single opponents.

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 for the absence guys, between work and wonky internet have been unable to get a post to stick in the campaign last couple of days. Niles did you get my email?


Encounter Map

No sorry, I did not. Was it a PM or did you email my personal email?

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

Sent an email to the email that was showing in the detail from the Ogre cave in Morgran campaign. It's a yahoo email I believe.


Encounter Map

No, I'll check again. My personal email is niles97424@yahoo.com

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

the local internet was out, due to the storm restoration and 4g /3g coverage was bouncing back and forth. The Paizo sight gave me gremlin shots about as often as I could get to the messageboards, so I tried regular email.


Male shirren priest mystic 4 | SP 28 HP 30 | RP 6 | EAC 16; KAC 16 | Fort +3; Ref +2; Will +8 | Init: +1 | Perc: +11, blindsense (vibration) 30 ft.;SM:+4 | Speed 30ft | Active conditions: None.

I got your email. I just overlooked it somehow in the queue, sorry.

-Posted with Wayfinder


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've updated the HP on the map and removed a nannite canister. Those things are our true measure of wealth.


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've got a new kid coming in 5-6 weeks and I'm freaking out about that a little. The forums are not really a priority for me right now, and realistically the next 6-9 months are going to suck (lack of sleep etc). You might want to think about replacing me.


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

1st, congratulations.
2nd, you'll pull through.
3rd, let's hope not.

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

Agreed, Congratulations! And seconding the remainder of Guaire's post


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

Grats on the new kid coming along, thirding Guaire's comments as well.


Current Map

I very much would not want to replace you...my youngest is nearing 1 year old at the moment. It was a rough few months but now he's pretty easy.


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

Thank you for your kind words. Please bear with me.

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 for the delay guys/gals, super busy today, left work and went car shopping for my youngest. I refuse to believe I'm that old already. Must be why my dice are so fickle, I've use up my good rolls already :)

Niles if it works better for you, Jarreck will delay until Seven has worked her magic and then proceed, with his movement and stealth.


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 know you don't want to be mixing it up in melee right now, Guaire. But don't forget that you do have an adamantine flail.


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 know, but with Niles dice rate, i'm giving 80% chance it's a 1 hit kill.


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 think Guaire should avoid melee given his current HP. If Omo has more grenades left maybe Guaire could use those?

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 all was hoping between the 3 Jarreck would only get hit once with the other two mech getting dropped.


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

Times like this, i'd like being able to do Mort's archer dmg output....at his lvl 5....

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

Traveling to Atlanta for the weekend, Daughter has a volleyball tournament. Will update as possible.


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, I wanted to thank you for doing the loot sheet. Did you see the loot from the top of this post? I didn't see it on the sheet but did not want to double enter it either.


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

Niles, not that it mattered much, and i personally forgot about it too.

My archetype gives me the following bonus:
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.

I'm also thinking of maybe dipping into tech slinger.


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

The tech based gunslinger is great. I really think it would be awesome in this AP. Even retraining to it might not be the worst idea.


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

True, but the abundant ammo spell might be useful, as long as cartridges will count as ammunition the same way as arrows interact with 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

You don't really need that spell because techslingers get:

Covet Charge (Ex) At 1st level, a techslinger can spend 1 grit point to use 1 charge fewer than normal when firing a technological weapon (minimum 0), as long as the weapon has enough charges remaining to be fired at least once. This deed replaces deadeye.

But I think the strongest argument for retraining if you are interested in the techslinger is that at 5th level they get to add dex to damage for a chosen weapon.

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

Think you're talking about the loot from room A4 and if so I missed it, think we went into a fight about the same time we found it. However as stated above I am traveling and my sheet has been loading for 10 minutes on this wonderful internet service available at the hotel. No telling how many tries it take to get this post to process :)


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

The way i read that, is that i spend a grit point, and get the benefit just once, not last like abundant ammo.


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

Yes, it converts grit into ammo.

I don't know if abundant ammo works on nannite canisters. Niles could tell us.

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

the white nanogun does 3d8+5 heal Omo and only has a few charges left(3), probably want to use it for heals to preserve the nanite canisters we have left. Found a corner of the room with service trying to update the loot sheet right now


Current Map

Re:Grit to ammo. It works on any type of ammo, batteries or canisters.
re:Abundant Ammo, it does not work on nanite canisters. It would work however on a bullet pouch for more mundane ammo.


Current Map

@Omo

Have you kept up with my rulings regarding Hellion and "upgrading" him? Because for whatever reason I've forgotten what I had decided on, and I don't have it saved anywhere.

I know we are using the Construct building rules as a base.

And an altered Leadership feat right?


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

Leadership, construct building rules, Hard points every 2 HD. A Hard point can be used to install any tech piece. These tech pieces give Mr. Hellion abilities keeping in theme of the item if non-weapons. (Weapons just do weapon things.)


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

With abundant ammo not working on canisters, I think that is an argument for retraining if that interests you, Guaire.


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

Niles, I think this means that Mr. Hellion gets another HD and a hard point this level. I think I want to install the hard light shield so that he gains protective buffing abilities. Does that sound reasonable?

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