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

Gameplay thread is up! I'll post some info about the town from the gazetteer.

12. Foundry Tavern:
One of the more popular hangouts
in Torch, the Foundry Tavern is aptly named. Its
owner, Khonnir Baine, makes frequent appearances to
demonstrate new inventions here-whether mechanical
or magical. The tavern itself is always packed, and
Khonnir rents out space in his neighboring foundry for
visiting smiths and metalworkers to use.

13. Tempting Tonics:
This building is home to Jhestine
Imierin, the town's apothecary and healer. Jhestine's father
was a Snowcaster elf and her mother a Kellid chieftain's
daughter. She moved south during a particularly harsh
winter and opened her apothecary shop to help the
people of Torch deal with the tainted water from the
Weeping Pond. Jhestine sells a variety of herbs and special
substances, and now that Crowfeather Palace has made
the waters of the lake drinkable, she's been able to turn
her attention away from her original purpose to crafting
all manner of other potions and elixirs for sale. Among
numerous other concoctions, she currently offers a wide
range of poisons, antitoxin, healing potions, and even a
few technological pharmaceuticals (such as cureall, all
four grades of hemochem, and two doses of cardioamp)
along with a half-dozen medlances.

10. Crowfeather Palace:
The contaminated waters
running from the Weeping Pond collect in Crowfeather
Lake. Here the taint diffuses to the point where the
water becomes drinkable, though it retains a brackish
aftertaste. Until recently, long exposure to the water
could still cause birth defects and strange afflictions,
but since the creation of the strange-looking building
here, these effects have been all but eradicated. Called
Crowfeather Palace because of its proximity to the lake
and its almost miniaturized palatial facade, the building
is the brainchild of Khonnir Baine. With the aid of the
local priesthood of Brigh, Khonnir built this facility to
help purify the waters of Crowfeather Lake. Utilizing a
combination of divine and arcane magic with scavenged
technological elements, a pipe-like extension from the
building constantly purifies the waters around itself as
if via a continually running purify food and drink spell,
giving the townsfolk a safe source of drinking water.

23. Junkyard:
Unprofitable components and debris
smelted for skymetal invariably find their way to Torch's
junkyard on the east side of town. An eerie bleachling
gnome named Garritt Burrwaddle received the honorary
title of Junkmaster after several decades of obsessively
collecting and cataloging the items left here. Aside from
hauling away junk no one wants, he provides an invaluable
service to those searching for spare parts among the
debris in his care.

All numbers correspond to the map of Torch above.


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

Yeah I'm still dubbing about his campaign trait, probably against the Technic League, perhaps as his brother has been bullied into handing over certain 'valuable' scraps of advanced technology that shouldn't have been there, making Mort more apprehensive about their attitude.


Since I'm taking Local Ties, can you tell me a bit about Val, the daughter of Khonnir Baine?


Current Map

Quoting from the AP:
Val Baine is a young Kellid girl orphaned
by violence in Starfall whom Khonnir rescued and brought
with him to Torch.
For the past several years, he's kept a low profile while teaching
her the trades of alchemy and metallurgy. It's even possible
the PCs could have trained alongside Val at his foundry
or performed some minor labor as a member of his staff
at the adjoining tavern. In such a case, you might wish to
start the adventure here, with the PCs visiting the Foundry
first rather than having them begin with a trip to Town
Hall or somewhere else.

Val Baine
She is a Young Kellid Expert 1.


Would you allow Accelerated Drinker to effect how quickly I can consume extracts?


Current Map

No. That would allow you to basically cast move action spells.


Fair enough -- just checking. It's still a useful trait.


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 ready. :-)


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

Guaire, are you committed to having Ranger Spells? The trapper ranger archetype might be of interest to you. Let's you make more kinds of traps and would let you disable magical traps.


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 hear what you're saying about traps but I'm not sure I'd want to give up gravity bow and (eventually) instant enemy if it was 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

@ Omo, i'm on the Galvanic Saboteur archetype and sticking just to that.


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, do you think we should talk about any ties between our characters? It seems like we are both staying under the same roof. How long have you been in Torch?


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

Perhaps we both studied in some of the same classes? I'd say we know each other in passing but may not have spoken much.

I'd guess She's been there the best part of a year, although I'll defer to Niles on that one. I don't actually know what Seventeen's real background is, which is part of the fun.

Edit: If we've both been staying in his house we'll know each other far better.


Male Tellarite
GM Niles Iron Gods wrote:

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.

** spoiler omitted **

This is fine by me if it's okay by 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

It seems like it was him, us, and Val in the same house. Khonnir likes to adopt strays. :-)


Current Map

One thing of note: Androids are hunted by the Technic League and Seven.teen would know this. She would want to pass as human as often as possible. Khonnir was no friend of the League, in fact you are pretty sure he had some serious run in with them in the past, so he was probably protecting Seven from their gaze.

Khonnir and Val have been in Torch for almost 5 years so we can assume that Seven and Omo have been around for however long just not longer than 5 years ago.

Also, liking all the Anti-Technic League stuff going on with this party, gives me something to work with. There are actually some Technic League foes in this book and I've read that other books are choc-a-bloc full of them also. And if they aren't, they will be now.


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

Remember the thing in Blade runner where Deckard (Harrison Ford) hunts Simulants some of whom don't realise they are Simulants, with the kicker he doesn't realise he is one?

So the angle I'd like to run with is Seventeen knows the technic league hunt androids but she believes she is human and they want her for some other reason. Subconsciously she knows the truth but doesn't want to admit it.


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
Vrek wrote:


GM Niles Iron Gods wrote:

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.

** spoiler omitted **

This is fine by me if it's okay by Guaire

Works for me


Current Map
Seven.teen wrote:

Remember the thing in Blade runner where Deckard (Harrison Ford) hunts Simulants some of whom don't realise they are Simulants, with the kicker he doesn't realise he is one?

So the angle I'd like to run with is Seventeen knows the technic league hunt androids but she believes she is human and they want her for some other reason. Subconsciously she knows the truth but doesn't want to admit it.

Works for me. Should be interesting...how will you RP out the nanite surge?


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

Uh a blessing from Brigh? Gods are fickle after all and she only deigns to answer 1/day.

Alternatively its an occasional after effect of using magic (e.g. a caster level check or a concentration check).


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
Seven.teen wrote:

Uh a blessing from Brigh? Gods are fickle after all and she only deigns to answer 1/day.

heh


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

OK so we've known each other for years. I assume we're both deeply worried about Khonnir Baine's disappearance. So we've both gone to answer the council's call for help and we get thrown together with the others, who have also answered the call for reasons of their own?


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

Profile completed with background and personality.


Current Map
Guaire wrote:
Profile completed with background and personality.

Awesome, you have two statblock spoilers though in your profile. Not sure if that was intentional or not, also you should probably put something about your favored enemy somewhere in that statblock.


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

Fixed


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

University just started again, so I'm a little busy, I'll get my background up when I have an hour or so of free time, but I've got a small part already done.


Current Map

Over in gameplay if those of you who haven't could make a little general post about why your character is going to the council and what they want to achieve by bringing back Baine. Once this is done I'll start with everyone in front of Dolga Freddert the main Councillor.

Looks like Seven has as well as Mort and Guaire, we we really just waiting on Omo and Vrek.


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 don't intend for Seventeen to be at odds with the party, but she's got a chunk of empathy missing and is quite naieve yet coldly rational and potentially ruthless. Over time I expect her to grow later into, well I'm not entirely sure what, but I think she may become less stilted.


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

She should meet my android slayer, then you'd have two logic driven killers.


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

No problem there, Mort is also a bit of a boundary issue himself. Implementing poison is not something that many would feel comfortable with, but he is. To him it's pragmatic and necessary and he sees it as a way of his own survival and a necessary evil.

He doesn't care what other people think at the moment, but things might change some depending on how his actions are received.


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

Is your slayer based on River Tam by any chance? (Firefly reference)


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 never watched that series.

I wanted one with logic like 7of9 and the neutrality of bishop from aliens.
A synth that's conventional over passionate.
Though contrary to 7.teen, she's aware of being a synth, but knows nothing from where she came.

You can check it in my aliasses.


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

From the note on their tattoos, i rp my android having them obviously at the start of the campaign, albeit hidden at 1st.

The reason i was asking it here was for the followng from their d20 ecology, as well as their avatars and the cover of the Iron Gods setting.
She's not wearing a hood is she? If not those circuitry are visible.

d20pfsrd on androids wrote:
Strange circuitry-like markings that look like faintly glowing tattoos, a faint metallic sheen to the eyes, and watery, almost translucent red blood are all ways to tell an android from a human–providing its awkward mannerisms haven't revealed the truth already.

They glow feintly already, yet light up brighter as per nanite surge.

So usefull with climb checks vs sharp spikes

Pathfinderwiki on androids wrote:


Androids, also called "tattooed children of the stars" by Numeria's Kellid tribes, are most prominently visually distinguishable from humans by the circuits carved into their skin.

Now Vrek and me are Kellid. :)


Current Map

From the AP article:

The only physical trait that indicates androids'
nature is a slight metallic sheen to their eyes if viewed in
the right light. Otherwise, androids outwardly resemble
humans in all ways, including a great diversity in skin,
hair, and eye coloration.

An android eats, drinks, breathes, and excretes much
like a human, though certain improvements have been
made.
Androids do not require sleep, and resist biological
diseases. Their thin, watery blood carries life-sustaining
oxygen in the fluid itself rather than in cells. Instead of
clotting, android bleeding is halted by repairs carried
out by nanites. These nanites carry out other biological
functions as well, including cleansing the body of
accumulated toxins. Androids have limited control of
their nanites, and can call on them to exceed their normal
bodily and mental limits for an instant's effort. Some
androids attain a higher level of control, and can marshal
their nanites to heal grievous wounds in moments.

The above article is in Fires of Creation and is what I'm going with.


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

Ok, works for me.

I wonder if paizo has or ever will clear(ed) up those differences in sources, with this AP been published.
Otherwise there'll be confusion.


Current Map

My view is to go with whatever one is newest. Like encyclopedias....


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

Good point


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

Seventeen is kind of unlikable right now. The world is black and white for her. I haven't actually checked, but who has the best diplomacy score here?

She's self aware enough to know when to shut up, probably.


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

None of us are a party face, at most some of us have +1 score bonus from CHA


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 is all we need."


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

"Bombs are all we need."


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

Sensible people is what we need,
so get rid of all the beer and mead.


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 not sure if alcohol has any effect on an android. Perhaps something else does though.


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

OK so we know this campaign maybe has a nuke in it. It has crashed aliens in it, but does it have face huggers? And will they be coming out of the g*% d%&n walls? Will it be game over man? Will we have to take off and nuke them from orbit?


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

Lol...only way to be sure.

How about obtaining the nuke, rigging it and send it per delivery express to the Technic League HQ.


Current Map

Just realized no one took the numerian archeologist trait....or the technologist feat.


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

Maybe seven.teeen could take it at lvl 3. She's got the Int for it.


1 person marked this as a favorite.
Current Map

Technically, anyone can take the feat right? But the skills are another matter

Kn:Engineering
Heal
Kn:Arcana
Kn:Geography
Linguistics
Disable Device
Craft

The above are the major skills associated with technology.


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

Well I was hoping take a bunch of other feats. If this is necessary for the plot then human might have been better :/

Surely someone can pick up the trait at least? Niles do you like drawbacks? That's one way to get three traits.


Current Map

This AP is chocoblock full of technology as lootinstead of magic items so unless you make a friend that can identify tech items its gonna be a rough time trying to use them.

Technology is your friend. Use it, live it, love it.

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