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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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 like it. I wouldn't worry about it Seventeen!


Male Gnome Arcanist (occultist) 8 | HP 44/44 | AC 15 (19 w/Mage Armor) | +5 fort +6 ref +8 will | +9 init +8 perc | Resource Tracker

This character is why I'm a little concerned about the future power level. Particularly check out the augmented summons here.


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

Well, first she needs to survive that long. :-p


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

Indeed.

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

Definitely sounds interesting, also something the GM would need to build encounters with in mind to somewhat keep it interesting without TPK. But so long as it's within the rules enjoy the build, we'll try to keep you alive through the lower levels I might should have went with that war priest after all ;-)


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

But you can do traps. I hate traps and kobolds.


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'll try to help your rogue in combat. My summons will aim to set up flanks with people. Seventeen is mostly going to focus on crowd control and debuff spells, a number of which will deny Dex to ac AC (= sneak) or trigger AOOs.

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

No worries, I'm happy with my rogue just seems we're a little light in the healing department. Then again, still keeping up with Falcon Hollow group; maybe I just miss the CLW wand :-)


Current Map

True story, Sef is CR 3 and the Skulks are all CR 1......So that is 3+ 4x1= CR4 encounter? APL+3 and you guys rolled it 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

I should mention that (currently) good and evil are kind of theoretical concepts for Seventeen. She doesn't really understand them, but she does know the law - and killing prisoners is not compatible with law.


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

She could refuse to recognize his surrender.


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

Thinking about the healing situation, are we going to have to stoop to using Infernal Healing in this campaign?


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

What's a little dark magic between friends?

Once we get a wand and I get the infusion discovery we will have better options.

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

Well 10 hp would do wonders for some of us right now :-), but seriously how many CLW potions do we have? 6 total with one of those used on me to bring me back from being unconscious? So now 5? I think you got 2 when you left town, 2 from the dead cleric in my group, and 2 just now from Sef. Most of those would be wiped trying to bring us all back up to somewhat full health. Vrek is down 10, me 5, seven 5 also, think Guaire got wiffed on this round.

edit: just checked and we found 2 CMW's in the search of the throne room - think we should take 1 each of the CLWs prior to moving on, to restore damage and revisit from there.


Male Tellarite

I'm back...with 90 posts to read up on. Yikes


Current Map

Welcome back!


Current Map

Guys, I'll tell you that the AP assumes you go back to down several times during the adventure.

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 going through the items, the unidentified scroll from the 1st satchel Sef gave the group and then the 2 unidentified scrolls in the camp loot list, what DC should I show on them?


Encounter Map

All 16.

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 safe to assume the 46 silverdisk found in camp are used? (10gp?)


Current Map

Yep if they weren't I would call them batteries

-Posted with Wayfinder

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

gotcha

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

Everyone have a look at this and see if anything is missing that you know of. Used your crunch info to fill in your tabs. The third tab is the unclaimed/group gear.

I tried to keep everyone with their previous placement on the tabs just changed the names to reflect the new aliases.

Niles, if anything else you'd like added feel free to ask.

EDIT:
Items not included were the Liquid Ice(already used), the arrows already distributed between Guaire and myself, the 2 shortswords and 2 daggers mentioned to leave for Sef and Loupel when we were going to leave them tied up. If that has changed I'll add back in. 3 CLW and 1 antitoxin were used from what I read through.


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

Looks good. Keeping it up to date should be a group effort. It'll make Niles job easier in the long term when it comes to loot.


Current Map

Yeah, tracking loot is a tedium I avoid like the plague.

Also, waiting on you guys to make a decision. Press on to the "metal tunnel" or go back. You still have at least 3 hours left on your water breathing so time isn't a huge factor right now.

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

With 6 PC's, when items are sold I'd like to set up a 7th gold distribution that will be used to purchase items for group use...i.e. wand of CLW.ect. Objections? Better ideas?


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 concur.


Male Tellarite

Don't worry about my share.

When Vrek gets back to town, I'm going to give him a convenient excuse to withdraw from the party and quit the game.

Not that I don't enjoy the company, the fact I've hung around with Lucanor so long (And will continue to do so) should indicate THAT :)

But I've been invited to Co-GM an AP and I will have to make some room.


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

Believe it or not I chose to learn Enlarge person for Vrek... Not sure it will help anyone else.


Male Tellarite

Well, its handy for me. I'm sure it will be handy for whatever frontliner you get to replace me


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

Levelling stats: lvl 2 Druid (Blight Druid)
BAB +1
Fort and Will saves +1
HP: +7 (1d8+2)
Favored Class Bonus: +1 Fire Resistance
Skills: +1 to Perception, Handle Animal, Knowledge Nature, Craft Alchemy and Swim (I know, better to be safe than sorry)

+1 0-level and 1-level spell/day

New abilities: Woodland Stride


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

Level 2: Alchemist (Mind Chemist)

BaB: +1
Saves: +1 Fort and Ref
HP: +6
+1 Bomb
FCB: +1/6 Discovery

Skills:

+1 Craft Alchemy, Kn: Dun, Kn: Eng, Kn: Arc, Perception, Survival (I want to take samples too!), UMD, Spell Craft

Extract: +1 1-Level, Shield

New Abilities:

Precise Bomb
Perfect Recall (I got much smarter! +14 to Kn: Eng level 2, woot!)
Poison Resist +2

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 2: Technic Scavenger (Rogue Archtype)

BAB: +1
Saves: Reflex +1 (0,3,0)
HP(1d8+1) = 6 + 1 = 7 + 1(FCB) 8 total

Skills +1: acrobatics, bluff, climb, disable device, kn:dungeoneering, kn:local, perception, swim, stealth, umd

Special:
Evasion(EX) - making a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage.

Rogue Talent (Combat Trick) - Precise Shot - no penalty for shooting into melee


Current Map

HP for d8 should be 5+con+whatever

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

that was what I used: 1d8+1 = (6)+1 = 7 then remembered to add in FCB of 1 for 8 total. sorry for confusion


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 ⇒ (3) + 1 = 4

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 we have 3 scolls (DC16) and and injector DC15, would we be able to take 20 for identification back in town or will we need to have locals identify and pay for that charge?

loot side note - selling the major items keeping the smaller adventure items (sunrods, smokesticks, access cards and items marked as Mort?) total cost 2495gp sell price 1247gp 5sp. Please look at unclaimed tab to see if something needs to be held onto. 750 for CLW wand correct? That leaves 497gp 5sp. Do we need anything else party wise?


Current Map

There happens to be a guy in town that can identify tech items for you. A Kn:Local check would point you right to him.


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

Niles, long term question. How do you feel about the Additional Traits feat and Magical Lineage plus Metamagic Master.

The result is a signature spell with one or more meta magic feats that's lower spell level than normal (e.g. 3rd level Empowered Fireball, or 3rd level dazing stone call).

Is that too much for the AP?


Current Map

I feel that you should decide if something seems cheesy/op or not. I personally wouldn't do it, mostly because I wouldn't make that type of caster.

I'm also the guy that took Leadership on his CHA 8 Wizard just so he could get a Devil Cohort eventually....so I'm not really an optimizer.


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 actually know what to do with Seventeen. I can think of three or four ways to build from here (from most to least powerful):

1) A crowd control + buffing expert. Even without any metamagic traits this really powerful. It's not flashy but it has way more endurance and can easily trivialize encounters.

2) Focus on summoning a single powerful monster and buffing it & the party. This is pretty potent as I'm finding out in the high level one shot. It takes a few rounds to get going but you can do an awful lot in one round (summoned monster move + attack, move action to shift a flaming sphere / aqueous orb, standard action to cast something).

3) An endurance build focusing on buffs - with craft scroll & wand, with an answer to everything. Niles likes his long adventuring days which favors something like this. I don't know if there's enough downtime in this AP however.

4) A blaster, able to nova a few times and then they're out of high level spells (I'd probably regret building a blaster since I'd likely run out of stuff to do). It's flashy and in your face and has a very particular build (those traits) which comes across as cheesey. No I wouldn't go down the cross blooded sorcerer dip path, that's too much even for me.

Edit: Not much changes at Level 2

+4 HP
+1 Wis Save
+1 Arcane Reservoir
+1 Lvl 1 spell per day
New spells: Magic Missile, Obscuring Mist


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

Gains:

8Hp (average+1fcb+1con)
+1 BaB
+1 Fort & Ref

Chose combat style: Archery
Archery path feat: Rapid shot


Male Tellarite

Okay guys. I apologize for making Vrek look selfish here, though I hoped that love would be an understandable excuse ICly, but OOCly, you know why I need to go. Try not to hate Vrek for my choice if you can :)

See you at the Falcon's Hollow game, which I'm definitely staying in. Feel free to peek in on the Throne of Night game even if you aren't playing if you want to.

Niles, if you'd be so kind as to set me to inactive for this game?

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

Looking at the injector it is worth 500gp for a single injection of hemostat +1(fast healing 1) so 10hp of healing. If we sell it, and bought antitoxin it would cover the cost of 5 new doses. And we have purchased a wand of CLW as well.

We can't afford the potion of water breathing for the Councillor.

Other suggestions? We will still have 408 gp to split up.


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

Mort will keep Air Bubble ready for the next day.


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

It's just that Mort is trying to fit into a certain niche of druid, his specialisation isn't helping that much vs artificial and undead enemies.

I forgot to look at my spells for this day excpet for Air Bubble, next day I'll put Produce Flame on my spell list as then I can contribute more to combats.


Current Map

I think you are contributing a bunch....the damned skeletons can't hit 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

As long as they stay focused on me that's a good thing, but I'm not trying to be a meatshield even though I pull it off quite easily.


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

Hang in there, the darkness domain is awesome and your druid is going to end up being a lot of fun to play I think.


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 have no doubt of that, I think Mort can do the stuff he is born to do at slightly higher levels. Actually would the Touch of Darkness ability of the Darkness Domain work on those skeletons and robots? I was thinking that it might not work because they don't have a mind...

Mort's later levels:
at level 3 picking up Weapon Finesse, then at level 5 Natural Spell.
I'm planning to let him use Wild-Shape to transform into a small or tiny animal, trying to use touch spells to their fullest effect by sitting on a monster's shoulder and use Contagion or something else that's nasty on them.

Imagine a flying thrush or rabbit, it looks fluffy or cute, but don't touch it, it might have rabiës or worse. Hmm... I've got inspiration for the Ducky of Doom now...

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