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

Jarreck will disable the reactor returning it back to 'normal' as the town has grown accustomed to seeing it. taking 20, he is at a 32 and speaks androffan so good to go. Thank you for the healing Omo.


Current Map

Ok, so the plan is to sleep in the rooms with the door disabled?

Does the Robot next door investigate: 1d100 ⇒ 88 guess not.
Does anthing else want to eat/maim/kill the party: 1d100 ⇒ 52 probably, but they don't show up.

The party rests in the reactor core, shielded from the deadly radiation by sheets of lead lined glass.

Next?


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

"We should disable the remaining metal men. Also what should we do about Trett? I had thought he might have followed us out here, but he hasn't appeared yet. We cannot stay down here forever, nor should we leave the reactor vulnerable to further tampering. Thoughts?"


Current Map

You can always trap the doors leading to the reactor, or demolish the elevator, or cave in the caves leading to the ship.


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

Rested Seventeen suggests, "We should take out the other metal men and then head into town. I guess the good news is already known there. Hopefully somebody will have seen where that coward Trett went."

Spells Memorized:
1. Mage Armor, Magic Weapon, Vanish
2. Create Pit

Seventeen has cast Mage Armor with the metamagic rod, it will last a long time.


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. Jarreck, could you disable the lift once we have used it?"

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

"Disabling the other metal men is a good idea, as for Trett we couldn't get here without the power connector in the elevator, why not remove it once we return back to the main floor. No elevator once more. Are there any other entrances to down here?" northwestern tunnel This I disappeared towards....


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

"We should definitely make sure this floor is secure first."

Omo will ingest a Shield extract and then open the door to the metal men's room.


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 awakens, still alittle bit sore on his wounds from the fire caused by the gun.

When the others talk about shutting down the elevator he yawns and then tries to pitch in.

"Well, Trett must have access to such easy things as a 'power connector' as well won't he? I think disabling the elevator like that is too easy for him to solve once we're gone from here. Might I suggest disabling the whole lift alltogether or else shutting this place off completely?"

Prepared Spells:
level 0: Create Water, Stabilize, Resistance, Spark
Level 1: 3/day, Save DC 14
Ray of Sickening x2, DC 16 Fort save
Obscuring Mist (Domain spell)
Mudball DC 14 Reflex Save
Ice Armor
Level 2:
Cat's grace
2x Frost Fall (DC 15 Fort save or Staggered)
Blindness (DC 17 Fort Save or Blinded permanently)


Current Map

Omo opens the door and enters the room This room buzzes and hums with the sound of machinery. A long track of moving leatherlike
material rotates along a metal framework in the middle
of the room. The eastern end of this device is connected to a
looming metal machine fitted with thrashing and twitching
armatures and blinking lights. Panels on the wall flash with
strange writing and images of metallic constructs. To the west,
a second track of leather, this one smeared with blood, churns
through an opening in the wall to a room beyond. The entire
place has an air of entropy to it-with missing parts, flashing
sparks, and periodic discordant sounds of metal scraping against
metal revealing how damaged the room's machinery is.

Speaks Androffan and Linguistics DC 15:
From the craps of writing remaining and the things you can see, you surmise this was once a Robot repair laboratory.


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

Guaire lets out a soft long whistle..
"By the beard of the clan's chief, what an assembly they've got here."

He goes over the text, what's left of it anyway.
"This is, was, a repair room for 'robots'. Well, now we have a term for the metal men. Still, the term means little to others outside."


Current Map

The little ratfolk, whose name is Rikkitik, spent the night with you and was really quiet and withdrawn. He pipes up Rowboats? That sounds stupid, they are men made of metal....why not call them what they are?


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

Omo marvels at the strangeness of the room, but continues to explore. He opens the door to the western 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

Seventeen examines her hands with wonder and distractedly murmurs, "Not all machines are made of metal although some are. I guess their makers called them Robots."

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 moves over to the opening in the wall and looks through to the other room. The charnel house quality of items coming through the opening is bothersome .

stealth: 1d20 + 10 ⇒ (2) + 10 = 12

perception: 1d20 + 9 ⇒ (3) + 9 = 12

My avatar has the perfect expression for those rolls -.- Omo were you going to use the pistol? You mentioned wanting it


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

Perception: 1d20 + 6 ⇒ (10) + 6 = 16

"What a strange place", says Seventeen as she twirls as she explores the room, examining things here and there.


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 have the proficiency for it, so you should take it Jarreck.


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 does Omo find in the next room?


Current Map

An immense machine looms to the south in this room, its upper
portion obscured by tangles of hanging cables and cords. The
device looks something like an enormous oven, its front open with
a rotating belt of green leathery material connecting to a wide
metal table. Metal desks with flashing lights sit to the east, while
a second rotating belt of leather moves through an opening in the
east wall Two dead orcs lie at the base of this second belt.

A hulking metal man turns when Omo opens the door చొరబాటు కనుగొనబడింది . ప్రక్షాళనలో ప్రోటోకాల్ ప్రారంభిస్తూ 11-321 . చొరబాటు డౌన్ నిలబడి అప్పగించాలని దయచేసి . పారిశుద్ధ్యం ప్రోటోకాల్ 11-321 కోర్ దివ్యత్వం శాతం సమ్మతి డిమాండ్డై రెక్టివ్

Androffan:
Intrusion detected. Initiating purge protocol 11-321. Please stand down and surrender, intruders. Purge
protocol 11-321 demands compliance per core Divinity Directive

A smaller metal man also whirs to life.

Initiative:

Guaire: 1d20 + 3 ⇒ (3) + 3 = 6
Omo: 1d20 + 3 ⇒ (19) + 3 = 22
Seven.Teen: 1d20 + 3 ⇒ (12) + 3 = 15
Mort: 1d20 + 2 ⇒ (9) + 2 = 11
Jarreck: 1d20 + 4 ⇒ (14) + 4 = 18
Gearsman: 1d20 + 3 ⇒ (15) + 3 = 18
Collector Robot: 1d20 + 7 ⇒ (14) + 7 = 21

Kn:Engineering to know more about the metal men
Round 1
Omo
Collector
Jarreck
Gearsman
Seven
Mort
Guaire

Omo!

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

kn:Eng: 1d20 + 7 ⇒ (10) + 7 = 17 probably not worth much, compared to Omo's rolls :-)


Current Map

You identified the smaller robot as a Collector Robot, you have encountered them before on the Science Deck. You can get information about Offense, Defenses, Special Abilities or HD/HP/Saves

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

defenses


Current Map

Collector Defenses:

Defensive Abilities all-around vision, hardness 10, reactive gyros; Immune construct traits
Weaknesses vulnerable to critical hits and electricity


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

Knowledge: Engineering: 1d20 + 18 ⇒ (10) + 18 = 28


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

Omo's actions will depend on knowledge, but they would be as follows. Throw a frost bomb at whomever would be more damaged and scurry back out of the room.

Bombs Away: 1d20 + 8 ⇒ (8) + 8 = 16
Frost Damage: 2d6 + 5 + 1 ⇒ (6, 1) + 5 + 1 = 13 The person who takes the direct him must make a Fort Save (DC 17) or be Staggered


Current Map

You get 2 questions about either robot.


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 the bigger robot called? Defenses on both.


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

To help people plan what to do. Seventeen is likely to summon a pit underneath one of the robots.


Current Map

The Larger Robot:
Is known as a Gearsman, and they are used by the Technic League in Silver Mount extensively.
Defensive Abilities hardness 10; Immune construct traits
Weaknesses vulnerable to critical hits, vulnerable to electricity

More Info on the Collector Robot:

The Defenses are outlined above from Jarreck's roll. I'll post Special Qualities.
Adaptive Tracker (Ex) As a full-round action, a collector robot can adapt itself to any environment in which it travels, granting it a +2 bonus on initiative checks and Knowledge (geography), Perception, Stealth, and Survival checks while in that kind of terrain.
Integrated Stun Gun (Ex) A collector robot has an integrated stun gun slung beneath its body. This weapon uses a powerful sonic amplifier to produce powerful low frequency blasts of energy that pummel targets. This weapon has a range increment of 20 feet, a n d it deals 1d8 points of nonlethal damage. On a critical hit, the robot can attempt a free trip combat maneuver (CMB +12) against the target, which does not provoke attacks of opportunity.

Construct Traits (Ex):
Constructs are immune to death effects, disease, mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), necromancy effects, paralysis, poison, sleep, stun, and any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless). Constructs are not subject to nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain. Constructs are not at risk of death from massive damage.

Round 1
Omo hurls a frost bomb at the Gearsman. The frosty shake does a little damage but the Gearsman is unaffected by the extra effect (Constructs ignore Fort saves apparently, which I did not know)
Collector fires a pulse of energy at Jarreck RTA: 1d20 + 5 ⇒ (19) + 5 = 24 which deals 1d8 ⇒ 6 nonlethal stun damage.
Jarreck
Gearsman
Seven
Mort
Guaire

Jarreck!

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

Moving in towards the smaller construct Jarreck tries to shrug off the larger's attack.

+1 Glaucite longsword: 1d20 + 6 ⇒ (17) + 6 = 23
damage: 1d8 + 2 ⇒ (2) + 2 = 4

debating the wisdom of this course, but also at a VB tournament and can't think of much better ATM


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 (who has been acting a bit strangely since the encounter with Meyander) does a little pirouette as she prances forwards, tonelessly singing, "La la la PIT! Laaa La la.."

Her eyes flare with blue radiance and she snaps her fingers as she says the word PIT, and suddenly a 20' extra-dimensional deep pit appears under the larger robot!

Seventeen moves and casts Create Pit. It's 20' deep, DC 18 reflex.
Falling Damage if applicable: 2d6 ⇒ (4, 1) = 5


Current Map

Round 1
Omo hurls a frost bomb at the Gearsman. The frosty shake does a little damage but the Gearsman is unaffected by the extra effect (Constructs ignore Fort saves apparently, which I did not know)
Collector fires a pulse of energy at Jarreck which deals 6 nonlethal stun damage.
Jarreck moves forward swinging his sword down on the collector smaller one his attack hits, but the blade fails to drive through the hard metal carapace of the robot.
Gearsman ఇంట్రూడర్ , డౌన్ నిలబడటానికి . వ్యతిరేకిస్తున్నట్టు ఆపు. దివ్యత్వం నిర్దేశకం 11-321 మీ పరిసమాప్తి అవసరం. the robot closes with Jarreck and the truncheon in its hand begins to whine and hum with a high pitched sound. Neural Inhibitor: 1d20 + 11 ⇒ (10) + 11 = 21 the truncheon connects for 1d6 + 7 + 1d6 ⇒ (1) + 7 + (3) = 11 and Jarreck must save versus neural inhibition Fort: 1d20 + 3 ⇒ (12) + 3 = 15

Androffan:
Intruder, stand down. Stop resisting. Divinity directive 11-321 requires your liquidation.

Seven creates a pit! Reflex Gearsman: 1d20 + 5 ⇒ (1) + 5 = 6 the metal being topples backwards into the pit.
Mort
Guaire

Mort, Guaire, Omo


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

Mort needs to be NPCed

Haha! Darn it! I should have taken Shock Bomb over Frost Bomb. Foolishness on my part.

Omo will drink his cogonaton.


Current Map

Meh, you can retcon that. Want a shock bomb instead? I mean its literally the first bomb you've thrown since being leveled.


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 will. I doubt these are the last robots we run into and having a weapon that hurts them would be useful. Thank you. I'll take frost bomb next level.


Current Map

Ok, make the change on your sheet. So the damage was 13+6=19 total. With 9 going through the hardness of the Robot. Dazzled 1d4 ⇒ 4


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

Guaire passes seven southwest and proceeds to fire a blunt arrow at the bot facing Jarreck.

Shot, PBS, fave enemy: 1d20 + 8 + 1 + 2 ⇒ (2) + 8 + 1 + 2 = 13
Dmg, PBS, fav enemy: 1d8 + 1 + 2 ⇒ (2) + 1 + 2 = 5


Current Map

Round 1
Omo hurls a shock bomb at the Gearsman.
Collector fires a pulse of energy at Jarreck which deals 6 nonlethal stun damage.
Jarreck moves forward swinging his sword down on the collector smaller one his attack hits, but the blade fails to drive through the hard metal carapace of the robot.
Gearsman ఇంట్రూడర్ , డౌన్ నిలబడటానికి . వ్యతిరేకిస్తున్నట్టు ఆపు. దివ్యత్వం నిర్దేశకం 11-321 మీ పరిసమాప్తి అవసరం. the robot closes with Jarreck and the truncheon in its hand begins to whine and hum with a high pitched sound. Neural Inhibitor: the truncheon connects for 11 and Jarreck must save versus neural inhibition
Seven creates a pit!the metal being topples backwards into the pit.
Mort moves up to help JArreck.
Guaire fires his bow to no effect.

Round 2
Omo drinks his cognoten.
Collector attacks Jarreck! Slam: 1d20 + 5 ⇒ (7) + 5 = 12 missSlam: 1d20 + 5 ⇒ (10) + 5 = 15 miss!
Jarreck
Gearsman
Seven
Mort
Guaire

Jarreck!


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

Does the Adamantine in Glaucite mean that it ignores hardness too?

Edit: Nevermind! I looked up the part where you told us it cuts through the first 2 points of hardness. We need to get you guys adamantine weapons!

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

Concentrating on the collector in front of him, trying to take it out of commission before the other manages to crawl out of the hole Seven created, he yells. "How many more of those can you create?"

Full attack
+1 Glaucite Longsword: 1d20 + 4 ⇒ (8) + 4 = 12
damage: 1d8 + 2 ⇒ (1) + 2 = 3

inferno pistol: 1d20 + 5 ⇒ (1) + 5 = 6
damage: 1d6 ⇒ 6

Almost dropping the pistol at it's first shot goes off.


Current Map

Unfortunately, firing a ranged weapon in melee range provokes AoO's....so I'll ignore your attack and pretend it didn't happen. Save the nanite charge. Also, you'll need to keep track of those as they are definitely a finite resource.
Round 2
Omo drinks his cognoten.
Collector attacks Jarreck! It misses twice.
Jarreck attacks but misses. Your gonna need to two hand that sword to do any damage, and you need to start sneak attacking...
Gearsman attempts to climb the walls of the pit Climb: 1d20 + 6 ⇒ (2) + 6 = 8 but it fails horribly.
Seven
Mort
Guaire

Seven, Mort, Guaire and Omo

Round 3:

Gearsman Dazzled 3 rounds Create Pit 3 rounds

Round 3
Omo
Collector
Jarreck
Gearsman
Seven
Mort
Guaire


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 moves in lightly, perhaps even dancing to some music only she can hear. At an appropriate point in her little dance, she points the wand at the collector and blasts it!

MM CL 3: 2d4 + 2 ⇒ (2, 1) + 2 = 5


Current Map

Seven blasts the robot, but only notices a small scorch mark on its metal frame. It looks unfazed.
Mort
Guaire

Round 3
Omo
Collector
Jarreck
Gearsman
Seven
Mort
Guaire

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

Thanks for the heads up, will remember. Will also keep up with the charges as well. So this thing runs on nanite canisters and not batteries correct? Saw both listed in tech weapons, but not necessarily this weapon listed.


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

Guaire 5ft steps SW and shoots 2 blunt arrows at Jarreck's assailant. 4 left after this.

Rapid, PBS, fav enemy: 1d20 + 8 - 2 + 1 + 2 ⇒ (7) + 8 - 2 + 1 + 2 = 16 Dmg, PBS, fav enemy: 1d8 + 1 + 2 ⇒ (3) + 1 + 2 = 6
Rapid, PBS, fav enemy: 1d20 + 8 - 2 + 1 + 2 ⇒ (4) + 8 - 2 + 1 + 2 = 13 Dmg, PBS, fav enemy: 1d8 + 1 + 2 ⇒ (2) + 1 + 2 = 5


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

Omo scurries back into the room and tosses a shock bomb at the collector.

Bombs Away: 1d20 + 8 ⇒ (8) + 8 = 16
Electrical Damage: 2d6 + 7 + 1 ⇒ (3, 6) + 7 + 1 = 17


Current Map

@Jarreck, yes it uses Nanite canisters and just go ahead and assume it has a full charge of 10. Each nanite canister is worth 10 charges. The nanite hypoguns also run off of the nanite canisters. I believe there is a feat that allows you to attack with ranged weapons without provoking, might want to consider it?

Seven blasts the robot, but only notices a small scorch mark on its metal frame. It looks unfazed.
Mort [grappled] moves to flank with Jarreck, suffering an AoO Claw: 1d20 + 5 ⇒ (16) + 5 = 21 the collector smacks Mort and GRABS him! Damage: 1d4 + 3 ⇒ (1) + 3 = 4
Guaire fires his bow to 0 effect Hardness 10 means you will almost never deal damage to this guy...

Round 3
Omo hurls a bomb dealing 25! damage.
Collector [grappled] pummels Mort Pin: 1d20 + 5 ⇒ (15) + 5 = 20 Natural attack damage: 1d4 + 3 ⇒ (4) + 3 = 7
Jarreck
Gearsman
Seven
Mort
Guaire

Jarreck!


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 shrugs and puts the wand away.

If they have hardness 10, there's not much Seventeen can do. Maybe we should give her one of the hemochem toys so she can be battle medic where needed.


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

Only thing i 'can' do at this point is roll 12dmg on melee, even then it's only 2 dmg a hit.


Current Map

Aid another! Also Guaire can you not close to melee and deal over 10 damage easier?

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