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

Yeah let's say it allows you to call vermin.

You would know that pretty much any normal vermin could be called. Anything in the CRB is fair game. Are you looking for something in particular?


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

Scorpions, Spiders or Centipedes from vermin. Snakes from the animal subtype. Let's say spider or centipedes from the caves and snakes or Scorpions from near the marshes/rough terrain.


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'm getting an aussie vibe for some reason.


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 searches the town high and low for a potion of Fly and/or Good Hope (or Heroism) starting with Aunt Jhestine.

He also looks for the formulae for the following extracts:

1st: Adhesive Spittle, Monkey Fish

2nd: Barkskin, Bestow Weapon Proficiency, Cat's Grace, Cure Moderate Wounds, Fox's Cunning, Invisibility, (Lesser) Restoration

From Father's and Seventeen's Spellbooks:

Fly, Resist Energy, See Invisibility (170 GP)


Current Map

Chance to find item1: 1d100 ⇒ 86
Chance to find item2: 1d100 ⇒ 54

A Potion of Heroism is available (CL5).

Adhesive Spittle: 1d100 ⇒ 83
MonkeyFish: 1d100 ⇒ 9 Available 25GP

All of the 2nd levels are available for 125 each.


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 will check to see if Father or Seventeen want to scribe any of those spell first from the scrolls because he can copy from their books but they cannot copy from his.


Current Map

Kind of a sneaky way to save coin....I'll make you guys start rolling spellcraft to scribe spells.


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

Ratfolk are sneaky. ;)


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 take no shame in being "sneaky" since Omo is the poorest member of the group by far. Compare Jarreck's 9000+ worth of gear and money to Omo's little over a thousand. Average Wealth by level for a PC of my level is 6000. After the second reward and sell off I will barely have more money than an NPC of my level. It's merely being frugal. And it doesn't save me money. It saves Seventeen money. :-)

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

After the council meeting, Jarreck will request a moment of Mistress Freddert's time.
" Mistress, while we have not always seen eye to eye on things. My past understandably having put us on opposite sides of the law. I hope that my accounting during this time of difficulty has resolved that issue.
I would like to spend time training with one of your better swordsmen. I do not wish to train to that point of perfection those who have trained daily for years have attained. But more to learn to impart a more devastaing blow when needed. I have a natural abilty with the sword, I just need to learn to let go, much as Guaire's cousin Vrek could do when needed.


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

Copying a spell costs (level squared x 10) x 1.5. E.g. 15g at level 1, 60g at level 2, 135g at level 3.

Seventeen will copy pyrotechnics, resist energy, web and dispel magic. That costs 60*3 + 135 = 315g.

Seventeen tells Omo, "Omo I would be interested in copying some of those spells but alas I have spent almost all of my savings."


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

Those numbers seem a little off. See table here: it's 10, 40, 90.


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 already spent the new 1000 GP the councilors gave us!?" Omo asks in surprise.


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 great that's a lot cheaper I had 1.5x the cost. Also I was looking at the loot log and Seventeen only had 300ish g

Seventeen also learns Invisibility and Fox's Cunning using the money just awarded.

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

I haven't split the last 4000gp so everyone should plan on another 1000gp over what is listed. Jarrecks cut is gonna be taken up with the longsword.


Current Map

Dolga will allow Jarreck to train with the local Torch Militia, but none of them are Barbarians (the class). FYI, I don't require an in game reason for class switches or multiclassing. I'm not that anal about things.

Any other actions? Anyone want some down time or do you want me to push forward?


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 is going to sell his heavy flail for an adamantine version.
As well as restocking on arrows, both normal and blunt.


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 might want to do a little brewing, after I find out how much money I have left, but otherwise I'm all for pushing ahead. And pushing ahead shouldn't be delayed by that.

Omo spends his days learning new formulae, (maybe) brewing potions, and spending time individually and collectively with his adopted family. He pays special attention to Val and Seventeen. He pushes neither of them to talk, but he is making himself available to them.

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

"Thank you, I shall be here tomorrow" Retraining the lvl 2 rogue talent - thanks

Jarreck will spend the next week training with the local torch militia during the day, in the evenings he will spend some time at the taverns checking on Garmen's contacts to see if anything can be learned of Sanvril Trett's whereabouts.

diplomacy and kn:local checks:

diplomacy(1): 1d20 + 5 ⇒ (9) + 5 = 14
kn:Local(1): 1d20 + 6 ⇒ (3) + 6 = 9

diplomacy(2): 1d20 + 5 ⇒ (13) + 5 = 18
kn:Local(2): 1d20 + 6 ⇒ (13) + 6 = 19

diplomacy(3): 1d20 + 5 ⇒ (13) + 5 = 18
kn:Local(3): 1d20 + 6 ⇒ (14) + 6 = 20

diplomacy(4): 1d20 + 5 ⇒ (15) + 5 = 20
kn:Local(4): 1d20 + 6 ⇒ (18) + 6 = 24

diplomacy(5): 1d20 + 5 ⇒ (2) + 5 = 7
kn:Local(5): 1d20 + 6 ⇒ (6) + 6 = 12 pretty sure day 1 and 5 are a bust

Guaire as a reminder we have the alloy which will allow for creation of 1 weapon(ignoring 5pt dr) or I think it said 20 pcs of ammunition.


Current Map

Adamantine Flail: 1d100 ⇒ 23 is available for 2652GP.

@Omo you have some days, just let me know what you want to brew and costs.

@Jarreck I'll get to your rolls.

For everyone else, assume you have 5 days in which to accomplish tasks.


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

Darn, im a good 1k short

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

Still things to sell I'm working on the sheet right now. Let me see what we can come up with...


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

Had a big post ready earlier, but flaky mobile network ate it :/

Late that evening Seventeen is sitting on the porch at home with Val and Omo. They had been excitedly discussing the theories of magic but that conversation had died some time ago and and they had mostly been sharing a companionable silence.

Quietly Seventeen says, "I don't know what this means." With a sweep of her arm she indicates the world, "What does it mean to be alive? Why am am I alive? Am I alive?" She is quiet for a while before adding, "I thought I knew where my place was in the world, how I fit in. Turns out it was all lies, I don't fit in at all. I overheard a man this afternoon talking about me. He said, 'Look at that fake girl over there. Shouldn't allow machines to walk around like that, they got no soul - no knowing what they'll do.' I pretended not to notice, but he made me feel strange like I wanted to hurt him. But why would I do that? Most illogical and as Father says hurting people is wrong."


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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

Omo thinks a bit before he responds, but his response comes out in nearly one breath as if he were trying to cram as many words as possible into one thought.

"I think you are alive for the same reason that the rest of us are. I'm not exactly sure what that reason is yet, but I'm happy to be looking for it with you, Seventeen. I don't care that we all weren't born the same way. To me you and Val are my sisters, and I will stand with you however life turns out. We might not always agree, but I love you. I feel blessed that my family expanded when I arrived here. As for that man, sometimes people say nasty things. I've heard people say I look like a rat. Why is a rat a worse thing to look like than an ape? I don't know who made you or how you were made; but, to me, they have no bearing on your value or status as a person."


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 nods, "Thank you Omo for your kind words and for being you. I guess I've never known a world without you and Val, and I don't want that to change." She thinks some more and says, "I've noticed folk tend to be mean to those who look different, as if judging by looks alone. I hope one day we can all learn to live together, and judge people by who they are, not how they look."


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

"Let's provide with a good example." He leans over and pats her with his tiny paw.


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 nods and is quiet for a time. Later she says, "I supposed we shall have to track down Trett. Can't say I'm looking forward to that confrontation, he came within a hair's breath of killing Guaire and there was nothing I could have done to stop him."


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 are more powerful now, and know more of his tricks. With your spells of seeing the unseen, he won't be such a fearsome enemy. You can drop him in a pit and I will burn him. It might be wicked of me, but I've not forgiven him for what he did to Val. I want to see him burn."

Omo's voice is uncharacteristically fierce when he speaks of Trett.

During their five days, Omo will be brewing up a storm of potions: Cure Moderate Wounds, Fox's Cunning, Resist Energy (Fire), Resist Energy (Electricity), Invisibility. He stores his potions in carefully labeled steel vials.


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 can only memorise a single second level spell, although that's a good plan otherwise.


Current Map

How much does all the brewing cost Omo?


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 takes care to collect new toxin for him to use, mostly to use for his blowgun.

He spends two days at the caves searching for spiders and centipedes and the other three days searching the rough lands around Torch for Scorpions and snakes. On each day he prepares himself with new spells and the ability to commune or ease the animal/creature in question so he ould pick it up and extract it's venom with a little ease.

Niles, you need to tell me what kind of creatures I could summon with Call Animal and I'll act/roll dice accordingly.

Mort is aiming to collect a few poisons this way, about two/day if that is alright. Mostly minor poisons, but this is an animal-friendly way to do so. I might try to concoct stronger poisons by mixing it, but I might need Omo's hlp for that.

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

Mort you could also use the Medlance to administer poisons, I think it is good for 10 uses before it goes bad.


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

True, but in that case Mort has to get close enough for him to use it. We'll see how he fares aboveground. He might want to have the Medlance in the end.


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

200 per potion, so 1000 for the five. I have noted my expenses on my spread sheet that Jarreck so helpfully put together. Thank you, Jarreck!


Current Map

ANY vermin/animal in the CRB that would be native to a plains area.

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

just thinking of the many times you've been a flanking partner


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

Giant Scorpions and Monitor Lizards then Niles. Okay to give me about 5 doses of each? Monitor Lizards I might have to use their own natural poison stats though.


Current Map

Ok, however. Harvesting the natural venom is only 1 part of the process. Turning it into poison is a Craft:Alchemy or Poison check. Harvesting natural poison isn't a part of the ruleset, and allowing Call Animal to basically be free GP in the form of poisons isn't something I'm interested in doing.

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

Before Mort leaves for his time in the desert, Jarreck comes by with the helmet in hand.

"Mort I know you are going to be searching for critters out there to use for your poison bases. Why don't you take this with you, in it's normal operation it will allow you a better chance to spot creatures within 60' of you. Most of those you'll be searching for are most likely well camouflaged, this should help you in finding them. Also at night you can set this thing to warn you if something is moving close by. Giving you a chance to prepare or depart quietly."


Current Map

Please let me know when you guys are ready and I'll put the rails back on as it were....or you can freestyle a bit longer. Let me know which way you want to go.


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

Craft Alchemy to create Large Scorpion Venom: 1d20 + 10 ⇒ (9) + 10 = 191d20 + 10 ⇒ (2) + 10 = 121d20 + 10 ⇒ (12) + 10 = 221d20 + 10 ⇒ (1) + 10 = 11

Craft Alchemy to create Monitor Lizard Venom: 1d20 + 10 ⇒ (7) + 10 = 171d20 + 10 ⇒ (5) + 10 = 151d20 + 10 ⇒ (1) + 10 = 111d20 + 10 ⇒ (10) + 10 = 20

Mort tries to refine the poisons he has gathered after five days to gain a few more doses of usable poisons for any next fight.

Earlier with Jarreck
"Thanks Jarreck, it'll be useful I reckon, though I'm not that sure about its applications. I promise you I'll try it first before making more judgements about it."

Mort accepts the helmet, but looks at it with inquiring eyes, but isn't that impressed yet.

"I'll be back in a few days. Hopefully I'll get a good haul and I'll need some time to refine it."

Mort will be out four days and then use the fifth day to refine his poisons, hopefully with Omo's help. Also at least two failures with Scorpion and Lizard venom.


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

Although Omo has been rather busy with his own projects and his family, he is quite eager to help Mort.

"I've never refined a poison before. But, the theory isn't that difficult. . ."

Omo will take 10 for a 28 on all the checks to create the poisons for Mort.

I'm ready!


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 feeling a bit rudderless, so the rails would be good at least for her.


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

Somehow i'm seeing this little oar-less boat on a lake, with a confused young woman staring around, waiting for the towboat. :)


Current Map

After five days of enterprise around town Khonnir sends for you guys.

As you approach the Town Meeting Hall the townsfolk stare at you with rapt fascination and you hear whispers about "heroes" and "saviors".

When you enter the Hall you see Dolga Freddert speaking with Joram Kyte and Khonnir Baine. The gruff Dwarf turns to you and says We have two leads. Sarantha's people sent word that Sanvril Trett was seen in Hajoth Hakados selling his wares and peddling his baubles. Also, Kyte here has some information regarding your "Hellion" being..

Councillor Kyte speaks up My friend Dinvaya, a dear friend from some time ago, sent word that indeed the "Lords of Rust" as they call themselves, are led by this "Hellion". She speaks of mysterious lights and movings of metal men.

Khonnir spreads a map of the land out. Scrapwall lay some 100 odd miles NorthEast of Torch...you pass through Black Horse land, and then Sovereign's Reach. Both relatively tame, but there are no roads so best best is horses. However Khonnit's finger traces a route south from Torch along the Seven Tears River You can head South down the Seven Tears to Hajoth Hakados, you'll want to stop at Blackpipe on the way. From Hajoth Hakados, you'll have to pole north along the Sellen to make it to Scrapwall. This part is tricky...Blood Gar territory. Right bastards they are...best to avoid them.

Guaire or Kn:Local 15:

The Blood Gars is a Kellid tribe of Numeria who live close to the rivers of the southern reaches of Numerian Plains (Seven Tears River, West Sellen River, and Dagger River). They are violent, water-dwelling barbarians and river pirates who savage their victims and leave suffering and gore in their wake. They travel the riverways whenever possible and carry their flat-bottomed boats overland when needed. The Blood Gars value fear and plunder, and often raid riverside villages but also attack river travelers when they find the opportunity. Their cruelty is notorious and they always find new methods of execution for particularly stubborn foes. The tribe make frequently raids into the western River Kingdoms and Razmiran, and even as far south as Galt. The Blood Gars' current chieftain is Ghorak Maul-Hand who has demanded increased tribute and has plans to attack the Protectorate of the Black Marquis. Some say that Ghorak has some sort of blood feud with the Black Marquis Urdul Bazzak


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 (Local): 1d20 + 11 ⇒ (7) + 11 = 18


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

"Scrapwall isn't too far from Chitterhome, where I was born."

Niles, when I determined where the energy was being sent which direction on the map was it? Closer to Hajoth Hakados?


Current Map

It was almost exactly 105 miles North Northeast of Torch....


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

Would that be near Hollow Garden or further east towards Scrapwall?


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 frowns at the mention of the Blood Gar.

"Indeed we want to avoid that territory as much as possible.
They're extremely savage and cruel barbarians who use the river as main means of travel and operations. They are very creative with how to execute enemies. They're growing bold lately, the Black Marquis' territory is on the wishlist of their current chieftain, Ghorak Maul-Hand. A greedy one who's rumored to have a bloodfeud with the Marquis."

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Wanted: Between 1 and 3 new players for a long term Iron Gods game.

The Skinny: Me and some buddies have been playing this game since Aug 2014, in the last year or so we've slowed down alot and lost 2 players. We are about to finish the fourth book, Valley of the Brain Collectors, and plunge into Books 5/6 concurrently. We are looking for one or more dedicated individuals to join us in finishing this AP. It'll probably take over a year to get there, but we've invested nearly 5 years in this thing so what's another 2.

Specs: Starting level 12. 20 point buy. Normal WBL. Core/uncommon races +Android and Ratfolk. Unchained Summoners only. No occult classes. Preference given to archetypes from the tech guide. Can purchase items from CRB, Tech guide, UM, Equipment guide.

Expectations for players: The ability to post daily, but probably only need to post 3-4 times a week. (I'm an elementary school principal and I get crazy busy). I expect anyone who is interested to at least skim a little through our gameplay thread, it's long but we've had fun and the party has been pretty awesome.

Current party:
Jarreck, a reincarnated Elf turned Dwarf Rogue
Seven.Teen, our very serious Android Arcanist (focused on save/suck and damage)
Guaire, a Numerian archer who really hates Robots

We could use a divine caster or two. Currently I'm GMPcing 2 NPC's from the book, a Kasatha Techslinger and a Druid of Gozreh. The new PC's would be replacing one or both of those.


Just a heads up, I prefer characters that are thematic to the AP/Campaign. Ex: This campaign has featured psychic themed enemies, evil brain eating aliens, technogangs, crazy AI, a literal junkyard arena, a pervasive and powerful enemy (The Technic League), alien allies, lasers, rocket launchers.....

A samurai might not fit this campaign....unless it were a cyborg samurai with a laser sword, then it would.

As for how you'll be entered into the campaign seamlessly.... Earlier in the campaign the heroes befriended the Lady Altouna, the Lashunta alien ruler of Hajoth Hakados. The town has always been standoffish to the Technic League, the cabal of Technomancers that rules Numeria de facto. However, events in the campaign have led to a growing insurrection centered on Hajoth Hakados. The selected PC's will be mercenaries (or loyalists) of Lady Altouna sent to find and beg the heroes to return to Hajoth Hakados.


I actually have been playing around with an idea for a pathfinder version of a transformer (robots in disguise!) that would be a perfect fit here...In short an android wild effigy shifter. Think Beast Wars.

Would probably make for some interesting RP with/against your archer...plus from that party composition it sounds like you could use a heavy hitter/tank or a healer. This would be the first of those.

Consider me dotted. I do not know much about the AP, so I will read through the players guide and read online some to try to get a gist of books 1 - 3 and then I will stat something up. I am assuming 2 traits, one from the AP player guide...


Oh, yeah. Sorry. 2 traits, they can be any really, the players guide assumes you start in Torch.


I'm very new, very interested, and am available to post literally every day. I also generally lean towards the holy magic you're looking for, and a group with a deep-RP history is very appealing to me.

I'll take an hour or two to skim the Iron Gods' core material, along with your gameplay thread, and be back with a character submission asap.


Ohhh neat. I had a Gunslinger who never got off the ground. I could see him in a game like this. Let me put something together.


Question; Crafting feats? Using crafting to reduce gear cost for your characters? Yay or nay?


Always wanted to play this setting, never had the chance even remotely. there aren't many games here and my home group prefers other things.

My idea is a version of a buff/debuff cleric that I had in my mind for a while adapted to your setting. And because you could need a cleric:
A crazy Cleric Iron Priest of an alien god who preaches that aliens are among us and their technology will bring an end to the world. Except he isn't crazy just nobody takes him serious. To proof his claims he traveled to Numeria.

Questions:
-Do you want us to know about books 1-4 and/or about the details of technology? Because I don't (yet). I can either build a newcomer who is as unknowledgeable as me (Hajoth Hakados would have many of those) or a local.
-Is the Guided weapon enchant allowed?
-Is VMC allowed? Because I'd VMC him with an Abberant bloodline sorcerer to slowly become an alien himself.


Hi all I'm one of the players. Would be great to finish an AP (if you go look there's only a handful of PvP campaigns that have actually done that).

Something with divine magic would be great as would a front liner oh and bring your lightsaber and evil dead quotes ;)


Ohhh, cool! Super cool, actually.

Maybe an Inquisitor could be a nice add? Or I don't know. The lightsaber thing sounds cool xD

I'm new to the AP, though, only having read the Player's Guide. Where can get access to these tech weapons? If we can start with them, that is.

Scarab Sages

I love the sci-fantasy action of the Iron Gods AP, but never got a chance to play. Would definitely be interested.

How about a dwarven warpriest of Torag, drawn to Numeria by all the talk of constructs and engineering feats, who has been knocking around the place for more than a hundred years? Grizzled and with more than a little tech in his gear (and body) he is ready to join forces with the PCs to face the Technic League and take the fight into the Silver Mount.


background skills?


Fifteen would be interested, having started a number of Iron Gods games and always having them die on her. I could do something about being Casandalee's bodyguard perhaps? An Android fighter/rogue type who would be on the frontline of the fight :)

Echo the question about exactly what tech weapons are available - could make a big difference to how I plan out the character!


Super interested in this! Thinking of a ratfolk/android alchemist who uses one or more clockwork companions, like little surgical robots patching people up. Could use the Tinkerer archetype, or the Construct Rider one.

I'll knock something together once I get home.


JoshB wrote:
background skills?

I actually love background skills as a set of rules, however, we started the campaign before they were a thing so no sorry.


Anything from the tech guide can be purchased.

Timeworn items can be purchased for 50% of listed cost, they follow the normal rules for timeworn items.


Assuming standard rules for HP? Max lv 1 and half+1 for subsequent levels?


Nairb the Grey wrote:
Assuming standard rules for HP? Max lv 1 and half+1 for subsequent levels?

Either that or roll them in the thread.


ElegantlyWasted wrote:
Question; Crafting feats? Using crafting to reduce gear cost for your characters? Yay or nay?

Yes


GM Niles Iron Gods wrote:
Nairb the Grey wrote:
Assuming standard rules for HP? Max lv 1 and half+1 for subsequent levels?
Either that or roll them in the thread.

A few 1 hp die rolls can ruin a front liner's day/week/year/life. I will take the average rounded up instead of risking it.


Here is my Warpriest submission. Front line fighter and divine caster, all in one dwarfy package.

Stat block:

Nordack Hammerson
M LG Dwarf Warpriest/Brawler(Winding Path), Level 12 (10/2), Init 7, HP 112/112, DR DR 2/-, Speed 40ft
AC 26, Touch 12, Flat-footed 25, CMD 25, Fort 18, Ref 9, Will 14, CMB +15/+10, Base Attack Bonus 9/4
Reach, move action to switch +2 Adamantine Dwarven Dorn-dergar +15/+10 (1d10+20, X2)
Cold iron dagger +12/+7 (1d4+12, 19-20x2)
Unarmed strike +13/+8 (1d10+12, x2)
60 charges, 1 charge per 10 min +2 Smart Armor (+10 Armor, +1 Dex, +1 Natural, +4 Deflect)
Abilities Str 22, Dex 12, Con 15, Int 12, Wis 18, Cha 6
Condition None
Favored Class: Warpriest (+1 HP)

Background:

Originally from a desert tribe of dwarves in Osirion, Nordack spent much his youth in intense training hoping to qualify for one of the Houses of Perfection in Jalmeray. When he was 41 he made the trip out to the island, where he quickly found that for all his skill and training he just wasn’t cut out for the ascetic discipline the Houses demanded. Giving up that dream, he wandered for a few years, falling in with a few trade caravans, and eventually came under the wing of a traveling cleric of Torag. In the forge father Nordack found new purpose, and he dedicated his life to the god. His travels continued, and made his way North to Numeria where the promise of strange engineering marvels and deadly monsters sparked his curiosity. He’s been in the Land of Fallen Stars ever since, earning a mighty reputation as a slayer of robots and a defender of the weak.

Sczarni

Hmmm...

I've had bad luck with Iron Gods so far. Both games I was in were amazing, but the first one had to end due to GM troubles, and my work schedule couldn't keep up with the break-neck pace of the second one, as much as I wanted to.

I have a particular healing/frontlining combination I've considered for Iron Gods for a while, of a Kellid medicine man on a suicidal mission for vengeance against the Technic League, after they killed his entire tribe to retrieve a sky-thing from their village.


Nordack Hammerson wrote:

Here is my Warpriest submission. Front line fighter and divine caster, all in one dwarfy package.

** spoiler omitted **

** spoiler omitted **

Cool, thank you. I have to say right up front though that I don't do mythweaver sheets because they are blocked at my work. Can you get your sheet imported onto the Paizo site?


The Lion Cleric wrote:

Hmmm...

I've had bad luck with Iron Gods so far. Both games I was in were amazing, but the first one had to end due to GM troubles, and my work schedule couldn't keep up with the break-neck pace of the second one, as much as I wanted to.

I have a particular healing/frontlining combination I've considered for Iron Gods for a while, of a Kellid medicine man on a suicidal mission for vengeance against the Technic League, after they killed his entire tribe to retrieve a sky-thing from their village.

Well, I can assure you that barring death/dismemberment or the Paizo site dying horribly we are finishing this thing. Our pace isn't too fast, about 3-4 posts a week right now. I'd really love to boost that to 5-6 posts a week but I get busy with work/kids and the three other guys have kids/jobs etc. We're all a bunch of old dudes now.


GM - I have a rules question regarding wild-shape and magic items that I need a ruling on before I spend 8k of my gold. It is regarding the Shirt of Immolation

So there is some disagreement about whether or not the item would still work during wildshape. It does not require activation on the part of the character, but it also does not provide a constant bonus.

Here is a thread on the forums where they discuss the question. It seems to land at RAI it should work, but never come to an RAW conclusion. Also no game designer ever comes in to give a conclusive answer.

The build I am working on is tactically focused on soaking damage and locking down 1 combatant with grapple checks, so the shirt would help bump up the damage output of the build, but is not critical. Thoughts?


Ellioti wrote:

Always wanted to play this setting, never had the chance even remotely. there aren't many games here and my home group prefers other things.

My idea is a version of a buff/debuff cleric that I had in my mind for a while adapted to your setting. And because you could need a cleric:
A crazy Cleric Iron Priest of an alien god who preaches that aliens are among us and their technology will bring an end to the world. Except he isn't crazy just nobody takes him serious. To proof his claims he traveled to Numeria.

Questions:
-Do you want us to know about books 1-4 and/or about the details of technology? Because I don't (yet). I can either build a newcomer who is as unknowledgeable as me (Hajoth Hakados would have many of those) or a local.
-Is the Guided weapon enchant allowed?
-Is VMC allowed? Because I'd VMC him with an Abberant bloodline sorcerer to slowly become an alien himself.


Niles wrote:
I'd really love to boost that to 5-6 posts a week but I get busy with work/kids and the three other guys have kids/jobs etc. We're all a bunch of old dudes now.

Now, now, it's not like we're senior citizens, you know. ^^

One of the team here. Like Seven.Teen said, it'd be great to complete an AP. As is, one of the NPCs is tanking, alongside our rogue. A tank & divine would be nifty indeed.

Lion Cleric wrote:
I have a particular healing/frontlining combination I've considered for Iron Gods for a while, of a Kellid medicine man on a suicidal mission for vengeance against the Technic League, after they killed his entire tribe to retrieve a sky-thing from their village.

Hail, fellow Kellid.

Ellioti wrote:
-Is VMC allowed? Because I'd VMC him with an Abberant bloodline sorcerer to slowly become an alien himself.

Omg, bodysnatchers among us.... o_o'


Okay. I have the basic build done. I still plan on going and stating out the character in his wildshaped and chimeric aspected battle form...because it will make a huge difference. Will probably use the spells area of the sheet for that since this guy doesn't cast.

Here is the first draft character sheet.

I did see your note earlier about having a forum version of the character sheet because your work has myth-weavers blocked, so that is on the to do list as well.

I did go ahead and buy the shirt of immolation so I could move forward on it, but if you decide no on that let me know and I will do something else with that 8k.


Ok, got the full sheet up on the profile here.


I've mostly built a Kellid cyber-soldier, the general concept being that he was kidnapped, mindwiped, and brutally experimented on by the Technic League. He's almost more machine than man, and has a real hatred for the League. He's insanely front-line focused. While he hates the Technic League, he's rather grateful for the extremely powerful chainsaw they gave him.


Guaire wrote:


Ellioti wrote:
-Is VMC allowed? Because I'd VMC him with an Abberant bloodline sorcerer to slowly become an alien himself.

Omg, bodysnatchers among us.... o_o'

isn't that what numeria is all about?


Ellioti wrote:
Ellioti wrote:

Always wanted to play this setting, never had the chance even remotely. there aren't many games here and my home group prefers other things.

My idea is a version of a buff/debuff cleric that I had in my mind for a while adapted to your setting. And because you could need a cleric:
A crazy Cleric Iron Priest of an alien god who preaches that aliens are among us and their technology will bring an end to the world. Except he isn't crazy just nobody takes him serious. To proof his claims he traveled to Numeria.

Questions:
-Do you want us to know about books 1-4 and/or about the details of technology? Because I don't (yet). I can either build a newcomer who is as unknowledgeable as me (Hajoth Hakados would have many of those) or a local.
-Is the Guided weapon enchant allowed?
-Is VMC allowed? Because I'd VMC him with an Abberant bloodline sorcerer to slowly become an alien himself.

Sorry, thought I had responded.

1) Yes,I'll fill you in on the campaign specific details. Tech is definitely on board if you want it to be.
2) No to Guided Weapon
3) No to VMC.


Nairb the Grey wrote:

GM - I have a rules question regarding wild-shape and magic items that I need a ruling on before I spend 8k of my gold. It is regarding the Shirt of Immolation

So there is some disagreement about whether or not the item would still work during wildshape. It does not require activation on the part of the character, but it also does not provide a constant bonus.

Here is a thread on the forums where they discuss the question. It seems to land at RAI it should work, but never come to an RAW conclusion. Also no game designer ever comes in to give a conclusive answer.

The build I am working on is tactically focused on soaking damage and locking down 1 combatant with grapple checks, so the shirt would help bump up the damage output of the build, but is not critical. Thoughts?

Eh, seems fine. It deals 1d6+10 damage of a very resisted type of damage, doesn't seem that powerful really.


Aw, man. Everytime I think of a cool concept, some of you guys seem to have been faster than me.

I'll need to get new ideas.


You know, somehow, I find it gratifying to know that staff, also, are blocked from sites at schools.

A thought occurs to me; can anyone think of a way to make Swashbucklers work with Plasma Blades? Because Parry/Riposte and Smash From the Air with a lightsaber would be the coolest frontline combatant I have ever played.

Maybe a house feat in the vein of Slashing Grace?


Josh.Ingle wrote:

You know, somehow, I find it gratifying to know that staff, also, are blocked from sites at schools.

A thought occurs to me; can anyone think of a way to make Swashbucklers work with Plasma Blades? Because Parry/Riposte and Smash From the Air with a lightsaber would be the coolest frontline combatant I have ever played.

Maybe a house feat in the vein of Slashing Grace?

Why not just play a different martial class...I'm pretty sure you can thematically do all the same stuff with say...a slayer.


Here's the bare-bones outline for my submission. I'm still getting all the spells, gear, and skills down on one piece of "paper". Legit sitting here with like 4 PDFs open. I'll consolidate everything in the morning so that you can have a better overview of how the character would play.

https://paizo.com/people/LazarusTheImmortal#newPost


Mmf. Gonna withdraw, sadly. My brain is simply not cooperating with the aesthetic of Iron Gods vis-a-vis character creation right now.

Have fun, all!


I am envisioning a follower of Milani, who's come to Hajoth Hakados to help with the insurrection. I still don't know if building a Warpriest or an Inquisitor, or something in between, but at least it's starting to have a defined shape. I'll write some backstory now.

Edit: Aw, damn, more than 8000 posts... it'll take a while to skim through it. I guess I'll have to skip the beginning or something.


I'm not aware of a way to get Opportune Parry and Riposte with another class, and Duelist's Parry only works with dueling swords. Ditto Aldori Style.

I could do Fighter instead and get some advanced weapon training, but I'm not sure how well that build will stand up to the forces of evil without a defensive ability that works in melee.


Magus get Flamboyant Arcarna or you could dip swashbuckler.


Fifteen has new crunch ready to go. She's a fighter/rogue with a heavy heavy dose of self crafting (I've assumed she's crafted both her own null blades and the grav suit - her skill bonuses are high enough!)

Haven't written fluff because I need to reread book 4, but I was thinking she was Casandalee's bodyguard, was captured along with her and could be found somewhere along her trail, imprisoned somehow. As I said I'll reread and see exactly where would work.

Please do take a look and tell me what you think (players and GM!). I know she's a massive glass cannon but maybe you guys can help with that? I thought it was worth getting her offense done now and hoping I can kill things before they get a chance to hit me back! :D


Presenting Experiment J-12, cybernetic experiment, Kellid cyborg, and scarred warrior!

Stats:

Experiment J-12
Human (Kellid) fighter (cyber-soldier) 12 (Pathfinder Campaign Setting: Technology Guide)
N Medium humanoid (human)
Init +3; Senses Perception +18
--------------------
Defense
--------------------
AC 29, touch 15, flat-footed 26 (+10 armor, +2 deflection, +2 Dex, +1 dodge, +2 natural, +2 shield)
hp 130 (12d10+60)
Fort +14, Ref +8, Will +6 (+3 vs. fear); +4 resistance bonus vs. blindness and visual effects
--------------------
Offense
--------------------
Speed 40 ft.
Melee +2 adamantine chainsaw +28/+19/+14 (3d6+33/15-20) or
. . slam +12 (1d6+9), slam +12 (1d6+9)
Special Attacks weapon training (heavy blades +1)
--------------------
Statistics
--------------------
Str 24, Dex 14, Con 18, Int 12, Wis 10, Cha 7
Base Atk +12; CMB +15; CMD 34 (39 vs. trip)
Feats Advanced Weapon Training, Armor Focus, Dodge, Dreadful Carnage[APG], Exotic Weapon Proficiency (chainsaw), Furious Focus[APG], Greater Weapon Focus (chainsaw), Greater Weapon Specialization (chainsaw), Hurtful, Improved Critical (chainsaw), Intimidating Prowess, Power Attack, Weapon Focus (chainsaw), Weapon Specialization (chainsaw)
Traits bloody-minded, seeker
Skills Acrobatics +6 (+10 to jump), Climb +17, Intimidate +23, Knowledge (engineering) +16, Perception +18, Survival +9, Swim +12
Languages Aklo, Common, Hallit
SQ armor training 2, cybernetic combat, improved implantation
Other Gear +3 breastplate, +2 adamantine chainsaw, amulet of natural armor +2, cloak of resistance +2, cyberfiber muscles mark ii, cybernetic arm, cybernetic arm, cybernetic eyes, cybernetic legs, ring of protection +2, thoracic nanite chamber mark i, backpack, battery (9), bedroll, belt pouch, flint and steel, gravity clip, mess kit[UE], pot, soap, torch (10), waterskin, 43 gp, 5 sp
--------------------
Special Abilities
--------------------
Advanced Weapon Training You are specially trained to use your weapon skills in new ways.

Prerequisites: Fighter level 5th, weapon training class feature.

Benefit: Select one advanced weapon training option, applying it to one fighter weapon group you h
Armor Training 2 (Ex) Worn armor -2 check penalty, +2 max DEX.
Cybernetic Combat +2 At 5th level, a cyber-soldier gains a +1 bonus on attack rolls and damage rolls with implanted weapons, cybernetic arms, and melee or thrown weapons wielded with a cybernetic arm. Weapons wielded with two cybernetic arms receive double the bonus, exc
Defensive Weapon Training (Weapon Training [Blades, Heavy] +1) (Ex) Gain shield bonus to AC based on chosen group's training bonus.
Dreadful Carnage If you reduce an enemy to 0 or fewer HP, you can make an intimidate check to demoralize all enemies within 30' as a free action.
Furious Focus If you are wielding a weapon in two hands, ignore the penalty for your first attack of each turn.
Hurtful Make melee attack against creature you have just demoralized as free action.
Improved Implantation (+6 implementation points) (Ex) You gain extra implantation points.
Power Attack -4/+8 You can subtract from your attack roll to add to your damage.
Weapon Training (Blades, Heavy) +1 (Ex) +1 Attack, Damage, CMB, CMD with Heavy Blades

Background:

Experiment J-12, or J as he prefers to be called, remembers very little of who he was before the league took him. He remembers freedom, the wind at his face as he hunted the prairies of Numeria and laughing around the fire with people whose faces he cannot quite place. His first strong memory is of a group of warriors on horseback lassoing him and dragging him to Starfall. He remembers the dark corridors of the Technic League’s compound. And he remembers pain. Unimaginable pain. First it was his arms, then his legs. When that was not enough, it was his eyes. Then it was his heart. All ripped away from him, replaced by cold steel and unfeeling metal. And he remembers fighting. He was forced to battle others like him, Kellid tribespeople the League had taken to conduct their cruel experiments on. As deeply as he wished his suffering to be over, it never was. When he fought, he killed. If he did not, the League would take his cybernetic enhancements, leaving him blind and immobile and try to “improve” him. All the while, he wished to escape, to return to the life of freedom he once had. It all came to a head one day when the League gave him a chainsaw for his performance. It was a brutal and powerful weapon, and J knew that it was his chance. He fought his way out, the Technic League grunts barely putting up resistance to his mighty chainsaw and cybernetic enhancements. Managing to get some concealing clothing and a large box for the chainsaw, J slipped away into the chaos of Starfall. He had heard of a place called Hajoth Hakados where the influence of the League was minimal at best and the oddities of Numeria can fit in. It was a long and hard journey, but J’s inhuman metabolism and survival skill he remembered from his past life carried him through. Eventually he made it to Hajoth Hakados and found a small shack on the outskirts of the city. For the first time, J felt somewhat safe. The League was far from him and he could blend in with the other strange characters of Numeria. Eventually, Lady Altouna got in contact with him, as she had heard of his substantial combat abilities and began to contract him for mercenary work.

Appearance and Personality:

J is a tall Kellid man with long, somewhat stringy black hair. His eyes are an odd silvery color with glowing yellow irises, a result of their replacement with cybernetics. His most notable features are his metallic arms and legs. While they are detachable, J prefers to keep them on whenever possible, never wanting to be disarmed. He usually wears light but concealing clothing in an effort to keep his cybernetics as hidden as possible. In battle, he carries a chainsaw, the vicious teeth constantly whirring in a fairly intimidating display. He also wears a finely crafted breastplate given to him by Lady Altouna.

J is something of a broken man. While the brutal experiments may have been physically healed, the mental scars are still raw and deep. As such, he is a deeply damaged individual, wracked with nightmares of wickedly sharp blades, dark, claustrophobic corridors, and near-unimaginable pain. He is at one both terrified of the Technic League and angry for what they did to him. There are two things he deeply desires in life. First, he wishes to kill those who tortured him, to show them the suffering he went through. Secondly, he wishes to find the people he came from, to go back to when he was happy and free on the rugged plains of Numeria.


My crunch is complete and put into the profile here on Paizo. It looks like hero lab because I stole the template, but it is a copy paste job. As such, if there are any discrepancies between Paizo and Myth-Weavers, MW is accurate and Paizo will be updated.

You can see the full character here.

I promise the name, T1-63R will be the only instance of Leet Speak (1337) that I will use. In true starwars fashion the letters and numbers will be read plain, not as the amalgamed leet phrase (tiger).

Background:

T1-63R is an android that was found and re-activated about 20 years ago by a human family. He has no memories of his original programming and only knows his name is T1-63R because of the embossed plate on the back of his right forearm. His appearance is that of a mechanical catfolk of disproportionate size.

Because of his natural strength, the family that came across him, the Lowlenthans, adopted him into their home. He became a mix between an adopted child and hired hand that helped them with their agricultural work. Some of the other humans of the nearby village did not take as kindly to the mechanical cat-being and would often attempt to make trouble. It was during one such encounter that T1-63R unwittingly transformed into his combat mode, becoming a huge armored tiger.

After this encounter, T1-63R discussed his living situation with the Lowlenthans and together they decided it would be best if he set out on his own. Now he travels the world, looking for answers about his past and using his inborn/built-in combat ability to serve justice and protect the innocent.

Appearance and Personality:

T1-63R has the appearance of a massive catfolk or even a weretiger, but with small features that belie his obvious mechanical nature. The massive body of metalic silver and black "fur" culminates in a huge head of a ferocious beast.

Reference/Inspiration Image

T1-63R found after working with the Lowlenthan family for several years that their human nature was more chaotic than he was innately comfortable with. He preferred order and structure to his day that worked well for a farmhand's life, but when the unexpected would arise he some times had trouble coping, causing stress within the family. Now on his own, he likes to structure his day in an orderly way, ensuring that tasks are completed fully and satisfactorily.

From a combat strategy standpoint, he will charge at a dangerous looking enemy, bite and claw them, grapple them, catch on fire, and proceed to hold them down so they can't act in combat. In full combat mode his grapple modifier is +32, so it is something he will be pretty good at. He won't be the most damaging front liner, but he can soak a lot of hits (and several will probably miss with his AC) and he should be able to remove one major threat most of the time.

Next level he also gets to rake on a successful grapple, so that will up the damage a bit too.


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Ok, cool. So far we have

Nordack Hammerson (Belabras)- Dwarven Warpriest from Osiron
Fifteen (Niklaus de Shade) - Android Fighter/Rogue with 2 Null Blades
J-12 (Simeon) - Kellid Cyber Soldier with a grudge, and a chainsaw.
T1-63R (Nairb the Grey) - Android Shifter Transformer person.

I never did specify how long this recruitment will go on, because it will go on until we get to the point in the story where I can easily add new people. I'm guessing another week or two.


One question about cyber implants. I think I've just read that you can take any magic item and just say "it's an implant" and make it so, fluff wise. Is that right? I take it since it doesn't take a slot, it should cost more, like double (I get that from the price of the Attribute Enhancers, they're 8k instead of the usual 4k). I thought it would be cool to add some of the magic items I was planning on having as cybernetic enhancements.

Speaking of magic items, any of you happen to know if there's an item that boosts the Warpriest's Sacred Weapon damage, same as the Monk's robe?


Sticking a wand of [insert spell] into your skull, an implant?

That'd be fun to see. Likely lethal too. ^^


I was thinking something more like, instead of wearing Irongrip Gauntlets, having titanium tendons that allow you a firmer grip. The gauntlets are priced at 4k, so the tendons would be 6k or 8k, I guess (+50-100%).


If you have them "take the item slot" then they won't cost anything extra. If they don't then its 100% more.


Oh, one last add on my submission...I did purchase an exotic saddle fitted to a dire tiger...so in combat form (13 hours per day) I can act as a mount for someone if necessary.

This could work out to introduce me and the other selected new party member at the same time if I am selected. Maybe we are partners or something and I also act as the transport during long travel days.

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