| GM Niles Iron Gods |
Yes with the Craft:Construct feat AND Leadership you could both add class levels (instead of just HD) and add Hardpoints. (The Hardpoints would replace "gear" that a cohort would get). I actually have a plan to introduce an AI in a few spots going forward.
Deus Ex Machina Incoming!
As the party rests they hear sounds Behind them, coming from the Arena side of Helskarg's lair, not the doors to the stairwells leading down.
As the person on watch, lets say its Omo, whirls to deal with the incoming potential threat, he hears the voice of the ever excitable Whiskifiss.
Hey! Hey! I've been looking all over for you. He gives the Ratfolk equivalent of a sheepish grin I hope you don't mind. But I was looking through your Scrap and...I found something that looked very important.
He has a strange looking crystalline object in his hand It fell out of the pocket of that Fancy Red Suit...
A memory facet is a length of crystal about the size of a human thumb that's adorned at one end by a metal cap fitted with prongs and plugs. The crystal's interior contains sparkling veins of glittering light. A memory facet is a high-capacity storage device capable of containing a staggering amount of programming-these devices were rare and difficult to craft, and at the time Divinity began its mission, they were primarily used for one purpose: storing and transporting the staggeringly complex code required to program and enhance artificial intelligences. To use a memory facet, one needs simply to insert the crystal’s connectors into an appropriate slot in an Al’s core processor or a robot under the Al's control. A core processor or robot can hold as many memory facets as it has available slots, but at any one time, an Al can benefit from a maximum number of memory facets equal to its CR divided by 4 (minimum1). The Al can gain the benefits of memory facets installed in any of the robots and processors it controls- where a memory facet is installed makes little difference, but most Al’s prefer to keep their memory facets installed in their most secure locations. Each memory facet contains a unique combination of emotions, knowledge, traits, and personality quirks designed to enhance and bolster an artificial intelligence's capabilities. In rare cases, destructive memory facets were created-items intended to disable or damage an artificial intelligence in case of emergencies. An Al immediately gains all of the advantages (and any disadvantages) associated with a particular memory facet as soon as it is installed (this is a full-round action). Memory facets can change an Al’s personality or even its alignment. An Al can try to resist having a memory facet added to its code by attempting a DC 20 Will save. If the Al is successful, the memory facet ceases functioning for 1d4 rounds, and must be extracted and reinstalled to make a second attempt to changing the Al's code. Once installed, a memory facet is difficult to remove; removing one requires either a successful DC 25 Strength check to wrench free or a successful DC 30 Disable Device check. Both attempts are full - round actions
Inhibitor Facet: An inhibitor facet is unusual among memory facets in that it isn't intended to augment an Al at all, but rather to hinder and impair its functionality. When installed, an inhibitor facet reduces an Al's Charisma by 4 and imposes a -4 penalty on all skill checks, saving throws, initiative checks, and attack rolls. The effects of multiple inhibitor facets do not stack.
You may recall the final transmission of Captain Yurian Valenko "This is the final report of salvage module Chrysalis, Captain
Yurian Valako reporting. Divinity is lost; the rest of the ship's crew is presumed dead or worse. The surviving crew of Chrysalis and I are boarding a launch and will attempt an emergency landing, but
without Al control, the prospects of a safe landing are minimal.
I've secured an inhibitor facet-if I can install it into the Unity interface, it should disable the Al's security long enough for us to reclaim control and perhaps even signal for help from home. I'm boarding the launch now, and will append further reports after
our successful landing."
| Seven.teen |
Sigh, it's been a long day. About to fly off on Sunday for 10 days break*, but tomorrow there's family duty to attend to. Got a long drive. *It's not really going to be a break. I have a 3yr old and she doesn't have an off button. My break will be going back to work after.
Later when she wakes up, Seventeen notes the presence of Whiskifiss and the suit. An odd expression, or perhaps more accurately lack of expression, creeps into her face. It was as if her positronic brain was computing the spanning-tree of all possible outcomes and had no spare cycles for secondary tasks like emotional simulation. After a moment she seems to return to normal and remarks lightly, "Oh did we leave that suit behind? Strange we never examined it. Anyway this inhibitor, does it still work? If so could that be used against Hellion and do we need an 'interface' whatever that is?"
Jarreck Lightfoot
|
in the big room we just left would Omo or Jarreck have noticed an interface the facet would fit. Jarreck did a walk around before settling at the hologram.
| GM Niles Iron Gods |
Dear heavens I feel your pain except mine is 4 years old.....I'll be able to post more later I'm about to have to make a 4 hours drive to a hotel room.
| GM Niles Iron Gods |
Neither Jarreck nor Omo have seen anything that could fit the Inhibitor Facet.
Omo believes that the facet can be used in two ways. Firstly, it can be plugged into Hellion somewhere in his network (the entire Excavator). This would impose penalties on the "God" AI. A second use would be to plug it directly into whatever machine or mainframe Hellion currently inhabits. This would allow you to "trap" the AI in that one system so it could be destroyed or otherwise taken care of.
Jarreck Lightfoot
|
This would allow you to "trap" the AI in that one system so it could be destroyed or otherwise taken care of.
Anyone else read that as cylex - arc grenade combination.....
"Thank you Whiskifiss, could have sworn I checked the pocket when I appropriated this from it's previous owner, guess not though. Hmm Seven before you study today what are your spell options"
Reminder we have a +1 spiked gauntlet and a +1 short sword should anyone wish to use them
| Seven.teen |
Seventeen looks up from her book and remarks, "I have many options but most of them are not terribly useful here. I can make you fly or make all of you faster, or dispel enemy magics. I have a variety of lesser magics too."
Her spellbook is visible in her profile. If you're wondering about Resist Eneregy, she does have that but it only helps vs acid, cold, electricity, fire, or sonic. Chaos hammer does 'chaotic power' whatever that is.
2. Create Pit, ? (maybe invisibility)
1. Haste
| Omo Nijj |
"We should get you a scroll of Make Whole. Knowing that spell would help with Mr. Robot."
Omo will drink cognaton, Shield extract, Bullet Ward, and use his potion abilities to enhance and preserve his potions of Fox's Cunning and Heroism as they re-enter the depths.
Leading everybody back into the belly of the beast.
| Seven.teen |
Seventeen nods at this logical suggestion.
She casts Mage Armour using the metamagic rod and then swaps it out for Shield. Her Mage Armour lasts 12 hours. She spent one arcane reservoir point.
She follows Omo.
Jarreck Lightfoot
|
"Protection from Technology might be useful below."
Jarreck will move forward to his normal spot, letting one of the others carry the light source if needed . So that he can attempt to disable any monitors as he comes upon them, reducing Hellion's sight.
Will take a moment to recharge the epick and helmet before passing through the area Nalakai was in before so long as it is empty.
| GM Niles Iron Gods |
The party heads down to the "Shrine of Hellion" where they fought the Lord of Rust Nalakai. As Jarreck creeps down the stairs he hears the unmistakable sound of Orcs. The doorway below is propped open and he hears the Orcs speaking in their gutteral tongue.
Jarreck Lightfoot
|
Jarreck signals to the other to be quiet as he can hear the voices ahead but is unable to understand what is being said.
He will try to move slowly forward till he can see beyond the doorway and get a count on how many are in the room ahead.
| GM Niles Iron Gods |
Does anyone see the rogue: 3d20 ⇒ (5, 6, 4) = 15 Nope.
Jarreck spots a half dozen orcs wielding improvised falchions made from rusted metal. They seem to be waiting for something...
| Mortimer 'Mort' Burrwaddle |
Lvl 2: Blindness, Cat's Grace, Frigid Touch, Lesser Restoration x2
Lvl 3: Deeper Darkness, Vengeful Comets, Fungal Infestation, Resinous Skin
When waking up, Mort will ash the others: "Any of you guys feel slightly drained of energy or sapped of strength? Guaire, you've been hurt by that poison? I can cure that if need be."
When the group is about to move out, Mort casts Resinous Skin on himself, giving him DR5- piercing for an hour. He'll stay in his normal form to guard the others as they go down yet again.
Jarreck Lightfoot
|
Retreating from the doorway Jarreck tells the others " There are about a half dozen orcs up ahead waiting for us I presume, talking amongst themselves. A grenade either concussion or flechett should do nicely depending on whether you wish to talk or just keep moving. " nodding towards the grenade launcher.
| Guaire |
"Half a dozen orcs huh?
Well we've taken that number on before, but thee grenade launcher would surely help us. Any proper damage inflicted is less damage we need to put effort in later on."
| Seven.teen |
So far we've mostly been fighting living servators of Hellion. I'm not sure how useful prot from technology will be today. Seventeen can swap out spells with quick study. She will do so if needed.
Suddenly after a long period of quiet, Seventeen speaks up, "I can cloud mortal eyes and make them ignore you so long as you don't do something aggressive. Would you like to go invisible to make sure you sneak up on the orcs?". She was looking mostly at Guaire and Omo.
If anyone asks she will make the first two invisible, followed by herself. She will follow them at a short distance if and when the attack is launched.
Jarreck Lightfoot
|
flat footed again the grenade launcher sounds like money.
Hope the travel went well Seven.
| GM Niles Iron Gods |
Who is? Where is the attack roll? What is the target? Where are they moving to? Is anyone else doing anything while that person fires the Grenade Launcher? Actions. I need people to post actions.
| Omo Nijj |
Well, the best bet would be a stealthed Jarreck to purple Orc, initiating a surprise round. However, I doubt it would be kosher for me to start rolling for other players.
| Seven.teen |
Honestly I'm surprised, I'd have thought someone would have wanted invisibility.
Jarreck Lightfoot
|
the GM's bane, everyone is waiting on someone else. I assumed Jarreck returned the grenade launcher to Guaire when they stopped last night. AND assumed Guaire would take Seven up on the invisibility offer to walk in and set up a perfect shot. It's only what a DC5 to hit the intersection and a 10 for a specific square - going from memory feel free to correct if wrong. Jarreck will take the shot if Guaire hasn't responded shortly. Not quite made it to lunch break yet.
Jarreck Lightfoot
|
"Invisible to the normal eye is alway a good thing, thank you."
Taking the grenade launcher and using a Flechett grenade, Jarreck moves to the corner of the room and taking aim lobs it at the orc in the middle.
movement 5 down and 3 left should be in the book against the wall
stealth: 1d20 + 20 + 12 ⇒ (17) + 20 + 12 = 49
grenade launcher: 1d20 + 8 ⇒ (15) + 8 = 23
damage: 5d6 ⇒ (3, 2, 2, 5, 1) = 13 piercing
| Seven.teen |
Seventeen casts Invisibility on Jarreck and herself.
I'm assuming nobody else wants it.
She follows Jarreck about 10' behind him and waits to see what happens before deciding what to do.
| GM Niles Iron Gods |
Well Guaire hasn't posted in well over 24 hours so we will assume he didn't want to do anything
Jarreck sneaks into the room with Seven trailing behind invisibly...
Bang!
Reflex: 6d20 ⇒ (10, 13, 19, 17, 13, 11) = 83+1
Green takes 13!
Blue takes 13!
White takes 7!
Purple takes 7!
Red takes 13!
Gold takes 13!
Guaire: 1d20 + 3 ⇒ (5) + 3 = 8
Omo: 1d20 + 3 ⇒ (4) + 3 = 7
Seven.Teen: 1d20 + 3 ⇒ (1) + 3 = 4
Mort: 1d20 + 2 ⇒ (7) + 2 = 9
Jarreck: 1d20 + 4 ⇒ (11) + 4 = 15
Orcs: 1d20 + 0 ⇒ (20) + 0 = 20
Round 1
Orcs
Red and Green whirl and spot Jarreck standing there with his Grenade Launcher and they charge him with Rusty Falchions 2d20 ⇒ (10, 5) = 15+8 missing the wily rogue. Gold runs for help while Blue, Purple and White all draw javelins and prepare to unleash ranged attacks on whomever appears.
Jarreck
Mort
Guaire
Omo
Seven
Good guys are up
| Seven.teen |
Seventeen very carefully brandishes her tiny shovel and mimes digging. She clicks her fingers and suddenly her eyes smolder with blue light. Just as suddenly a 30' deep pit appears under the orc that tried to run away!
Cast defensively DC19: 1d20 + 14 ⇒ (9) + 14 = 23 --> PASS
She then steps back from the orc.
Even though she is initially invisible, She casts defensively.
She uses 1 arcane reservoir point to boost the potency of the spell.
The spell has medium range. The orc has to make a DC 20 reflex save or fall in and take damage.
Falling Damage: 3d6 ⇒ (5, 3, 5) = 13
| Mortimer 'Mort' Burrwaddle |
Mort moves inside the room, drawing his club and stands to protect Seven from incoming attacks.
Then attacks Red, whacking at his kneecaps.
Attack: 1d20 + 7 ⇒ (5) + 7 = 121d4 - 1 ⇒ (3) - 1 = 2
Jarreck Lightfoot
|
Fronted by two orcs, Jarreck drops the grenade launcher behind him and flicking his wrist swift action the now familiar glint of steel appears there.
dagger(main): 1d20 + 9 - 2 ⇒ (5) + 9 - 2 = 12
Dmg (main): 1d4 + 3 ⇒ (1) + 3 = 4
dagger(off): 1d20 + 9 - 2 ⇒ (18) + 9 - 2 = 25
Dmg (off): 1d4 + 2 ⇒ (4) + 2 = 6
| Guaire |
"You're not hogging them all to yourself, are you Jarreck?"
Guaire moves into the room with his flail.
"Come, Spike."
Entering the room, Guaire points at green.
"Attack."
Flail vs red: 1d20 + 9 ⇒ (20) + 9 = 29Dmg: 1d10 + 2 ⇒ (10) + 2 = 12
Gore vs green, PA: 1d20 + 8 - 1 ⇒ (6) + 8 - 1 = 13Dmg: 1d6 + 3 + 2 ⇒ (6) + 3 + 2 = 11
Forgot to take small size +1 attack on last couple of attacks.
Flail crit?: 1d20 + 9 ⇒ (7) + 9 = 16Dmg: 1d10 + 2 ⇒ (10) + 2 = 12
Jarreck Lightfoot
|
"Well, I was trying to at the beginning but the hides are a bit tougher than expected. Feel free to join in. "
| GM Niles Iron Gods |
Round 1
Orcs
Red and Green whirl and spot Jarreck standing there with his Grenade Launcher and they charge him with Rusty Falchions missing the wily rogue. Gold runs for help while Blue, Purple and White all draw javelins and prepare to unleash ranged attacks on whomever appears.
Jarreck stabs the Orc and the bestial humanoid laughs at him!
Mort moves up and misses.
Guaire brains Green, Spike moves 35'
Omo hits blue for 4.
Seven casts her favorite spell! REflex: 1d20 + 1 ⇒ (13) + 1 = 14 the orc falls into the pit with a sickening crunch.
Round 2
Orcs
Red v Guaire 1d20 + 6 ⇒ (3) + 6 = 9 miss
Blue, White and Purple hurl Javelins at Omo and then draw their Falchions 3d20 ⇒ (16, 20, 8) = 44 Crit?: 1d20 + 3 ⇒ (12) + 3 = 15 two hits for 2d6 + 8 ⇒ (1, 2) + 8 = 11
The sound of a Chainsaw being started erupts from R3!
Jarreck
Mort
Guaire
Omo
Seven
Good guys are up
Jarreck Lightfoot
|
Trying to keep the red orc's head spinning , Jarreck attacks from the side opposite Mort Thanks Mort!
dagger(main): 1d20 + 9 - 2 + 2 ⇒ (6) + 9 - 2 + 2 = 15
Dmg (main): 1d4 + 3 + 2d6 ⇒ (4) + 3 + (5, 5) = 17
dagger(off): 1d20 + 9 - 2 + 2 ⇒ (3) + 9 - 2 + 2 = 12
Dmg (off): 1d4 + 2 + 2d6 ⇒ (3) + 2 + (6, 6) = 17
Not sure if the 1st hit or not, if so, using Jarreck's dibilitating injury to bewildered the orc -2 AC against everybody and -4 vs Jarreck for 1 round which would mean the 2nd attack would hit at that point then as a 16
| GM Niles Iron Gods |
Round 2
Orcs
Red v Guaire 1d20 + 6 ⇒ (3) + 6 = 9 miss
Blue, White and Purple hurl Javelins at Omo and then draw their Falchions one hits for 5
The sound of a Chainsaw being started erupts from R3!
Jarreck stabs red in the heart, killing him instantly.
Mort doesn't have anyone to Whack so he holds.
Guaire *waiting
Omo reloads and retreats.
Seven *waiting
| Seven.teen |
Seventeen points the blackened wand at the orc to the south and whispers the command word. A thin jet of super heated flame dashes out, but the orc ducks aside and the flames scorch the wall behind him.
Ranged Touch: 1d20 + 6 ⇒ (4) + 6 = 10Meh I need to memorize magic missile or something! 17/50 charges
| Guaire |
Guaire looks around for a new target.
Seeing blue, he moves up to the orc to swing.
Flail: 1d20 + 9 ⇒ (17) + 9 = 26Dmg: 1d10 + 2 ⇒ (2) + 2 = 4
"Spike, attack this one.", as he motions at blue.
Spike moves up to the orc.
Gore, PA: 1d20 + 8 - 1 ⇒ (4) + 8 - 1 = 11Dmg: 1d6 + 3 + 2 ⇒ (6) + 3 + 2 = 11
| GM Niles Iron Gods |
Round 2
Orcs
Red v Guaire miss
Blue, White and Purple hurl Javelins at Omo and then draw their Falchions one hits for 5
The sound of a Chainsaw being started erupts from R3!
Jarreck stabs red in the heart, killing him instantly.
Mort doesn't have anyone to Whack so he holds.
Guaire moves forward and deals 4 damage to the orc.
Omo reloads and retreats.
Seven sends a bolt of fire that misses an orc.
Round 3
Orcs
Blue v Guaire 1d20 + 6 ⇒ (14) + 6 = 20 hit for 2d4 + 10 ⇒ (1, 4) + 10 = 15
White v Spike 1d20 + 8 ⇒ (6) + 8 = 14 miss
Purple v Spike 1d20 + 6 ⇒ (5) + 6 = 11 miss
Kulgara appears.....behind here are several servants of Hellion.
Jarreck
Mort
Guaire
Omo
Seven
Good guys are up
| Mortimer 'Mort' Burrwaddle |
Mort moves up behind Guaire and aims a Snowball at Kulgara's face.
"Hey you! Catch!"
Ranged Touch Attack: 1d20 + 7 ⇒ (19) + 7 = 265d6 ⇒ (5, 2, 6, 6, 5) = 24
If a hit, DC 14 Fort Save or Staggered for 1 round
| Omo Nijj |
Omo is very pleased that the orcs gathered in one spot to be bombed. He takes a hand off his crossbow and fumbles at his belt before tossing a bomb at them. Centered on White
Bombs Away!! (RT): 1d20 + 8 + 1 + 2 ⇒ (12) + 8 + 1 + 2 = 23
Electricity Damage: 3d6 + 9 + 1 ⇒ (3, 2, 1) + 9 + 1 = 16
Dazzle: 1d4 ⇒ 3
Splash: 13 DC: 23
He then moves up to get a look at Kulgara.
Spell Craft: 1d20 + 18 ⇒ (16) + 18 = 34 Are there elemental protections around her?
Jarreck Lightfoot
|
Jarreck sheaths his daggers and reaches down to pick up the discarded grenade launcher.
standard action - sheath weapons
move action - pick up the grenade launcher
Niles, as Kulgara and her minions enter the room, want to spend a hero point to fire the grenade launcher at the floor approximately 8 squares in front of him with an arc grenade. This is the square on the opposite side of the wall from where pink is right now.
hero point attack (standard action)]
grenade launcher: 1d20 + 8 ⇒ (2) + 8 = 10
Dmg (electrical): 5d6 ⇒ (1, 1, 6, 3, 1) = 12
3 1's a 2 and a 3 out of 6 dice :(
| Seven.teen |
Realizing that more enemies are about to burst through the door, Seventeen's positronic brain kicks into overdrive. 'Warning! Incoming hostiles! Formulating battle plan... Please wait... Too many unknowns, recommend standard procedure J27.'
She whispers, "Tempus Fugit!" and suddenly the onrush of Kulgara's forces slows to a crawl!
Seventeen casts Haste. 1/6 rounds.
| GM Niles Iron Gods |
Round 3
Orcs
Blue v Guaire hit for 15
White v Spike miss
Purple v Spike miss
Kulgara appears.....behind here are several servants of Hellion.
Jarreck puts away his daggers and picks up the Grenade launcher Are you shooting the Grenade now? or are you readying an attack? I don't think I'll allow a readied attack with a hero point, it would get mighty confusing if I did.
Mort hurls a snowball at Kulgara....Fort: 1d20 + 9 ⇒ (6) + 9 = 15
Guaire *waiting on actions!
Omo Reflex: 2d20 ⇒ (4, 7) = 11 hurls a bomb dealing all kinds of damage... You'd have to cast Detect Magic to check on spells on Kulgara, or someone else would have to do it.
Seven hastes her allies.
Waiting on Guaire
| Guaire |
Guaire takes a hit, but shakes it away, determined to put down these orcs.
Flail vs white: 1d20 + 9 ⇒ (16) + 9 = 25Dmg: 1d10 + 2 ⇒ (8) + 2 = 10
Spike keeps going as well, he attacks white, unless white gets smashed by Guaire.
Gore, PA: 1d20 + 8 - 1 ⇒ (20) + 8 - 1 = 27Dmg: 1d6 + 3 + 2 ⇒ (2) + 3 + 2 = 7
Tail slap, PA: 1d20 + 8 - 1 ⇒ (1) + 8 - 1 = 8Slap: 1d4 + 3 + 2 ⇒ (3) + 3 + 2 = 8
Crit?: 1d20 + 8 - 1 ⇒ (20) + 8 - 1 = 27Dmg: 1d6 + 3 + 2 ⇒ (2) + 3 + 2 = 7
Yes, there's a good Pilo.