GM Rednal's Iron Gods (Inactive)

Game Master Rednal

Black Hill Caves
Habitat Dome
Science Deck
Engineering Deck



Discuss things here!


Cavalier 3/Oracle 3 | HP 24/32 | AC 18, T 13, FF 15 | Fort +5, Ref +4, Will +4 | CMB +3, CMD 14 | Perc +1 | Init +2 | Spell Points: 1/7 | -1 to INT, WIS, CHA skill checks for 24 hours.

Oh my tick tocks, Perem Merrit-tick profile is mostly fixed up.


Mostly. XD

For Spherecasting, I do recommend using the format found in the BB Code Profile Template (namely the Magic section) to get everything right. It'll help you reference things like durations, distances, and such faster.


Human Gearhead 3/Machinesmith 3 | HP 30/30 | AC 21, T 13, FF 18 | Fort +5, Ref +4, Will +4 | CMB +2, CMD 14 | Perc +6 | Init +2 |
Resources:
Contraption Energy Level 1 - 2/5 Contraption Energy Level 2 - 3/3 Greatwork Charges - 4/4 Spell Points - 5/5 Repair - 6/6
Mr Black - Loyal Construct Companion | HP 36 | AC 19, T 11, FF 18 | Fort +5, Ref +2, Will +5 | CMB +6, CMD 17 | Perc +6 | Init +1 |

I'll need to go buy some proper adventuring gear when I get a spare few moments, but Brass should be up and running.


Aaaaaand Perem?

(Don't forget to dot the gameplay thread for update notifications!)


Cavalier 3/Oracle 3 | HP 24/32 | AC 18, T 13, FF 15 | Fort +5, Ref +4, Will +4 | CMB +3, CMD 14 | Perc +1 | Init +2 | Spell Points: 1/7 | -1 to INT, WIS, CHA skill checks for 24 hours.

Dotted and ready to tick on :)


Cavalier 3/Oracle 3 | HP 24/32 | AC 18, T 13, FF 15 | Fort +5, Ref +4, Will +4 | CMB +3, CMD 14 | Perc +1 | Init +2 | Spell Points: 1/7 | -1 to INT, WIS, CHA skill checks for 24 hours.

I realized while writing my post that I haven't listed what the other 5 symbols are alongside the Brigh one yet...and then after spending far far too long in various pathfinder wikis I remembered why, I enjoy lore too much and lose track time and get too many ideas an forget what I'm doing XD. Kinda struggling to find things I feel fit (and debating how much they should, Perem has kinda developed an attitude of nothing about her being her choice though that may be because she's cranky at the moment).

So I thought I'd post my thoughts here and get fluff input for my kinda pantheistic clockwork oracle cavalier who on one hand has Brigh so is meant to be open and informative and inventive and on the other is the Order of the Eastern Star which is all about protecting society from horrible things including keeping secrets about them. I kinda imagine she's picked them up along the way and may get more and that all of them are for female/represented as female deities.

Pharasma will almost certainly be one of them (stories that she rewards changelings that resist the call and healing and knowledge and listed as one of the deities for the time mystery which is the closest one to clockwork and all about the fate).

The only other clock deity is Shivaska - a CE demon lord lady who oddly has a thing about bindings... time ones aren't much better for not evil, secrets is almost all evil...I've been getting the feeling people like writing evil gods as there seem to be more of them but it may just be what I'm searching.

Sivanah has mystery as well as rune which could fit nicely, I kinda like Ashava for lonely spirits and Black Butterfly. Milani also has healing and protection (and a personal favourite but not sure if she fits Perem or the setting).

I also kinda like the idea that another symbol from her hag mother pops in and out of her bag at times - like Gyronna's cat's eye thing - like another thing outside of Perem's control (...I didn't mean to be mean to my character when I started researching deities...). Kinda like the idea of Perem gathering more symbols to make that one stay away or something - all fluff but yeah - would appreciate thoughts because mine keep running away from me!


Well, as far as clocks go, there's also the Countdown Clocks from Osirion... XD Although that's a little less clockwork and a little more "What even IS time?".


Human Gearhead 3/Machinesmith 3 | HP 30/30 | AC 21, T 13, FF 18 | Fort +5, Ref +4, Will +4 | CMB +2, CMD 14 | Perc +6 | Init +2 |
Resources:
Contraption Energy Level 1 - 2/5 Contraption Energy Level 2 - 3/3 Greatwork Charges - 4/4 Spell Points - 5/5 Repair - 6/6
Mr Black - Loyal Construct Companion | HP 36 | AC 19, T 11, FF 18 | Fort +5, Ref +2, Will +5 | CMB +6, CMD 17 | Perc +6 | Init +1 |

I've never even heard of those guys...

Daikitsu might work, if be a little off the usual path for her worshippers.

Mazludeh might work, but again the location is odd.

Omrataji is pretty cool.


Cavalier 3/Oracle 3 | HP 24/32 | AC 18, T 13, FF 15 | Fort +5, Ref +4, Will +4 | CMB +3, CMD 14 | Perc +1 | Init +2 | Spell Points: 1/7 | -1 to INT, WIS, CHA skill checks for 24 hours.

I think I've got it, hope this fluff is okay:

In short, 7: Brigh, Sivanah, Pharasma, Alseta, Milani, Ashava, and Black Butterfly.

As an oracle, Perem carries multiple holy symbols. She carries 5 iron holy symbols, all appearing as large iron round charms, typically pinned inside her jacket in different places. Close to her and safe but not wanting to draw attention to herself.

They are:
large iron round charm that looks like a dancing woman silhouetted against the moon (Ashava)
large iron round charm that has two female faces in profile (Alseta)
large iron round charm with a spiraling comet on it (Pharasma)
large iron round charm with a black butterfly with a star on its thorax (Black Butterfly)
large iron round charm with a red rose emblem. (Milani)

She also has a symbol in each inside of two inside pockets. One is for Sivanah, seven scarves tied in a circle, one grey, one red, one iridescent blue, one light yellow, one black, one brown, one bronze. She often carries other scarves in her bag.

Lasty the largest symbol is a bronze feminine mask with a forehead rune and make gears on the back to hide a compartment.

Occasionally, a pink streaky cat's eye appears in her room or jacket pocket. Perem has gotten into a habit of experimenting ways to destroy them.


Human Gearhead 3/Machinesmith 3 | HP 30/30 | AC 21, T 13, FF 18 | Fort +5, Ref +4, Will +4 | CMB +2, CMD 14 | Perc +6 | Init +2 |
Resources:
Contraption Energy Level 1 - 2/5 Contraption Energy Level 2 - 3/3 Greatwork Charges - 4/4 Spell Points - 5/5 Repair - 6/6
Mr Black - Loyal Construct Companion | HP 36 | AC 19, T 11, FF 18 | Fort +5, Ref +2, Will +5 | CMB +6, CMD 17 | Perc +6 | Init +1 |

Sounds cool to me.


I feel like there are some priests who might want to have a word with you... XD But I have no issues with you carrying anything you could plausibly get. (You do need to actually pay for them, though, since holy symbols have in-game prices.)


Cavalier 3/Oracle 3 | HP 24/32 | AC 18, T 13, FF 15 | Fort +5, Ref +4, Will +4 | CMB +3, CMD 14 | Perc +1 | Init +2 | Spell Points: 1/7 | -1 to INT, WIS, CHA skill checks for 24 hours.

The container symbol of Brigh and the 5 iron symbols are already part of Perem's possessions, bought before the start as part of her oracleness (along with various scarves), I just hadn't listed what each of the 5 iron symbols was before because when I tried I fell down various books and wiki holes and never finalized XD It's like when I use mythology for teaching, so many possible rabbit holes...

Also all the deities are on friendly terms with each other and Brigh allows free association with any other faith and most are welcomed by other faiths. By lore Alseta is used by most priests to open important ceremonies and she is trusted to watch over most other deities's homes and to handle arguments between them. Debatably Alseta used to be a psychopomp of Pharasma raised to divinity...and psychopomps originated by some legends as daughters of a hag deity that she killed and then were cared for Pharasma and that Pharasma rewards changelings who resist the call with allowing them to become shoki psychopomps after judgement. Ashava also works with Pharasma (particularly with the shoki who collect lingering souls) by caring and guiding lost souls. Overly complicated interconnected fun for me.

But yeah, some priests may want words. Perem may need to boost knowledge religion along the way with all this going on...


Merry Christmas!

Each of you gains 2 Batteries (full charges), which are compatible with any items using them. ...Admittedly not much at THIS point, but you may find them handy when you start getting such gear... ^^


Human Gearhead 3/Machinesmith 3 | HP 30/30 | AC 21, T 13, FF 18 | Fort +5, Ref +4, Will +4 | CMB +2, CMD 14 | Perc +6 | Init +2 |
Resources:
Contraption Energy Level 1 - 2/5 Contraption Energy Level 2 - 3/3 Greatwork Charges - 4/4 Spell Points - 5/5 Repair - 6/6
Mr Black - Loyal Construct Companion | HP 36 | AC 19, T 11, FF 18 | Fort +5, Ref +2, Will +5 | CMB +6, CMD 17 | Perc +6 | Init +1 |

Urge to lick...rising....


Cavalier 3/Oracle 3 | HP 24/32 | AC 18, T 13, FF 15 | Fort +5, Ref +4, Will +4 | CMB +3, CMD 14 | Perc +1 | Init +2 | Spell Points: 1/7 | -1 to INT, WIS, CHA skill checks for 24 hours.

...Don't lick those.

Perem is very grateful for batteries, very thoughtful present.


Human Gearhead 3/Machinesmith 3 | HP 30/30 | AC 21, T 13, FF 18 | Fort +5, Ref +4, Will +4 | CMB +2, CMD 14 | Perc +6 | Init +2 |
Resources:
Contraption Energy Level 1 - 2/5 Contraption Energy Level 2 - 3/3 Greatwork Charges - 4/4 Spell Points - 5/5 Repair - 6/6
Mr Black - Loyal Construct Companion | HP 36 | AC 19, T 11, FF 18 | Fort +5, Ref +2, Will +5 | CMB +6, CMD 17 | Perc +6 | Init +1 |

Brass Level Up

BAB +1
Will, Fortitude, Reflex +1.
+10 HP

Machinesmith Stuff
Trapfinding, Machinesmith Trick - Crossbow Turret (integrated into Brass' armour).
Light Sphere.

Gearhead Stuff
+1 Gadget Activation Charge
+1 Gadget )Van Hohenheim's Explosive Response - 1d4 x Gearhead Level )(Max 5d4) + Gearhead level damage in a ten-foot Burst.
+2 Schematics (Dehydrate - Inflict 1d6 points of non-lethal damage per level, cause Fatigue on a failed fortitude save ~ Glide - Reduce fall to 20ft, move 80ft in one direction).

Skills
+1 Perception, Disable Device +1, UMD +2, Spellcraft +2, Sleight of Hand +1.

Background Skills
Craft Arms and Armour +1, Linguistics +1


Looks good to me. ^^


Cavalier 3/Oracle 3 | HP 24/32 | AC 18, T 13, FF 15 | Fort +5, Ref +4, Will +4 | CMB +3, CMD 14 | Perc +1 | Init +2 | Spell Points: 1/7 | -1 to INT, WIS, CHA skill checks for 24 hours.

1st level stuff undone: Tactician gives Perem a teamwork feat as a bonus feat which is yet to be taken.

Chosen:
Stealth Synergy (Teamwork)
Benefit: While you can see one or more allies who also have this feat, whenever you and your allies make a Stealth check, you all take the highest roll and add all your modifiers to Stealth.

2nd level
HD +10
BAB goes up by 1
Fort goes up by 1
Will goes up by 1

Cavalier Stuff
Guarded: At 2nd level, the cavalier gains DR 1/— and a +2 morale bonus on saving throws when wearing light armor or no armor and fighting defensively or using Combat Expertise. At 6th level and every 4 levels thereafter, this DR increases by 1. He loses the benefits of this ability if carrying a medium or heavier load.

Skill points: 6 per level
Heal +1, Diplomacy +1, Sense Motive +1, Knowledge [local] + 2, Stealth + 1

Background skills:
Profession +1, Knowledge Engineering +1

Spells
+ 1 Spell Point
New talent: Time Sphere: Group Time: When targeting creatures with an alter time effect, you may spend an extra spell point to affect up to 1 additional creature per 2 caster levels (minimum: 1) within range. All targets must be affected by the same alter time effect. Alternately, you may spend an extra spell point to double the size of an alter time effect that targets an area.


Looks good, Perem. ^^


Human Gearhead 3/Machinesmith 3 | HP 30/30 | AC 21, T 13, FF 18 | Fort +5, Ref +4, Will +4 | CMB +2, CMD 14 | Perc +6 | Init +2 |
Resources:
Contraption Energy Level 1 - 2/5 Contraption Energy Level 2 - 3/3 Greatwork Charges - 4/4 Spell Points - 5/5 Repair - 6/6
Mr Black - Loyal Construct Companion | HP 36 | AC 19, T 11, FF 18 | Fort +5, Ref +2, Will +5 | CMB +6, CMD 17 | Perc +6 | Init +1 |

Just to clarify - it's the electric corridor that is swinging between two sets of doors, right?


The electric area is between the biiiig open area and a hallway. The hallway has two exits (near and far).


Human Gearhead 3/Machinesmith 3 | HP 30/30 | AC 21, T 13, FF 18 | Fort +5, Ref +4, Will +4 | CMB +2, CMD 14 | Perc +6 | Init +2 |
Resources:
Contraption Energy Level 1 - 2/5 Contraption Energy Level 2 - 3/3 Greatwork Charges - 4/4 Spell Points - 5/5 Repair - 6/6
Mr Black - Loyal Construct Companion | HP 36 | AC 19, T 11, FF 18 | Fort +5, Ref +2, Will +5 | CMB +6, CMD 17 | Perc +6 | Init +1 |

How many of the little Veggie sods can I can get in one Cone?


That depends on how much of the range your scattershot actually hits. XD If it's a full 90 feet "hit everything", I'm gonna go ahead and say "all of them".


Human Gearhead 3/Machinesmith 3 | HP 30/30 | AC 21, T 13, FF 18 | Fort +5, Ref +4, Will +4 | CMB +2, CMD 14 | Perc +6 | Init +2 |
Resources:
Contraption Energy Level 1 - 2/5 Contraption Energy Level 2 - 3/3 Greatwork Charges - 4/4 Spell Points - 5/5 Repair - 6/6
Mr Black - Loyal Construct Companion | HP 36 | AC 19, T 11, FF 18 | Fort +5, Ref +2, Will +5 | CMB +6, CMD 17 | Perc +6 | Init +1 |

Took the shot.


Human Gearhead 3/Machinesmith 3 | HP 30/30 | AC 21, T 13, FF 18 | Fort +5, Ref +4, Will +4 | CMB +2, CMD 14 | Perc +6 | Init +2 |
Resources:
Contraption Energy Level 1 - 2/5 Contraption Energy Level 2 - 3/3 Greatwork Charges - 4/4 Spell Points - 5/5 Repair - 6/6
Mr Black - Loyal Construct Companion | HP 36 | AC 19, T 11, FF 18 | Fort +5, Ref +2, Will +5 | CMB +6, CMD 17 | Perc +6 | Init +1 |

Update

+10 HP
+1 BAB, CMB, CMD.
Feat - Extra Magical Talent - Armoured Companion - Mr Black gains +2 AC, +1 Every odd Level.

Gearhead Updates

Pneumatic Armour - +7 AC - ACP 3 - Max Dex 3 - -5 to Stealth - +1 to Strength.

2nd Level Contraptions gained - 3 Charges.
Schematics - Disappear (Invisibility 1 minute per level, personal only) and Discordant Note (1d4 sonic damage per level, Stunned on Fail fortitude).
Contraption - Iklevons Light Bender - Invisibility for 3 minutes on self, or until an attack action is used.

Machinesmith Update

Repair 2d6.
Crafting Expertise - Craft Wondrous Items
Conjuration - Alter Size.

Skills - Climb +1, Disable Device +6, Knowledge (Arcana), Knowledge (Engineering) +1, Perception +1, Swim +1, Use Magic Device +1
Background Skills - Craft (Arms and Armour) +1, Knowledge (Geography) +1

Mr Black LIIIIIIIVES!

+ 11 HP
+1 BAB, CMB, CMD
Size Increase - +4 Stregth, +2 Con, -2 Dex.
Feat - Weapon Focus - Slam

Crafts (Arms and Armour) +1, Perception +1


Looks good, Brass. ^^


Cavalier 3/Oracle 3 | HP 24/32 | AC 18, T 13, FF 15 | Fort +5, Ref +4, Will +4 | CMB +3, CMD 14 | Perc +1 | Init +2 | Spell Points: 1/7 | -1 to INT, WIS, CHA skill checks for 24 hours.

HP: D10
BAB, CNB, CND: +1, Ref: +1,
Skills: 6 + 2 background skills
Heal +1, Sense Motive +1, Knowledge [Dungeoneering] +1,

Cavalier:
Daring Champion: Nimble - +1 dodge bonus to AC

Oracle:
Clockwork Revelation: Deciding Between
Construct Expert (+4 on knowledge check on constructs plus easier to construct them. Because we've faced so many of them).
Steam Jet (15ft cone of steam breathe attack, dealing 1d4 fire damage per oracle level. Because it would be hilarious and a new range attack).

Perem would do Instant Fortress if she could, because all the fighting, because can't until 13th level so that's a far way off...

Sphere Magic:
+1 Spell points, Difficulty, MSB, & MSD
New talent: Most likely Revitalize but still looking through Life talents.

Feat: Where I always struggle the most and very much open to input. Currently looking at:
Mother's Gift (Changeling): Surprisingly Tough (+1 to natural armour bonus)
Mother's Gift (Changeling): Uncanny resistance: Spell Resistance 6+3


Well, let me know if you'd like any thoughts on what you're deciding between. ^^


Cavalier 3/Oracle 3 | HP 24/32 | AC 18, T 13, FF 15 | Fort +5, Ref +4, Will +4 | CMB +3, CMD 14 | Perc +1 | Init +2 | Spell Points: 1/7 | -1 to INT, WIS, CHA skill checks for 24 hours.

I'm always open to input and thoughts :)

Here's my finalized plan for this, which has had help from Jon:

HP: D10
BAB, CNB, CND: +1, Ref: +1,
Skills: 6 + 2 background skills
Heal +1, Sense Motive +1, Knowledge [Dungeoneering] +1, Disable Device +1, Stealth +1, Perception +1
Profession [Mechanist] +1, Sleight of Hand +1

Cavalier:
Daring Champion: Nimble - +1 dodge bonus to AC

Oracle:
Clockwork Revelation: Steam Jet (15ft cone of steam breathe attack, dealing 1d4 fire damage per oracle level)

Sphere Magic:
+1 Spell points, Difficulty, MSB, & MSD
New talent: Revitalize

Feat:
Mother's Gift (Changeling): Surprisingly Tough (+1 to natural armour bonus)


Looks good. ^^


Cavalier 3/Oracle 3 | HP 24/32 | AC 18, T 13, FF 15 | Fort +5, Ref +4, Will +4 | CMB +3, CMD 14 | Perc +1 | Init +2 | Spell Points: 1/7 | -1 to INT, WIS, CHA skill checks for 24 hours.

Robotty's turn, Perem's too much surprised to find another clue to race into battle with stabbies.


Human Gearhead 3/Machinesmith 3 | HP 30/30 | AC 21, T 13, FF 18 | Fort +5, Ref +4, Will +4 | CMB +2, CMD 14 | Perc +6 | Init +2 |
Resources:
Contraption Energy Level 1 - 2/5 Contraption Energy Level 2 - 3/3 Greatwork Charges - 4/4 Spell Points - 5/5 Repair - 6/6
Mr Black - Loyal Construct Companion | HP 36 | AC 19, T 11, FF 18 | Fort +5, Ref +2, Will +5 | CMB +6, CMD 17 | Perc +6 | Init +1 |

Would Potions of Air Bubble be a thing? They're cheaper that Water Breathing, and have a couple of other usable effets.

Plus the image of opening a bottle and giant bubble flowing out is cool.


Yes. Air Bubble meets the criteria for being a potion, so they're readily available. ^^


Human Gearhead 3/Machinesmith 3 | HP 30/30 | AC 21, T 13, FF 18 | Fort +5, Ref +4, Will +4 | CMB +2, CMD 14 | Perc +6 | Init +2 |
Resources:
Contraption Energy Level 1 - 2/5 Contraption Energy Level 2 - 3/3 Greatwork Charges - 4/4 Spell Points - 5/5 Repair - 6/6
Mr Black - Loyal Construct Companion | HP 36 | AC 19, T 11, FF 18 | Fort +5, Ref +2, Will +5 | CMB +6, CMD 17 | Perc +6 | Init +1 |

Let the Sonic the Hedgehog Panic Music commence.


Human Gearhead 3/Machinesmith 3 | HP 30/30 | AC 21, T 13, FF 18 | Fort +5, Ref +4, Will +4 | CMB +2, CMD 14 | Perc +6 | Init +2 |
Resources:
Contraption Energy Level 1 - 2/5 Contraption Energy Level 2 - 3/3 Greatwork Charges - 4/4 Spell Points - 5/5 Repair - 6/6
Mr Black - Loyal Construct Companion | HP 36 | AC 19, T 11, FF 18 | Fort +5, Ref +2, Will +5 | CMB +6, CMD 17 | Perc +6 | Init +1 |

*Prods a GM* Also, Zeitgeist.


I think I'm going to have to call an end to this game. Not because I want to - I think you've all done a great job - but because I just can't keep up with all of my games and give all of you the game you deserve to have. It's not fair to you to keep dragging things out when I'm the problem. However, if you're interested, I can outline the rest of the plot and finish the story for you.


Male. Mostly. Human. Mostly. Archaeologist

Thank you for the game, Rednal. I'll keep the plot a mystery for now, in case I ever play the campaign again.


Cavalier 3/Oracle 3 | HP 24/32 | AC 18, T 13, FF 15 | Fort +5, Ref +4, Will +4 | CMB +3, CMD 14 | Perc +1 | Init +2 | Spell Points: 1/7 | -1 to INT, WIS, CHA skill checks for 24 hours.

Seconding - thank you for GMing! It's been a fun game and I understand that life just sometimes means these things have to be to the side. I'd rather leave it as it is, as Jon said, in case playing again becomes an option.

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