Iron Gods: Forged into Legends

Game Master polyfrequencies

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We should establish a table consensus on miss chances and other d100 types. I typically rule that high hits and low misses. I think Nex more or less agreed as of a few years ago.

For instance, the most recent gearsman to hit Harg rolled a 93 on displacement, which led to a hit. But the Warden's light fortification did not kick on with a 28 (requiring a 1-25).

So I would assume that a 1 on the d100 would miss, unfortunately...


Ongoing Effects:
+2 Natural Armor, -2 Dex; Heightened Awareness, Resist Fire, See Invisibility, Fast Healing Judgment
HP: 32/84 | Grit 2/3 | Determination 2/3 | Judgement 1/3| RN: 0/1 NS: 1/1 | Bane 3/7 | AC: 18 / T: 12 / FF: 16 | Fort: +7, Ref: +8, Will: +7 | CMB: +6, CMD: 19 | Init: +5, Perception: +13 (Darkvision 60ft +Lowlight-Vision) |

In light of that, I made another kill post -_-
You know, just to try and keep it from doing the same to us.


Ongoing Effects:
Shield +4 AC
Magus/Slayer 7 HP: 69/91 | AC: 22 / T: 13 / FF: 20 | Fort: +8, Ref: +7, Will: +5 | CMB: +10, CMD: 25 | Init: +2, Perception: +12

I guess I have been playing too much Delta Green Lately.. where low is good and high is bad..

I agree with my old self here.. Whoever is rolling.. low bad, high good (for that person)

In which case.. I missed, because of blindness on that second swing

Basil got it :)


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Ongoing Effects:
+2 Natural Armor, -2 Dex; Heightened Awareness, Resist Fire, See Invisibility, Fast Healing Judgment
HP: 32/84 | Grit 2/3 | Determination 2/3 | Judgement 1/3| RN: 0/1 NS: 1/1 | Bane 3/7 | AC: 18 / T: 12 / FF: 16 | Fort: +7, Ref: +8, Will: +7 | CMB: +6, CMD: 19 | Init: +5, Perception: +13 (Darkvision 60ft +Lowlight-Vision) |

As for the rolls, just to chime in - I concur. High good, low bad, for the person rolling.

Personally, I only use two exceptions:
Pre-existing tables that list the results - such as Teleport mishaps.
While not a very hard task to re-calculate what range the seen casually off target range of 89-94 would be on a low roll, it simply seems like extra work.

Second, and that is very much personal preference: On Mirror Images(or similar abilities) 1 is always the "real" entity.
That is mostly a hold-over from table gaming, when two or three people would sometimes roll their attack simultaneously, then get mixed up over who may have hit a image or not.
No matter how many copies, the 1 is static, everything else is an image.

I see you kept with the "high is good for roller" on that and I'm totally fine with that. Just expressing my personal handling and reasoning, but I'll gladly use that method in your games.

Also@Harg: Theoretically I am ahead in Initiative, so I may have gotten the blast out...it was still acting up as motors fired for a last time or hydraulics stopped working...
What I am saying is....technically it may have been dead but still moving, so it's AC should have dropped significantly(as it was now a large object with 0 Dex), meaning your first strike would likely have hit as well...I'm fine sharing the kill(also you did most damage to it), that way your presentation of events also stands :)
And don't you argue, you were blind and didn't see what happened.


I would be good with 1 hitting on mirror images as well. Consistency is key afaik, even if the standards change around in certain contexts.

It doesn't matter too much, but isn't the paddlefoot pistol a 20 ft cone, not 25 ft? Or do you have an ability that extends it.

Also, I would have drawn the cone differently, but you could still have hit the enemies and avoided the allies accordingly.


Ongoing Effects:
+2 Natural Armor, -2 Dex; Heightened Awareness, Resist Fire, See Invisibility, Fast Healing Judgment
HP: 32/84 | Grit 2/3 | Determination 2/3 | Judgement 1/3| RN: 0/1 NS: 1/1 | Bane 3/7 | AC: 18 / T: 12 / FF: 16 | Fort: +7, Ref: +8, Will: +7 | CMB: +6, CMD: 19 | Init: +5, Perception: +13 (Darkvision 60ft +Lowlight-Vision) |

As siege gunner, I have "Scattershot (Ex)", which extends my scatter weapon range(for both handheld and siege) by up to 5 feet/3 levels.
Probably as good a moment to ask as any for your ruling on wether it always extends by the maximum, or if I can willingly "reduce" the range.
(Also, my mistake, I had assumed a range of 20 feet regular range increment, 15 feet for the scatter - on dragon pistol the table and written entries don't match up but paddlefoot is indeed 20/20.)

Regarding the cone, the one you linked is for large entities, I believe.
Smaller entities usually have a single side as origin for cones, not an intersection point.
And then it's, AFAIK, as per counting movement (so two fields diagonal count as 15.) - I may sometimes get it wrong, but it's why I paint it on Roll 20 so you can check.

Burst of Speed gave me a total of 50 feet movement without provoking, so I could have positioned farther back or to the sides as well, as needed.


Huh...well, that is a very interesting ability!

Based on the flavor text it looks like it's optional (i.e., "she can increase"), but the mechanical text implies that it always extends by the maximum "if the siege gunner has at least 1 grit point". It just increases.

Roll20's new UI has the option to measure cones, but it doesn't do it square-by-square (and doesn't persist to show others asynchronously). The no-snapping 90 degree rounded cone seems to be the closest to Paizo's initial design, but it's not perfect.

Someone else I game with has templates of cones that they will often drop to show cone effects in line with 3.5's original drawings. I'll ask her for those since I imagine this will come up decently often!


Ongoing Effects:
+2 Natural Armor, -2 Dex; Heightened Awareness, Resist Fire, See Invisibility, Fast Healing Judgment
HP: 32/84 | Grit 2/3 | Determination 2/3 | Judgement 1/3| RN: 0/1 NS: 1/1 | Bane 3/7 | AC: 18 / T: 12 / FF: 16 | Fort: +7, Ref: +8, Will: +7 | CMB: +6, CMD: 19 | Init: +5, Perception: +13 (Darkvision 60ft +Lowlight-Vision) |

Aye, the 2 deeds were basically why I choose the archetype.
Engineer Training is fitting for the Campaign, but I would prefer nimble over it.
And having two bonus Feats locked into Siege Equipment is not the most desirable thing, either.
Pity about the range extension not being variable, but I believe in most cases positioning will help. *shrug*

As said, I am pretty sure I know how the cones are formed, but I may mess up regardless, so having templates at the ready would be welcome.


Unless we decide to classify certain heavy tech weapons as siege weapons, which doesn't seem unreasonable. I haven't looked ahead to see if you'll find any of those, but...maybe?

If you can find any online discussion about variable range extensions, not just with firearms but with pretty much any ability that has a growing range, we can revisit it!

The goal of the bonus feats seems to be about making reload and aiming faster, so I'm happy to reconsider something that's less of a dead feat.


Ongoing Effects:
+2 Natural Armor, -2 Dex; Heightened Awareness, Resist Fire, See Invisibility, Fast Healing Judgment
HP: 32/84 | Grit 2/3 | Determination 2/3 | Judgement 1/3| RN: 0/1 NS: 1/1 | Bane 3/7 | AC: 18 / T: 12 / FF: 16 | Fort: +7, Ref: +8, Will: +7 | CMB: +6, CMD: 19 | Init: +5, Perception: +13 (Darkvision 60ft +Lowlight-Vision) |

Ha, had i swapped to Destruction Judgement, that guy would have been mincemeat. But that's post-factum, couldn't have known I'd roll crits, so of course I'd stick with the Healing one.

Regarding the Siege Weapons: It's one reason we mounted the light Ballistae on the Cart.
I had hoped to eventually upgrade to a War-Wagon with a +1 Manticore's Tail mounted on it...not that it would be of much use besides getting in an intial shot.(would still take too long to load and aim, even with Master Siege Engineer)

Small Wall of Text for Range Extention:

As for the range extension: I will take a look if I find some time.
Basically my reasoning is such:

For magic, one of the things with scaling range(basically every spell without fixed range has scaling range - and for some that is the only variable that adapts at certain levels), there is the precedent:
You can cast a spell at a lower caster level than normal, but the caster level you choose must be high enough for you to cast the spell in question, and all level-dependent features must be based on the same caster level.
By itself a weak argument, as basically all cones DO have a fixed range. What I want to point out with it, however, is that you can usually decide how much "power" to pour into it. You can always "undercast" spells.
Good old Fireball does 1d6 per Caster Level, max 10d6. If I assume that will kill my target, but we want it prisoner, I could deliberately undercast it at caster Level 5, and only do less damage than I could.

One specific example is Repulsion, that explicitly states you can choose the size(up to the limit) - or wall of stone that states "up to" in the effect line.
The general idea seems to be that for most level-based abilities, you get to limit them IF you want. There are exceptions, of course. You can't deal less sneak attack than the dice you have(you either stab them somewhere vulnerable or not). Many abilites are also "inclusive", such as the "Deadly Range" of the Sniper Rogue - the extension has no drawbacks.

I think it mostly comes down to "what kind of flavor" the range extension has. As it is dynamically chosen when firing the gun, I think it is not a martial "more powder and pellets" aspect. It is listed as Ex ability, but it's also not some everyday ability a Trench Gunner could pick up.
For me, then, as per the "can" increase the effectiveness, it's a special ability that can be used, and it would make sense to be within the control(as is the case for most other range-based aspects that you MAY want to limit - aka those that are not without drawbacks).

I think it is an omission that the range is not variable, and SHOULD be able to be adapted.
If your ruling is that it is fixed, then that is fine, but in that case I MAY want to invoke the first line of the section:
Deeds: A siege gunner swaps a pair of deeds of her choosing for the following.
The deeds Scattershot and Targetted Blast do list what they replace by default. But RAW, I could replace any two Deeds of my choice with them, and keep the Initiative and Deadeye.
I just figured I'll roll with what is written and not discuss IF the line was possibly in error, but if the perceived usefulness of Scattershot suddenly diminishes by being all-or-nothing, I'd much prefer trading out less useful deeds.
That, and it would have enabled Scatter Gunner on top of Siege Gunner, to make things REALLY fun. https://cbrayton.github.io/Archetype-Crawler/ allows it. And Basil COULD exclude 2 targets with Careful Shot, so the maximum cone area would not be worrysome).

As for the Feats, I'd be more than happy to swap them out for something that is, as you put it, not a "dead feat". Any use I'd get out of it as it stands would be more of a novelty thing. (Using it "just because").

(One issue is I don't want to have hirelings tag along to crew any siege engines, and having party members do it is inefficient.) - so yeah, anything would be great, if you had anything in mind.
(I'd be glad to provide a wishlist, but as I did consider it a "tax" to pay, it would feel wrong to cherry-pick. I'd also gladly take "passives" that are in the same 'nature' as Basils flavor(such as Endurance and Toughness) and add no "utility" or offensive enhancements). Basically anything replacing them, I'd consider a freebie I gladly take as long as it's not utterly pointless. (I'd not be very thrilled about "Skill Focus(Perform(Comedy))" - I would attempt to make bad attempts at Basil trying to tell jokes, despite her "factual" nature, but her punchline delivery may be...lagging - and I would, as said, not be very thrilled as a player even if it is a fun choice.)


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Go ahead and give me a wishlist and we'll figure out something as a table that seems fair, flavorful, and reasonable.

As for the range stuff, that is a very infrequently cited rule from the CRB! Wow! But that's true--for magic. For extraordinary abilities, how much control is there?

I'm convinced on a re-read. Basil will be able to increase the maximum range of her scattershot, varying it anywhere from its minimum to its maximum. But she cannot reduce the cone below its minimum.


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Female NG Aasimar sorcerer 1 | HP: 8/8 | AC: 12 (12 TAC, 10 FAC)| CMB: +0, CMD: 12 | F: +2, R: +2, W: +4| Init: +2 | Perc: +2, SM: +2 | Speed 30ft | Ammo:40/40 | FF 1/1 Spells:4/4 |Active conditions:

So, apparently, wizards are really good at CMB checks when using True Strike and getting the Knowledge Is Power (Ex) arcane discovery xD


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Never underestimate a wizard.


Ongoing Effects:
+2 Natural Armor, -2 Dex; Heightened Awareness, Resist Fire, See Invisibility, Fast Healing Judgment
HP: 32/84 | Grit 2/3 | Determination 2/3 | Judgement 1/3| RN: 0/1 NS: 1/1 | Bane 3/7 | AC: 18 / T: 12 / FF: 16 | Fort: +7, Ref: +8, Will: +7 | CMB: +6, CMD: 19 | Init: +5, Perception: +13 (Darkvision 60ft +Lowlight-Vision) |

Well, a wishlist...there are many Feats that WOULD be cool to have. Especially as with her VMC, she has so few Feats to begin with.(and Rapid Reload is absolutely essential to allow free-action reloads of cartridges.)

So I'll try to give 3 categories - I'd prefer the replacements to fall into the "same" category.

Offensive: Point Blank Shot+Precise Shot, Deadly Aim, Extended Bane
(Shooting into Melee is quite the penalty, but I could not have fit Precise Shot in until Level 9 at the earliest - at which point full BAB and targetting touch should make it less of a necessity. Would still be nice to have. I do not think Basil is really lacking offensively, but not having to worry about targets being in melee would be nice still.)

Defensively: Toughness, Dodge+Sidestep Charge, Shield Focus+Unhindering Shield
(More hit-points, reflexive dodging, AC, all nice. I can also use a buckler without trouble, but with this, I could even cast and not lose the AC. Any of them would be nice to have.)

Overall/Utility/etc.: Technologist(instead of regular L5 Feat), Scavenger's Luck, Deepsight, Incredible Healer+Healers Hands
(First two are in her regular progression. Deepsight is situational, but I like seeing farther than enemies. She is also already a decent healer, and I could push KN Planes on next level-up, then the IH+HH combo could instantly let her do most of the party healing, without any spells needed.(plus the option to vanish, then self-heal before jumping back into the fray) - obviously would be nanite-flavored.)

Thing is, nothing of that really has to do with Siege Gunners, but it's a wishlist for a reason. (I would also gladly take other stuff...say Dodge+Mobility, or Nimble Moves+Acrobatic Steps...)
I even considered Technology Crafting, but there's very few scatter options for the weapons there...and the armors are not really that much better.
As said, I would really prefer if the Level 4 and Level 8 Feats would both be of the same "category", with some exceptions. Mainly not 2 separate instances of any of the "sets"(with +) - if I would get PBS and Toughness, I can pick up Precise Shot at Level 9 instead of Improved Critical. If I get Shield Focus and Incredible Healer, I'd need both Healers Hands and Unhindering Shield to make the intended use of it work, meaning waiting until Level 13(for 2 regular Feats).)


Female NG Aasimar sorcerer 1 | HP: 8/8 | AC: 12 (12 TAC, 10 FAC)| CMB: +0, CMD: 12 | F: +2, R: +2, W: +4| Init: +2 | Perc: +2, SM: +2 | Speed 30ft | Ammo:40/40 | FF 1/1 Spells:4/4 |Active conditions:

I just realized perception to seek some stimulus is a move action.
I can standard for BotF every time I seek xD


I'll take a look through the wishlist and start thinking about what is reasonable and in-flavor to adjust.

If any of the other players at the table have any thoughts, feel free to share. As I said above, I want this to be something that everyone can get behind.


Ongoing Effects:
+2 Natural Armor, -2 Dex; Heightened Awareness, Resist Fire, See Invisibility, Fast Healing Judgment
HP: 32/84 | Grit 2/3 | Determination 2/3 | Judgement 1/3| RN: 0/1 NS: 1/1 | Bane 3/7 | AC: 18 / T: 12 / FF: 16 | Fort: +7, Ref: +8, Will: +7 | CMB: +6, CMD: 19 | Init: +5, Perception: +13 (Darkvision 60ft +Lowlight-Vision) |

Thanks. And just to clarify, I was looking at aligning Feats with the character, not the class. For siege weaponry, there is remarkably little content that would be less 'dead' then what's default.


Male 1/2 Elf Summoner(Synthesist)/Paladin Gestalt 7
Stats:
| HP 77/77| AC 17 (20 w/Smite), T 13 FF 15| CMB +8, CMD 20 (23w/Smite)| F 9, R 7, W 9 | Init +2, Perc +9 / Low-Light Vision| Current:Aura of Good/Courage;Chainsaw: 9/10 charges left

Apologies all:

I hate to pile on, but it may be difficult for me to jump on and post for the next few days or so. My father has been at home in hospice care for over 2 years now and things seem to be suddenly accelerating today according to my sister.

Please bot me where/when needed, and I will attempt to stay up to date and post when I can in the near future.


Real sorry to hear that. Take care of you and yours. We'll be here when you're willing and able.


Ongoing Effects:
Shield +4 AC
Magus/Slayer 7 HP: 69/91 | AC: 22 / T: 13 / FF: 20 | Fort: +8, Ref: +7, Will: +5 | CMB: +10, CMD: 25 | Init: +2, Perception: +12

I have a +7 to Disable Device. Though it would be much better if I took my armor off (-4 ACP). I think Thawm has +9.

But when we look at Knowledge Engineering Keldor has +15 and Basil as +16.

So go for it Basil :)


Female NG Aasimar sorcerer 1 | HP: 8/8 | AC: 12 (12 TAC, 10 FAC)| CMB: +0, CMD: 12 | F: +2, R: +2, W: +4| Init: +2 | Perc: +2, SM: +2 | Speed 30ft | Ammo:40/40 | FF 1/1 Spells:4/4 |Active conditions:

Thawm can get you to +18 xD


Ongoing Effects:
+2 Natural Armor, -2 Dex; Heightened Awareness, Resist Fire, See Invisibility, Fast Healing Judgment
HP: 32/84 | Grit 2/3 | Determination 2/3 | Judgement 1/3| RN: 0/1 NS: 1/1 | Bane 3/7 | AC: 18 / T: 12 / FF: 16 | Fort: +7, Ref: +8, Will: +7 | CMB: +6, CMD: 19 | Init: +5, Perception: +13 (Darkvision 60ft +Lowlight-Vision) |

Ah, but Keldor already dealt with the important thing :)

That said, I have Heightened Perception active, so you can get me to +20, because I'm already at 18 currently.


Female NG Aasimar sorcerer 1 | HP: 8/8 | AC: 12 (12 TAC, 10 FAC)| CMB: +0, CMD: 12 | F: +2, R: +2, W: +4| Init: +2 | Perc: +2, SM: +2 | Speed 30ft | Ammo:40/40 | FF 1/1 Spells:4/4 |Active conditions:

Also, the +2 works for every skill :D
So I can automatically aid from 30' away :D


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Ongoing Effects:
+2 Natural Armor, -2 Dex; Heightened Awareness, Resist Fire, See Invisibility, Fast Healing Judgment
HP: 32/84 | Grit 2/3 | Determination 2/3 | Judgement 1/3| RN: 0/1 NS: 1/1 | Bane 3/7 | AC: 18 / T: 12 / FF: 16 | Fort: +7, Ref: +8, Will: +7 | CMB: +6, CMD: 19 | Init: +5, Perception: +13 (Darkvision 60ft +Lowlight-Vision) |
GM Polyfrequencies wrote:
I think I was tired last night while I was typing. "a rectangular sheet of pale blue crystal the size of a large journal, reinforced with several metals, weighing about 8 pounds"

For what it's worth, I found the description very creative.

Made me think of this guy.
But it was puzzling me why a crystalline pale blue sheet would be formed like that, and still be so light.


Oh my, that is a very large general!

I had fun coming up with those descriptions. I was like, what would a camera and a flashlight look like to someone who had never seen one before?


Ongoing Effects:
+2 Natural Armor, -2 Dex; Heightened Awareness, Resist Fire, See Invisibility, Fast Healing Judgment
HP: 32/84 | Grit 2/3 | Determination 2/3 | Judgement 1/3| RN: 0/1 NS: 1/1 | Bane 3/7 | AC: 18 / T: 12 / FF: 16 | Fort: +7, Ref: +8, Will: +7 | CMB: +6, CMD: 19 | Init: +5, Perception: +13 (Darkvision 60ft +Lowlight-Vision) |

Aye, and reinforced with countless meals, no doubt.

I'll take some time to describe the items IC tomorrow, I'm afraid I won't have enough time to do a fitting post tonight :)


Male 1/2 Elf Summoner(Synthesist)/Paladin Gestalt 7
Stats:
| HP 77/77| AC 17 (20 w/Smite), T 13 FF 15| CMB +8, CMD 20 (23w/Smite)| F 9, R 7, W 9 | Init +2, Perc +9 / Low-Light Vision| Current:Aura of Good/Courage;Chainsaw: 9/10 charges left

I already have a flashlight and Neraplast armor, but what we found is different than that, right?

Sorry…work has been a mess and my personal life is just getting hit hard.


The flashlight is still the same, but the Chameleon Suit is Neraplast armor on steroids.

Take your time. We're here for escapism when you need it.


Male 1/2 Elf Summoner(Synthesist)/Paladin Gestalt 7
Stats:
| HP 77/77| AC 17 (20 w/Smite), T 13 FF 15| CMB +8, CMD 20 (23w/Smite)| F 9, R 7, W 9 | Init +2, Perc +9 / Low-Light Vision| Current:Aura of Good/Courage;Chainsaw: 9/10 charges left

I can’t help myself, but I just got an email from my previous publisher! He just found a really good review of a PF1 book I wrote:

Blood and Broomsticks review…if you dare!..

Its like… my first real review! Im over the moon.


Female NG Aasimar sorcerer 1 | HP: 8/8 | AC: 12 (12 TAC, 10 FAC)| CMB: +0, CMD: 12 | F: +2, R: +2, W: +4| Init: +2 | Perc: +2, SM: +2 | Speed 30ft | Ammo:40/40 | FF 1/1 Spells:4/4 |Active conditions:

Congratulations!


Many congratulations! That is very exciting! As someone who has been thinking through publishing some 3rd party stuff, I might have some questions for you...


Female NG Aasimar sorcerer 1 | HP: 8/8 | AC: 12 (12 TAC, 10 FAC)| CMB: +0, CMD: 12 | F: +2, R: +2, W: +4| Init: +2 | Perc: +2, SM: +2 | Speed 30ft | Ammo:40/40 | FF 1/1 Spells:4/4 |Active conditions:

FWIW, Thawm's wisdom stat doesn't always extend to her knowing when she's giving enough details xD

Also, I had to go back and read my own backstory, it has been a while xD

Also, sometimes the dice are really cooperative with the story telling xD


I may have, uh, taken some notes on everyone's backstory when I joined up and have been...hoping that certain moments would go in plot-worthy directions.

They are.

*laughs in chaotic GM energy*


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Male 1/2 Elf Summoner(Synthesist)/Paladin Gestalt 7
Stats:
| HP 77/77| AC 17 (20 w/Smite), T 13 FF 15| CMB +8, CMD 20 (23w/Smite)| F 9, R 7, W 9 | Init +2, Perc +9 / Low-Light Vision| Current:Aura of Good/Courage;Chainsaw: 9/10 charges left
GM Polyfrequencies wrote:
Many congratulations! That is very exciting! As someone who has been thinking through publishing some 3rd party stuff, I might have some questions for you...

I don't know a lot, but I am more than willing to answer anything that I can.


1 person marked this as a favorite.
Male 1/2 Elf Summoner(Synthesist)/Paladin Gestalt 7
Stats:
| HP 77/77| AC 17 (20 w/Smite), T 13 FF 15| CMB +8, CMD 20 (23w/Smite)| F 9, R 7, W 9 | Init +2, Perc +9 / Low-Light Vision| Current:Aura of Good/Courage;Chainsaw: 9/10 charges left
GM Polyfrequencies wrote:

I may have, uh, taken some notes on everyone's backstory when I joined up and have been...hoping that certain moments would go in plot-worthy directions.

They are.

*laughs in chaotic GM energy*

Oh boy. My 'absent' father (or was it my mother?) hopefully won't just show up out of nowhere...


Ongoing Effects:
Shield +4 AC
Magus/Slayer 7 HP: 69/91 | AC: 22 / T: 13 / FF: 20 | Fort: +8, Ref: +7, Will: +5 | CMB: +10, CMD: 25 | Init: +2, Perception: +12

Hey all.. After going quiet for awhile, I have decided to drop from this game.

I did enjoy building a pf1 character again. I enjoyed the magus power, and yall's characters are really fun. GM, you are doing an amazing job with the details and everything!

I have moved almost everything over to my discord channel for PbP games. Coming here was fine at first, but as my own distractions/work/new meds have changed I have tried to remove some things. Narrow my scope of my life a bit. Trying to have one more thing off to the side, is just a bit too much for me.

I truly hope yall are able to continue, and FINISH!, this AP. I believe in all of your dedication.

If anyone ever wants to do PF2 or SF2 (when it comes out) you are always welcome in the discord. You can always find me there.

I will keep my rss feed connected for awhile, so I should see some replies. But I am going to try to close this all down soon.

Thank you all again. This AP has been one HELL of a journey through the interwebs.


Sorry to hear that, Harg. Thank you for sticking with us for a while! It was a blast playing with you! (Sorry if I was a pain in the ass about modifiers.)

If you want to and are able to, you're welcome to have Harg exit gracefully from the scenario. Otherwise, I'll provide an explanation for him to return, like "This is too much advanced tech and I need to provide a distraction so the Ghost Wolves don't come in and destroy everything."

Or, perhaps...

Well, first, a minor spoiler for how this would have developed for Harg: Harg would have discovered that his blade was shorn from the Aerotech Synthesis Compound and contained bits and bobs of...well, stuff that the PCs are going to discover.

So in all likelihood, Harg's black blade will attempt to exert control over Harg with its Ego after...something happens. It will win. And it will divert Harg away from the group. He may become a recurring NPC, or his fate may become a forever-unresolved mystery. But if you ever did want to return, or drop me a line on Discord of "Hey, have this happen," I will be 100% receptive.


Male 1/2 Elf Summoner(Synthesist)/Paladin Gestalt 7
Stats:
| HP 77/77| AC 17 (20 w/Smite), T 13 FF 15| CMB +8, CMD 20 (23w/Smite)| F 9, R 7, W 9 | Init +2, Perc +9 / Low-Light Vision| Current:Aura of Good/Courage;Chainsaw: 9/10 charges left

I'm sorry. I think we all appreciate everything you have managed here, and wish you luck on your future, whatever that is. Come back anytime!


Ongoing Effects:
Shield +4 AC
Magus/Slayer 7 HP: 69/91 | AC: 22 / T: 13 / FF: 20 | Fort: +8, Ref: +7, Will: +5 | CMB: +10, CMD: 25 | Init: +2, Perception: +12

Thank you Keldor :)

GM, I am happy with your second option. I kinda like the idea that Harg becomes a recurring NPC to some extent. I trust his concept in your hands.

Thanks again.


Ongoing Effects:
+2 Natural Armor, -2 Dex; Heightened Awareness, Resist Fire, See Invisibility, Fast Healing Judgment
HP: 32/84 | Grit 2/3 | Determination 2/3 | Judgement 1/3| RN: 0/1 NS: 1/1 | Bane 3/7 | AC: 18 / T: 12 / FF: 16 | Fort: +7, Ref: +8, Will: +7 | CMB: +6, CMD: 19 | Init: +5, Perception: +13 (Darkvision 60ft +Lowlight-Vision) |

Sorry to see you go, but you did reserve that option to begin with.

Thanks for carrying this journey for so long, and then travelling a part of the way with us.

Best of luck in the future.

@Gameplay: Waiting a bit to give Thawm a chance to chime in as well :)
That said, I like Isirah.
Which given my track record so far in other games means nothing good.
(As in, if my past experiences are an indicator, she will probably find a lost memory fragment and remember that she wants to kill us all, probably taking over the place, and flooding us with gas and robots and sealing doors and whatever.)


Male 1/2 Elf Summoner(Synthesist)/Paladin Gestalt 7
Stats:
| HP 77/77| AC 17 (20 w/Smite), T 13 FF 15| CMB +8, CMD 20 (23w/Smite)| F 9, R 7, W 9 | Init +2, Perc +9 / Low-Light Vision| Current:Aura of Good/Courage;Chainsaw: 9/10 charges left
Basil NaN wrote:
@Gameplay:I like Isirah. Which given my track record so far in other games means nothing good.(As in, if my past experiences are an indicator, she will probably find a lost memory fragment and remember that she wants to kill us all, probably taking over the place, and flooding us with gas and robots and sealing doors and whatever.)

Yeah…that DOES tend to reflect your luck with such things.


Female NG Aasimar sorcerer 1 | HP: 8/8 | AC: 12 (12 TAC, 10 FAC)| CMB: +0, CMD: 12 | F: +2, R: +2, W: +4| Init: +2 | Perc: +2, SM: +2 | Speed 30ft | Ammo:40/40 | FF 1/1 Spells:4/4 |Active conditions:

I'll catch up this weekend xD


Female NG Aasimar sorcerer 1 | HP: 8/8 | AC: 12 (12 TAC, 10 FAC)| CMB: +0, CMD: 12 | F: +2, R: +2, W: +4| Init: +2 | Perc: +2, SM: +2 | Speed 30ft | Ammo:40/40 | FF 1/1 Spells:4/4 |Active conditions:

I like Isirah too. So either she or we are doomed, I'm pretty sure xD


Female NG Aasimar sorcerer 1 | HP: 8/8 | AC: 12 (12 TAC, 10 FAC)| CMB: +0, CMD: 12 | F: +2, R: +2, W: +4| Init: +2 | Perc: +2, SM: +2 | Speed 30ft | Ammo:40/40 | FF 1/1 Spells:4/4 |Active conditions:

For some reason she reminds me of the game "Ali" was in xD
Maybe because she's
A) trapped
and
B) chipper


Ongoing Effects:
+2 Natural Armor, -2 Dex; Heightened Awareness, Resist Fire, See Invisibility, Fast Healing Judgment
HP: 32/84 | Grit 2/3 | Determination 2/3 | Judgement 1/3| RN: 0/1 NS: 1/1 | Bane 3/7 | AC: 18 / T: 12 / FF: 16 | Fort: +7, Ref: +8, Will: +7 | CMB: +6, CMD: 19 | Init: +5, Perception: +13 (Darkvision 60ft +Lowlight-Vision) |

Thawm, if you catch this in time, I think your order is wrong.
The knowledge check was prompted first, the Fortitude Save after.

So it should be 7+13 => 20 for KN Religion
And 11+7 => 18 for the Fortitude Save.

I'm kind of a stickler for doing rolls in the order they are prompted, because of the preview-nature of the board rolls - in this case it would even be in your favor as you'd succeed on the Fortitude and the Religion Check.
(Otherwise I would not even speak up and just accept that I should not shove my personal preferences down other people's throats).


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Thawm was correct to roll the Fort save first and the Knowledge check after. While Knowledge checks do not take an action in 1E, they are intended to be done on your turn. Saves come first.

I do generally agree, though, that doing rolls in prompted order is best!


Ongoing Effects:
+2 Natural Armor, -2 Dex; Heightened Awareness, Resist Fire, See Invisibility, Fast Healing Judgment
HP: 32/84 | Grit 2/3 | Determination 2/3 | Judgement 1/3| RN: 0/1 NS: 1/1 | Bane 3/7 | AC: 18 / T: 12 / FF: 16 | Fort: +7, Ref: +8, Will: +7 | CMB: +6, CMD: 19 | Init: +5, Perception: +13 (Darkvision 60ft +Lowlight-Vision) |

Yeah, but the knowledge check was from before it even happened.

We made the perception check and knew something was up, and pointed it out, which should have prompted Thawm to also make a Knowledge Check at that point.

Then the cloud manifested and needed a Fort Save.

Just explaining how I read it, it's your call and I'm good, but I feel it helps understanding each other to talk about why one expected something to be a certain way.


Ahhh, I see. Yes, that makes sense. Well, in that case it's a devil's bargain. 1 Con damage and 1 question, or 2 Con damage and 2 questions. I'm fine with it either way, but yes: rolls should come in the prompted order.


Female NG Aasimar sorcerer 1 | HP: 8/8 | AC: 12 (12 TAC, 10 FAC)| CMB: +0, CMD: 12 | F: +2, R: +2, W: +4| Init: +2 | Perc: +2, SM: +2 | Speed 30ft | Ammo:40/40 | FF 1/1 Spells:4/4 |Active conditions:

Yeah, I figured I couldn't the first time since I was unaware xD
So I kinda just ignored the earlier request :3

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