Matt's Iron Gods Campaign

Game Master Matt Adams 259

Link to join game on roll 20.

Link to launch map.


51 to 100 of 250 << first < prev | 1 | 2 | 3 | 4 | 5 | next > last >>

So, Adrien pmed me back. He's officially dropping out of the game. I'll start looking through old submissions to see if anyone would make a good healer or contribute something else? What holes do you have besides a lack of healing and some knowledge overlaps and a lack of buffing/debuffing and a lack of spellcasting overall?

You know, if any of you gm a game in the future, don't recruit just on the backstories and character concepts you like.


Female Human (Kellid) Gunslinger (Pistolero) 5
Spoiler:
[HP: 42/42]; [Armor Class: 20; Touch: 15; Flat Footed: 15]; [BAB: +5; CMB: +6; CMD: 21]; [Saves: Fortitude: +7; Reflex: +9; Will: +4]; [Initiative: +10]; [Perception: +15]
Grit: 2/3 Battery: 8/10

We could use an arcane caster of some type. We have a divine caster, he just didn't pray for any healing spells today. We basically have every role covered except for arcane. We have melee (Arrenopos), Melee, ranged (Valeria), Skilled (Skivven) and Divine (Harrash).


I was trying to cover the roles, at least.

Inquisitors don't actually pray for spells. They work like bards where the spells they know are the spells they know and don't really change, so he won't be able to grab healing until level 2.

An arcane caster won't solve the healing situation, unless it's a witch or bard.


Investigator (Empiricist) 2 | HP 15/15 | Init +4 | Per +11 (+12 vs traps) | AC 18 : T 15 : FF 14 : CMD: 14 AC 20 : T 17 : FF 14 : CMD: 16 | Fort +1 : Ref +7 : Will +4 | Dagger +6 (1d3+1), X-bow +7 (1d6)
Inspiration, Prepared Extracts:
Inspiration 5/5, 1st level extracts adhesive spittle, coin shot,, cure light wounds
Matt Adams 259 wrote:
An arcane caster won't solve the healing situation, unless it's a witch or bard.

A witch with the healing hex could be really useful.

Skivven could take the infusion discovery at 3rd level, though I will never have a lot of spells for healing and I can't swap them out the way clerics can. I'd rather not though; I have other things planned.


Could you remove my aliases from the game, please?


Investigator (Empiricist) 2 | HP 15/15 | Init +4 | Per +11 (+12 vs traps) | AC 18 : T 15 : FF 14 : CMD: 14 AC 20 : T 17 : FF 14 : CMD: 16 | Fort +1 : Ref +7 : Will +4 | Dagger +6 (1d3+1), X-bow +7 (1d6)
Inspiration, Prepared Extracts:
Inspiration 5/5, 1st level extracts adhesive spittle, coin shot,, cure light wounds

Do you guys want to pool our money for a while, until we get off the ground?

If everyone is just getting 1/5 of the treasure then it will take a while for anyone to get anything. Here's what I mean:

Imagine that everyone in the party wants a masterwork weapon as their first purchase. If we just split all the money we make 5 ways, then none of those weapons get bought until the party has earned a total of at least 1500 gp between everyone.

On the other hand, if we pool our money we could take turns buying these items, and so the first masterwork weapon comes into play when the party has earned only a little over 300 gp. Then the second, and then the third, and so on. In the long run everyone gets the same amount of treasure but this way some of those items get bought sooner, which benefits the party overall.

Once we start getting larger amounts of treasure this system becomes less necessary.

We are doing this in one other game I am in and it is working so far.


Android Ftr 2; hp-18; AC-17, F+4, R+4, W+0; Init+4; Perc+3

I'm fine with doing the early stuff as needed. Here is a system that works well when we start getting items and stuff.

We figure the party split as normal, including the selling of all loot. Then before we sell items, anyone can pick items and they count against their split at the sale price (1/2 of the purchase price). This works out well because it solves the problem of items that are useful to party members without taking the funds from others. It also works out for the person getting the item as they are essentially getting it at half cost. If any item is wanted by more than one person they can either work it out or roll for it.

Just my 2 cents :)


Investigator (Empiricist) 2 | HP 15/15 | Init +4 | Per +11 (+12 vs traps) | AC 18 : T 15 : FF 14 : CMD: 14 AC 20 : T 17 : FF 14 : CMD: 16 | Fort +1 : Ref +7 : Will +4 | Dagger +6 (1d3+1), X-bow +7 (1d6)
Inspiration, Prepared Extracts:
Inspiration 5/5, 1st level extracts adhesive spittle, coin shot,, cure light wounds
Arrenopos wrote:
We figure the party split as normal, including the selling of all loot. Then before we sell items, anyone can pick items and they count against their split at the sale price (1/2 of the purchase price).

This is pretty standard.

In the early game though it can be fairly common for a pile of loot to have one really valuable item that has more value than the rest of the pile put together. Like finding a few potions and masterwork things and among them a +1 longsword.

I don't want to force us to sell the longsword just because it is the only way to split the loot.

Pooling our loot for the first while means that someone can still take that longsword - they just won't get anything else for a fair while.


Inquisitor 2 | HP 18/19 | AC 18 (+1 robots) | F 5 R 1 W 6 (+2 enchant) | Init +4 | Perception +13 | Greatsword +6 (+7 robots) 2d6+4 | Spells 3/3 Judgment 1/1
Valeria Starr wrote:
We could use an arcane caster of some type. We have a divine caster, he just didn't pray for any healing spells today. We basically have every role covered except for arcane. We have melee (Arrenopos), Melee, ranged (Valeria), Skilled (Skivven) and Divine (Harrash).

Harrash is also melee (and has a melee ape).

I didn't take cure light wounds because I only have two spells a day. Hopefully what I did take will save us more than 1d8+1 hit points. If it were necessary I could replace one of my spells with that (with the GM's permission), but I think a wand is a better option.

And at the moment I have 17 gp to pool, if it helps at all.


It'll all work out in the long run I think. Low level healing is tough, not because it's hard to do, but because no one wants to dedicate resources to something that will become obsolete in just a few levels. Once you guys can buy a wand, it'll be less of a problem.


It looks like there are three characters from the old recruitment who would fit the bill of arcane caster.

-Edvard Kessel: a half elf arcanist
-Yinae Craft: a catfolk magical child vigilante with VMC Sorcerer
-Old Scrapper: a human archaeologist bard

Out of all of them, only Old Scrapper has a profile all ready built. The others have builds set up in the recruitment thread.

Which one do you guys like?


Investigator (Empiricist) 2 | HP 15/15 | Init +4 | Per +11 (+12 vs traps) | AC 18 : T 15 : FF 14 : CMD: 14 AC 20 : T 17 : FF 14 : CMD: 16 | Fort +1 : Ref +7 : Will +4 | Dagger +6 (1d3+1), X-bow +7 (1d6)
Inspiration, Prepared Extracts:
Inspiration 5/5, 1st level extracts adhesive spittle, coin shot,, cure light wounds

In principle, I would like to play in a game with an Arcanist, since I have never seen one in action before. But Edvard Kessel only has an INT of 10, meaning he cannot even cast 1st level spells. So it looks like it is a level dip so he can get arcane exploits and then he will go into some other class (like sorcerer or oracle) next. Either that or he has no idea how his class works, which is not a good sign.

Yinae Craft: I really have no idea what she is going for with this character. I don't see how the vigilante dual identity thing really helps in this kind of campaign, so it seems like this is just a summoner with no eidolon and no summoning SLA (though she does get a familiar). Does she want to play a Sailor Moon/Catgirl cross? I really don't know. I would pass on this one.

Old Scrapper: having a bard with inspire courage is always a good thing for a party. But the archaeologist archetype trades that away for a good buff that only affects the archaeologist. Aside from that, Old Scrapper seems well designed for Iron Gods, but in a way that a lot of us already are; he is good with technology and knowledge. I don't feel he adds much to the party, and as an arcane caster he doesn't get a lot of spells. If Skivven were to quit, Old Scrapper could be a decent replacement.

Frankly I'm not that impressed with any of these choices.

I think I'd rather reopen the recruitment thread (or start a new one) and look for a completely new character.


Inquisitor 2 | HP 18/19 | AC 18 (+1 robots) | F 5 R 1 W 6 (+2 enchant) | Init +4 | Perception +13 | Greatsword +6 (+7 robots) 2d6+4 | Spells 3/3 Judgment 1/1

You could also try to recruit from here or here. The first thread was actually started by an arcanist, who might be useful, assuming Arrenopos gets along with other androids.


Android Ftr 2; hp-18; AC-17, F+4, R+4, W+0; Init+4; Perc+3

I still would prefer a dedicated healer. Otherwise, I'm OK with whomever the rest of you want.


Investigator (Empiricist) 2 | HP 15/15 | Init +4 | Per +11 (+12 vs traps) | AC 18 : T 15 : FF 14 : CMD: 14 AC 20 : T 17 : FF 14 : CMD: 16 | Fort +1 : Ref +7 : Will +4 | Dagger +6 (1d3+1), X-bow +7 (1d6)
Inspiration, Prepared Extracts:
Inspiration 5/5, 1st level extracts adhesive spittle, coin shot,, cure light wounds
Arrenopos wrote:
I still would prefer a dedicated healer. Otherwise, I'm OK with whomever the rest of you want.

Why I think a witch with the healing hex would be just perfect. Full arcane plus healing.


Female Human (Kellid) Gunslinger (Pistolero) 5
Spoiler:
[HP: 42/42]; [Armor Class: 20; Touch: 15; Flat Footed: 15]; [BAB: +5; CMB: +6; CMD: 21]; [Saves: Fortitude: +7; Reflex: +9; Will: +4]; [Initiative: +10]; [Perception: +15]
Grit: 2/3 Battery: 8/10

Before we issue the hue and cry why don't we see if anyone we know would be interested in rolling up something and joining us. I'll post in my other games and see what happens.


That sounds like a good idea Val.


Hello, I'm in another game with Valeria, and I would be interested to join. I'm currently looking at either a witch or an Arcanist with the white mage archetype. I'll need to see what exactly would fit for me. I've never played the witch class, so any suggestion is welcomed.


Investigator (Empiricist) 2 | HP 15/15 | Init +4 | Per +11 (+12 vs traps) | AC 18 : T 15 : FF 14 : CMD: 14 AC 20 : T 17 : FF 14 : CMD: 16 | Fort +1 : Ref +7 : Will +4 | Dagger +6 (1d3+1), X-bow +7 (1d6)
Inspiration, Prepared Extracts:
Inspiration 5/5, 1st level extracts adhesive spittle, coin shot,, cure light wounds

Hello, Rannik! Glad to hear you are interested.

The White Mage archetype of the Arcanist class gives you a little bit of healing ability. But not much. If you want to play an arcanist anyway the white mage doesn't change it that much, so it could be a useful "add-on." It's better than no healing but a white mage is a very weak healer.

The witch class is a good class and also has four methods of becoming a healer.

1. You get cure spells on your list, and also heal, raise dead, and resurrection. Most of those spells come 1 level late compared to clerics, but they are available.
2. If you choose the Healing patron you get other healing spells such as restoration as spells known. The Recovery patron has a few also.
3. The healing hex gives you the ability to use the hex as healing. You can use it as often as you wish but only once per person per day. So that's one cure spell for everyone each day.
4. The hedge witch archetype has the ability to swap spells for cure spells like a cleric does.

All of these things are choices you can make when designing your character. Using all of these might be overkill.

The fact that you choose hexes and patrons separately means that the witch class has a lot of flexibility when it comes to designing your character.


Well, after some reading, I agree with you. White game would be more of a secondary healer than a main. So Witch it is. I will definitely go for Hedge Witch. Now, I saw the Hex Channeler that also look interesting, but it requires sacrifice an hex to increase the number of dice for the channel. Not sure if the trade off is good.

So far I am going with:
Hedge Witch
Patron : Elemental
Level 1 Hex : Healing

Question, does the group have a social skill perso?


Inquisitor 2 | HP 18/19 | AC 18 (+1 robots) | F 5 R 1 W 6 (+2 enchant) | Init +4 | Perception +13 | Greatsword +6 (+7 robots) 2d6+4 | Spells 3/3 Judgment 1/1

That's probably me. I can also heal by wand, once we get one.


Hey guys! Also from another game with Valeria. It seems Rannik already chimed in... Unless the GM would be willing to take two guys, I don't want to be disruptive, so... Let me know. It's nice to see another game with Galahad and Vanulf.

Cheers :)


Hey there Chess. It would be fun if you can join too.

Ok, here's another question. Infernal Healing? Yes? No? Go away you evil evil person? I like the mechaninc of the spell, but I don't want to disrupt the roleplay.


If you bring the witch, I can bring a Magus, Bard or Sorcerer - either to add blasting, buffs or utility to the party. Then again - I'm not sure if the GM would be willing to take two people, so I will wait before anything, and I won't compete with Rannik for the spot. :)


Investigator (Empiricist) 2 | HP 15/15 | Init +4 | Per +11 (+12 vs traps) | AC 18 : T 15 : FF 14 : CMD: 14 AC 20 : T 17 : FF 14 : CMD: 16 | Fort +1 : Ref +7 : Will +4 | Dagger +6 (1d3+1), X-bow +7 (1d6)
Inspiration, Prepared Extracts:
Inspiration 5/5, 1st level extracts adhesive spittle, coin shot,, cure light wounds
Rannik wrote:
Ok, here's another question. Infernal Healing?

Infernal healing requires a dose of unholy water to cast. Unless you want to spend 25 gp every time you cast it, I wouldn't bother.


I'm okay with running a six person group. I'll just change up the fights more to compensate.


Male Human Hedge Witch 2 | hp 12 | AC13 17 with mage armor T12 FF 11 | CMD 13 | F +3 R +3 W +5 | Spd 30' | Init +2 | Heal +6, Kn. : Arc +9; Dungeon +6; Geo +10; Hist +9; Local +5; Nat +9; Nob untrained +4; Planes +9, Perc +5 Spellcraft +9

Well, here's a first draft of my character. It's just the crunch so far, still working on getting the fluff in my head.

Let me know what you think!


Investigator (Empiricist) 2 | HP 15/15 | Init +4 | Per +11 (+12 vs traps) | AC 18 : T 15 : FF 14 : CMD: 14 AC 20 : T 17 : FF 14 : CMD: 16 | Fort +1 : Ref +7 : Will +4 | Dagger +6 (1d3+1), X-bow +7 (1d6)
Inspiration, Prepared Extracts:
Inspiration 5/5, 1st level extracts adhesive spittle, coin shot,, cure light wounds

If we go for a six person party, and the other character is a cleric or oracle, then we wouldn't need Trem to focus on healing so much.


It's however you guys prefer! Thanks for having me. I can go with some sort of buffer or blaster (if Trem is going with the healing witch) or, if Trem prefers to use a more traditional and powerful witch (debuffer etc.) then I have a cool concept I always wanted to try around a Pei Zin Practitioner (a healer Oracle based on herbalism).


That sounds like a cool concept. And remember that while we need healing, I also don't want anyone feeling useless or like they have to just be the healer.


Yes, that's a fairly dedicated character, even if it just gets channel by level 3. I thought more about using it on another game (gestalt) as to have "something else" to do, but I can build it for this game if people prefer, hehe :)

Assuming Trem wants to keep his character as it is, I could fill other roles. I have a Vigilante Warlock to work as a blaster, for instance, or could build a Sorcerer for the same role. I have also a Warpriest of Desna with Starknives that could come with extra off-healing. I thought also about building a Bard or something on these lines for buffs. I think we have enough damage dealing (except arcane) all around, but I could build even a Magus.

Anyway - I'm open to whatever the group needs the most.


Investigator (Empiricist) 2 | HP 15/15 | Init +4 | Per +11 (+12 vs traps) | AC 18 : T 15 : FF 14 : CMD: 14 AC 20 : T 17 : FF 14 : CMD: 16 | Fort +1 : Ref +7 : Will +4 | Dagger +6 (1d3+1), X-bow +7 (1d6)
Inspiration, Prepared Extracts:
Inspiration 5/5, 1st level extracts adhesive spittle, coin shot,, cure light wounds

Chess:

My #1 interest is that your character be interesting. It doesn't necessarily have to be original. But I hope you will have some angle that makes your character stand out.

As far as healing goes, if Trem is going to have both the healing hex and the hedge witch archetype, then that should be more than enough for the party. Actually, I kind of think that having both is a little overkill.

What the party doesn't really have is a "woodsy" character. If the witch is going to be a healer then possibly you could try a druid, or maybe a hunter, or an animal or plant-themed oracle or cleric.

On the other hand, a bard's inspire courage ability is always welcome.

Since there are only two front-line characters in the group (though Skivven will eventually be able to handle the front line as a secondary guy) it wouldn't be a bad idea to be able to handle melee. Clerics and oracles and druids can all be built that way. So can bards.

Trem/Rannik:

Trem seems to be reasonably well-made mechanically.

As I said to Chess, I would like to see a character that is interesting. I know you haven't made up your background yet, but so far there isn't really anything I can see that stands out about your character as interesting. I'd prefer that you find some angle to make your character a little more colorful.

If you want to play a human, this is a little harder since mechanically the human racial abilities don't have any flavor at all. Maybe look at what ethnicity you are and where you fit in within Numerian society before you got here.

Of course, there are several races that make good witches. A Triaxian could be interesting, if you can think of how the character got to Golarion. A sylph might fit with the elemental patron thing. Several skinwalker subtypes have an INT bonus (werebat-kin, wererat-kin, and werecrocodile-kin). Changelings can have a variant racial ability that gives them an INT bonus instead of a WIS bonus, and they make good witches because they are descended from hags already.

Since you chose the elemental patron I'm guessing you are going for a blaster. That's fine as we don't have one of those. You probably want to look for ways to boost your CL for those kind of spells like the varisian tattoo feat or certain traits.

A few mechanical details:

You seem to have an extra spell. Witches don't get domain or school spells so you should only have two at first level.

Your spellcraft is pretty good so you probably don't need to start with identify. Mudball is a goblin spell, and snowball has kind of a reputation for being broken. So double check with the GM if you are allowed to take them.

Reflex save should be +2, not +0. CMD should be 12.


Android Ftr 2; hp-18; AC-17, F+4, R+4, W+0; Init+4; Perc+3
Skivven Kraskarras wrote:

Chess:

Actually, I kind of think that having both is a little overkill.

LOL!!! When it comes to healing, there is no such thing as "overkill".


Android Ftr 2; hp-18; AC-17, F+4, R+4, W+0; Init+4; Perc+3
Skivven Kraskarras wrote:

If you want to play a human, this is a little harder since mechanically the human racial abilities don't have any flavor at all.

What? They have just as much flavor as most other races. In fact, they have more flavor as they are so adaptable.


Male Human Hedge Witch 2 | hp 12 | AC13 17 with mage armor T12 FF 11 | CMD 13 | F +3 R +3 W +5 | Spd 30' | Init +2 | Heal +6, Kn. : Arc +9; Dungeon +6; Geo +10; Hist +9; Local +5; Nat +9; Nob untrained +4; Planes +9, Perc +5 Spellcraft +9
Skivven Kraskarras wrote:

Trem/Rannik:

Trem seems to be reasonably well-made mechanically.

As I said to Chess, I would like to see a character that is interesting. I know you haven't made up your background yet, but so far there isn't really anything I can see that stands out about your character as interesting. I'd prefer that you find some angle to make your character a little more colorful.

If you want to play a human, this is a little harder since mechanically the human racial abilities don't have any flavor at all. Maybe look at what ethnicity you are and where you fit in within Numerian society before you got here.

I was hoping to adress the flavor in the background. Still bringing it together in my head. But, the general idea for the character is that he is someone that was exploring small ruins and digging for treasure. He would then sell what he finds. Of, not being strong, he would stay clear of going too deep in those ruins or wait for a group of adventurer to clear the place and inspect it after to get anything that they might have missed.

I was also thinking of adding a link with Khonnir Baine, as somewhat a mentor for him to explain his vast array of knowledge skill. That or some other NPC, depending on the GM. The Hedge Witch and the Healing come from the better safe then sorry attitude.

The Elements Patron was going to be explained with the flame burning in Torch. At a young age, Trem started earing voices and having weird vision in his dreams. Eventually, as he grew older, he came to think that it was coming from the purple flame on top of the hill. That, somehow, that flame was alive. At the same time, his powers started manifesting. Confirming in his mind that he was right. (He's wrong, but the power of self persuation is strong.)

So with the Flame going out and Khonnir Baine disapearing, Trem got really scare for a while, but eventualy came back out of hiding, probably due to some action that he witnessed from the group. (Need to read the gameplay thread here to see if that could work.)

So that's pretty much what I have for now. Need to clean to up and confirm a few thing with the GM to see if it fits.

Skivven Kraskarras wrote:


Of course, there are several races that make good witches. A Triaxian could be interesting, if you can think of how the character got to Golarion. A sylph might fit with the elemental patron thing. Several skinwalker subtypes have an INT bonus (werebat-kin, wererat-kin, and werecrocodile-kin). Changelings can have a variant racial ability that gives them an INT bonus instead of a WIS bonus, and they make good witches because they are descended from hags already.

No promises, but I'll look into it.

Skivven Kraskarras wrote:


Since you chose the elemental patron I'm guessing you are going for a blaster. That's fine as we don't have one of those. You probably want to look for ways to boost your CL for those kind of spells like the varisian tattoo feat or certain traits.

The Elemental patrons was to go with the background and of course the Fireball spell. The other I was think was agility for Haste, but I not sure how to fit that one. I could also pick Healing to really focus on that. Espacially if Chess goes for blaster.

Skivven Kraskarras wrote:


You seem to have an extra spell. Witches don't get domain or school spells so you should only have two at first level.

My bad, corrected.

Skivven Kraskarras wrote:


Your spellcraft is pretty good so you probably don't need to start with identify. Mudball is a goblin spell, and snowball has kind of a reputation for being broken. So double check with the GM if you are allowed to take them.

Identify might not be super usefull now, but it will be later. First level rarely last for long, so I could pick it latter as a leveling spell I guess.

Mudball was removed. Like I said, it was a first draft. Didn't check all spell on the Archives of Nethys.

I don't find snowball overpowered, but if the GM wants me to remove it, I will. No problem.

Skivven Kraskarras wrote:


Reflex save should be +2, not +0. CMD should be 12.

Corrected also.


I don't find snowball overpowered. I love putting it on sorcerers, myself.

I like the idea behind him so far. Looking forward to reading the backstory.


Investigator (Empiricist) 2 | HP 15/15 | Init +4 | Per +11 (+12 vs traps) | AC 18 : T 15 : FF 14 : CMD: 14 AC 20 : T 17 : FF 14 : CMD: 16 | Fort +1 : Ref +7 : Will +4 | Dagger +6 (1d3+1), X-bow +7 (1d6)
Inspiration, Prepared Extracts:
Inspiration 5/5, 1st level extracts adhesive spittle, coin shot,, cure light wounds
Matt Adams 259 wrote:

I don't find snowball overpowered. I love putting it on sorcerers, myself.

I like the idea behind him so far. Looking forward to reading the backstory.

Fair enough.

the issues with snowball:
There is a fair bit of discussion about snowball on the boards. It was banned in PFS for a while. It is definitely far and away the best damage-dealing 1st level spell.

It has:
* 1d6 per level damage, same damage as shocking grasp, but also:
* Is at range
* Has a useful status effect
* Ignores spell resistance

This combination means it is a great spell to build a whole character around. An intensified snowball is way better than scorching ray, for example. The fact that it ignores spell resistance means it is still really useful at high levels. And the status effect is worth imposing at any level; most 1st-level spells that have a status effect like this don't really do much else. Add magical lineage and it really gets crazy.

As a home GM I houserule it into a 2nd level spell. As a second level spell it is still worth taking.

As a player I tend to avoid using it as I know it is overdoing it and can easily be abused.

If you want to allow it, that's fine.


All excellent points, and I agree - I wouldn't play something blend just to match what the party needs. Of course, though, I'd rather write my concept around something useful.

I'm more with Arrenopos too in regards to the Human race - I think it has so much potential and flavor with all the books around that is not only an excellent race for pretty much any class, but also can have a ton of character. I like all the "Heart of..." traits, for instance. And I'm not even gonna start on the human barbarian I'm playing on another game, with Racial Heritage Goblin, using the Feral Gnasher archetype :) He takes the whole "serrated teeth" thing to a whole new level, and is both strong (crunch wise) and fun in terms of fluff.

Thanks for the feedback! I'll be cooking something soon and submit here. I'd rather not go much on the druid/etc. route because the inquisitor is already quite there, in my opinion.


Investigator (Empiricist) 2 | HP 15/15 | Init +4 | Per +11 (+12 vs traps) | AC 18 : T 15 : FF 14 : CMD: 14 AC 20 : T 17 : FF 14 : CMD: 16 | Fort +1 : Ref +7 : Will +4 | Dagger +6 (1d3+1), X-bow +7 (1d6)
Inspiration, Prepared Extracts:
Inspiration 5/5, 1st level extracts adhesive spittle, coin shot,, cure light wounds
Trem Kiran wrote:
The Elements Patron was going to be explained with the flame burning in Torch.

Are you taking burning hands? Seems like that would fit with your concept and background. I don't see any fire spells on your list.

Burning hands isn't great at first level if you don't have things to boost its CL with, but it is still decent as there aren't many AoE damage spells at 1st. If we encounter a swarm it will be particularly handy.

BTW, as adventurers we haven't really done a lot in sight of the citizens. We are on a mission for the town which involved us going underwater in the pond and finding a grotto there. So nobody knows what we are up to.

We did fight a robot at Vals' place though it went down really fast and wasn't really a combat design of robot.


Harrash and his ape won initiative and dropped it before anyone else could go. I think he's done like 80% of the party's damage. Valeria has done the other 20%. Skivven did do 3 damage to a beetle this one time though.


Male Human Hedge Witch 2 | hp 12 | AC13 17 with mage armor T12 FF 11 | CMD 13 | F +3 R +3 W +5 | Spd 30' | Init +2 | Heal +6, Kn. : Arc +9; Dungeon +6; Geo +10; Hist +9; Local +5; Nat +9; Nob untrained +4; Planes +9, Perc +5 Spellcraft +9
Skivven Kraskarras wrote:
Trem Kiran wrote:
The Elements Patron was going to be explained with the flame burning in Torch.

Are you taking burning hands? Seems like that would fit with your concept and background. I don't see any fire spells on your list.

Burning hands isn't great at first level if you don't have things to boost its CL with, but it is still decent as there aren't many AoE damage spells at 1st. If we encounter a swarm it will be particularly handy.

BTW, as adventurers we haven't really done a lot in sight of the citizens. We are on a mission for the town which involved us going underwater in the pond and finding a grotto there. So nobody knows what we are up to.

We did fight a robot at Vals' place though it went down really fast and wasn't really a combat design of robot.

In my quick reading I though I saw that I was getting it for free as a patron spell at level 2. But finally it's shocking grasp. So I'll change Identify for burning hands.

As for your second point, I'll have to see with Matt how to link me up with you guys. Matt if you have an idea, could you send it to me by PM. this way I could work it in my background. Thank you.


Female Human (Kellid) Gunslinger (Pistolero) 5
Spoiler:
[HP: 42/42]; [Armor Class: 20; Touch: 15; Flat Footed: 15]; [BAB: +5; CMB: +6; CMD: 21]; [Saves: Fortitude: +7; Reflex: +9; Will: +4]; [Initiative: +10]; [Perception: +15]
Grit: 2/3 Battery: 8/10

Valeria is currently on the surface in the temple. She could wait until everyone is ready to go.


PM sent.


I'm writing a story, at this point working both for a bard, magus or anything on these lines. I should have it ready for tomorrow before eod with a sheet to accompany. GM, if you could tell me where my story should end or possible hooks for the current moment of the party, I'd appreciate it :)


PM sent to Chess.


Male Aasimar Fighter, ex-Monk, ex-Cleric | HP 28/28 | AC 17 TO 17 FF 13 (CSFD -2/+5) | F +8 R +5 W +5 | CMD 20 | Acid 5 Cold 5 Elec 5 | Init +3 | Perc +7 DV

Hey guys! It's the Chess here. I present you Allyo Shan, the "Melting Fox" - a kitsune Warlock Vigilante. He will grow more into a blaster with some level of crowd control and buffs. I hope you guys like it. GM, please feel free to let me know if I should change anything. Cheers :)


It looks like you have an extra trait or did you take a weakness to get it?


Male Aasimar Fighter, ex-Monk, ex-Cleric | HP 28/28 | AC 17 TO 17 FF 13 (CSFD -2/+5) | F +8 R +5 W +5 | CMD 20 | Acid 5 Cold 5 Elec 5 | Init +3 | Perc +7 DV

I took Pride! Figured it matched his heritage.


Okay. In that case, the character sheets for Trem and Allyo look good. Is everyone ready to start back up?


Investigator (Empiricist) 2 | HP 15/15 | Init +4 | Per +11 (+12 vs traps) | AC 18 : T 15 : FF 14 : CMD: 14 AC 20 : T 17 : FF 14 : CMD: 16 | Fort +1 : Ref +7 : Will +4 | Dagger +6 (1d3+1), X-bow +7 (1d6)
Inspiration, Prepared Extracts:
Inspiration 5/5, 1st level extracts adhesive spittle, coin shot,, cure light wounds

It would be plausible that Allyo and Trem might meet Valeria in the temple, and go from there.

51 to 100 of 250 << first < prev | 1 | 2 | 3 | 4 | 5 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post Discussion / Matt's Iron Gods Campaign Discussion All Messageboards

Want to post a reply? Sign in.