
Zazz the Clockwork Juggler |

Cool beans.
haha thats too bad. I think I'd do well with it with the current group set up. that and hilariity.
Hum. I wonder if i'll still be offensive enough for the current group set then. Hope so..
I'll take the dagger with sawback,
Do the hover sleds simply hover and not move by itself? is it via hourse pull only? or is it the type you can push/kick off etc due to low wind drag and such
Or are these in the tech guide and I just can't find them? Which is quite possible I've had trouble finding things in that for some reason.

DM Bloodgargler |

The hover sleds are not in the tech guide, but partially based on technology which exists in the tech guide.
They are the only homebrew item I intend to introduce.
This is what I have for it. (the ones you have are "timeworn")
Hover Sled
Price: dunno 6000? Slot:none or as shield Weight:15 lbs
Capacity:10 Usage:1/hour, 1/ionic bond
A slightly concave, circular piece of metal 3 feet in diameter and
1 inch deep at its center. It can hold 200 pounds of weight (plus 200
lbs per additional charge/hour). If used to transport a liquid, its
capacity is 2 gallons. The sled floats approximately 1 feet above the
ground at all times and remains level. The sled does not move
horizontally under its own power, but a rider could clamber along the
face of a cliff, for example, or push against the ground to move
laterally (generally at half its base land speed).
The interior surface of the sled is coated with ionic-bonding material.
When exposed to an electrical charge of any power (including a charge
from the sled) it bonds to the affixed surface, A second jolt from an
electrical source causes the surface to revert to its previous
condition, at which point it can be torn free easily.
This is most often used to secure the sled to a rider's boots, or to an
armored forearm with the level of protection and penalties of a heavy
steel shield.
----
(In retrospect I maybe should have ditched the ionic bond thing, and equipped the riders with Magboots.)

Zazz the Clockwork Juggler |

Oh, how neat of an item. YOu do some awesome work. I can think of a few cool things to do with that...
random.. weird question...
how much "ground" does it need to push ooff of to hover?
I.e. could we shoot two grapples into a building somewhere, tie them to a tall tall tree, and ride along the boards on top of the two guide ropes?
That'll be some useful gear.
Is there an action for the ionic bonding? or does it cost an ychargers?

Zazz the Clockwork Juggler |

Hmm if game goes high enough level might have to dip Technomancer Prestige class.
edit: oh. requires arcane spellcasting. Darn that would have fit so amusing with mesmer or with a techslinger+spiritualist I was building for some day. Shame.. shame... Wish they built more prcs with open specs

DM Bloodgargler |

Zazz - Heh I think you would need a surface at least as wide as the sled to maintain stability. I would prefer not to add mechanics to accommodate having less stability. Though it is designed to use a charge for each, any jolt of electricity will activate the bond as well as release. We can make both activation and release from the use of a charge a free action. The action necessary by any other means of an appropriate "jolt" would be determined by the action required for that method.
I wouldn't see a problem with mesmer spells qualifying... but with your slow spell progression, that would be character level 8 for you.
To everyone -
Most technological gear looted or purchased in the wasteland will be "Substandard" - prone to "glitches", and half the listed cost... but rechargeable. This is due to inferior tooling and materials, and oversights in reverse engineering.
50% chance to glitch under these conditions...
- When an item is first used after a month or more of inactivity.
- Anytime a single-use consumable is used.
- When using an item in a way that would drain its last charge.
- When an item requires a d20 roll (such as a skill check or an attack roll) to activate or use, and that roll results in a natural 1.
- When a critical hit is confirmed against the wearer of an active defensive item, such as armor or a force field.
- (my addition to PRD list) The first usage after an item with a capacity higher than 1 has been recharged.
I had posted that these recently looted items were effectively timeworn, and commonly referred to as RE tech (reverse engineered). Disregard that... they are Substandard.

DM Bloodgargler |

We have a Tomin in the party, is the name To'mas going to confuse our readers... or is it ok?
It is not as troubling to me as having somehow introduced a Timney and a Dwidney... It was going to be a male named Dwid, but changed gender, dashed off a "feminized name", and now.. one has to die because I cringe every time their names come up.

Ta'mas Dune-Runner |

I can change it until I've made a few more posts—I was just thinking about common American names that could be corrupted over time, but if it's confusing I can change it.
Either way, To'mas will also respond to "Savage," "Primitive," and "Big Guy."

DM Bloodgargler |

After losing my layered copy of the map to CPU shutdown, I realized I had borked the map... I'd slid the numbers over when cropping.
New one is right.
Resulting error...
Zazz should not have been targeted... please disregard damage and ability activation.
Working out enemy actions now, and will post soon.

Tomin Mesor |

Sorry for the delay. I have been traveling and will be until April 4th. I should have internet, but if I lag behind, please gmpc me.
-Posted with Wayfinder

Ta'mas Dune-Runner |

Friendly neighborhood bump! The wagon tracks are following the caravan y'all are looking for, right? Might be worth investigating to see if the cargo's here.

DM Bloodgargler |

Re-capping... One or two recruits coming.
The group was hired by Bergen Lachlan, leader of Okorn Spring, to discover what had become of his shipment and the men he'd sent to retrieve it.
The party has discovered...
Okorn Spring militia went to Hirogdin Bunker to pick up a shipment of supplies from New Anodos. While at the bunker, they overheard an incoming distress transmission from a doctor who'd said he'd "made it to the communications tower" - his message was cut short by gunfire.
As the militia was returning to Okorn Spring with the supply wagons, they were ambushed by corporate security forces dressed and posing as wastelander barbarians. When the party defeated ambushers who'd remained in the area to find one who'd gotten away, they were able to get information from a captive. A pyrokineticist named Sarge Kurstein is apparently in charge of keeping people away from a secret complex "they" (some sort of corporate security or secret ops) are in the process of taking over. Apparently just hearing of its existence was enough reason to eliminate the Okorn militia who'd overheard the transmission.
The wagon tracks have led the group here to a run-down junkyard - tucked away in the middle of nowhere. The tracks end abruptly at the fence - though a rectangular seam of a 15' by 15' concealed "panel" has been discovered where the tracks stop.
~~~~~ ~~~~~ ~~~~~
A scientist named Ervin Ildfrik hired Ta'mas to escort him to where he believes there is a secret science facility run by an old colleague, Dr Harkleburn. He had a general idea of its location, but hadn't pinned it down until picking up a recent scrambled transmission from this location. As fears for his own safety and that of the alleged science team somewhere underground here have grown, he has become more open in speaking about his reason for coming here. He has asked the group to investigate.
Though there is nothing "tower-like" about the structure, the group has found a communications room with bullet holes in the machinery.

Ta'mas Dune-Runner |

Is anyone going to actually look for the supplies or the missing wagons, since that's the whole mission? They're almost certainly somewhere in the junkyard, but nobody's looked for them specifically yet, and Ta'mas has no skin in that game.

Ta'mas Dune-Runner |

Also: Hi, Alynthar. I should probably point out that there's a lot of guns in this game, so having 8 con could be a significant liability—especially because, as a wizard, this means you get practically no hp every level. And right now, you could get killed all the way to dead by a single critical hit, which might be troubling.
Since you don't seem to use your charisma for much, and it's a tiefling's penalized ability, it might be really worthwhile to move some of that charisma to constitution. Right now, the Improved Channel feat is as useful to you as four points of charisma, and a necromancer, especially one with a high dexterity (and possibly a scorpion familiar) has much less need for point-blank shot and improved initiative than a normal wizard. Toughness would also significantly help you stay alive. And/or switch to a Grimspawn tiefling, which would switch your penalized stat to wisdom, and you could get 11 con with the same stats in everything else at the same point buy.
And if you really want to, there's a variant tiefling ability that lets you replace your spell-like ability with "You can animate a 1 HD skeleton, as per animate dead, once per day as a spell-like ability," which seems like the sort of thing you'd be into, though I'd be very careful about what

Alynthar42 |

There we go. I changed things around a bit. Rather than nerfing Cha, which I'm fond of, I gave him a 7 wisdom, which fits his character anyway, and a ten in Con. I also traded for the feats that Ta'mas recommended, and the animate dead spell-like ability.
Thanks for pointing that stuff out, Ta'mas. To be honest, that was really a slightly modified version of the character I've been running in RotR for a while, so I didn't change as much as I should have.
Could somebody check my math? I think I got it right, but I'm not sure.

Ta'mas Dune-Runner |

Seems like everything checks out. And that animate dead ability should save you quite a bit of onyx, but... I think the DM will have a good sense of just how well our characters actually know what skeletons are, or if they exist in this world as roving monsters.

Ta'mas Dune-Runner |

Err... it makes necromancy viable for a class that wouldn't do it at low levels. There are plenty of ways to get undead before level 5, most of them just don't involve playing a wizard.

Ta'mas Dune-Runner |

Well, Oracle and Warpriest, but they get it a bit later than the Cleric. Or get your GM let you take the Corpse Companion feat with the Animal Domain/Nature Mystery. Or play in a setting where undead are common, and use Command Undead to steal them away starting at level 1.

Alynthar42 |

Besides, I really only play wizards, maguses (magi?) and druids. I can't stand clerics, for whatever reason, and I just can't play a sorcerer right- I've been a wizard player for too long to change my playstyle to fit that needed for a sorcerer. And to me, anybody who can't cast spells is just a meat shield.

Ta'mas Dune-Runner |

Really? This is pathfinder. Usually the people not casting spells are the ones dealing the most damage.
Oracles are great, though—they're an incredibly versatile class in what they do, and with the right items and choices can sling fireballs as hard as a wizard, with higher AC and saves than a paladin/monk, and healing just as good as a cleric. Roleplaying "I believe in myself so much it gives me divine magic" can also be quite fun.

Ta'mas Dune-Runner |

A fighter that can kill a kobold every round is a very boring fighter.
A fighter with ten levels in lore warden/martial master or archer can physically block off a 30' radius area of the battlefield every turn, tripping/disarming/grappling every enemy who steps into that area with a 95% success rate.
Most enemies I've ever disarmed in one round was seven, with a level 8 monk, but that's because there were no other enemies in the room.
Wizards trade power for versatility, but in any one situation they're a bit limited by what they can do. To be fair, I've never played an arcane caster since 3.5, since pathfinder just made everything else so much more interesting.