RotRL: The Alkenstar Expedition (Inactive)

Game Master drbuzzard

Guns vs. Magic in Rise of the Runelords.

Current map

Xin Shalast Map

Loot List


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Ninja 10/Halfling Opportunist 5 TRAP SPOTTER IMP invis 10
Stats:
HP 90/123 AC 33(37)/26(-)/19(23);CMD 31 F 10 R 21 W 16(+2 Fear, +2 Poison); Ki 6/7 Init +8 Revolver 6/6
Acro +30 Appraise+21 Bluff +18 Climb +6 Disguise +14 Diplomacy +14 Disable Device +27 Escape +18 Perception +26 Stealth +29 Local +14 Dungeoneering +13 UMD +19 Sense Motive +11 SoH +21 Swim +6[/spoiler]

Buzz doesn't allow precise bombs or anything that shapes a bomb blast


Female Human(ish) HP (11)
Stats:
AC/Touch/Flat 18/14/14 | CMB/CMD +3/18 | Fort/Ref/Will +3/+4/+1 | Init +2
Skills:
Climb 1, Intimidate 3, Perception 1, Ride 6, Survival 9, Swim 6, Prof(Sailor) 2
Gunslinger (Musket Master) 1

He'd probably allow it for things that you set up as traps (IE: Like configuring your bomb as claymoor, or making a shaped charge to blow a door) though.


Unnamed

Maybe but he did say nothing that shapes a bomb blast as it is a bit too like magic.


Unnamed

The only modification to the alchemist will be the lack of blast shaping. Explosions will be explosions and everyone in the area will get their due. I will probably allow extra extracts in exchange for losing this ability (say an extra one known and usable per level).


Female Human(ish) HP (11)
Stats:
AC/Touch/Flat 18/14/14 | CMB/CMD +3/18 | Fort/Ref/Will +3/+4/+1 | Init +2
Skills:
Climb 1, Intimidate 3, Perception 1, Ride 6, Survival 9, Swim 6, Prof(Sailor) 2
Gunslinger (Musket Master) 1

I think he was referring to the bomb power (which is a thrown weapon only) of the alchemist, not such things as setting up traps or explosives. So setting up bombs that are traps or breaching charges such shouldn't be affected by that


Unnamed

I was talkin about taking precise bombs.

But I don't fell like squabbling. When he gets back he will figure it out


Active:
Ext Hero(200m), Ext See Inivis(200m), Height Awareness(90m), Ext Airwalk(70m)
HP 178/192 | AC 49 | T 27 | FF 43 | CMD 41 | Fort +29 | Ref +28 | Will +26 | Init +13 | Perc +28(24) | SM +20
Usables:
Bane 14/15, Grit 5/6, Smite Evil 2/4, Judgement 3/4, LoH 8/8, Divine Bond 0/1, Illum Touch 2/6(+4), Aura of Enlighten 8/8, Swap Teamwork 3/3

Only thing i see off with his build is the whole making zombies thing.. you have a paladin in the group and zombies will not be tolerated, regardless of how they were made..


dude halfling

my hobbit brother is indeed correct about Buzz's blast-shaping concerns: perhaps if you have a good non-magical explanation for Precise Bombs and Directed Blast. I can see you carrying a heavy metal plate for Directed Blast; Precise Bombs is a lot tougher to figure out.

I believe you'll have to take <Elven Chain> instead of simply mithral chainmail (costs a little extra -- but Alchemists don't have Medium Armor proficiency)...


Male Half Orc Fighter (Unbreakable) 1 / Barbarian (Invulnerable Rager) 7; AC 22, HP 7/93, DR3/-, Fort +14, Ref +8, Will +9, Init +2, Perception +10, Greatsword +14/+9(2d6+8/19-20x2),
Tracked Resources:
13/19 rage rounds

Level Up info:

+1 Level Barbarian (Invulnerable Rager)

Level 8 HP: 1d12 ⇒ 4

Urga's 8th level stats are updated in his profile.


Tiefling HP (104/104)
Stats:
AC/FF/T 34/29/19 | Fort/Ref/Will +14/+18/+9 | Init +11

@Robert.

Draingore is a drug addicted alchemist, who is a bit mad. He's affable, but disgusting, with no social graces. He really doesn't consider them to be undead. They are alive to him, and more friendly to him than most others. In fact, his has a slowly decomposing parrot on his shoulder that he talks to. He tries to feed it only to have the crackers crumble and fall to the ground.

As a paladin, you're welcome to destroy his undead creations. Although he'll accuse you of being a big fat evil jerk who relishes in hurting his friends.

He is setting up for boneshard bomb.

For the rest, I'm sure the GM and I will end up with something we're both happy with.

@Tirion Mithral Chain is considered light, I thought it goes one step down

Directed blast could be like a mortar fire, with a directed target, and a cone of incidental in its field of fire

Precise could be justified, by saying only one side of the point of impact has splash damage. It would be possible in real life. If you threw a bomb right, and it was bomb designed to direct the blast.


Active:
Ext Hero(200m), Ext See Inivis(200m), Height Awareness(90m), Ext Airwalk(70m)
HP 178/192 | AC 49 | T 27 | FF 43 | CMD 41 | Fort +29 | Ref +28 | Will +26 | Init +13 | Perc +28(24) | SM +20
Usables:
Bane 14/15, Grit 5/6, Smite Evil 2/4, Judgement 3/4, LoH 8/8, Divine Bond 0/1, Illum Touch 2/6(+4), Aura of Enlighten 8/8, Swap Teamwork 3/3

Mithril Chainmail is considered light, but you still need medium proficiency to not take penalties.

And I'm not trying to be a dick or anything, but a Paladin of Sarenrae is not gonna travel with what he considers to be Necromancer.. I mean he worships the sun god who considers undead to be anathema.. Not only would your creations be subject to attacks, but you probably would be too.. We need party cohesiveness not aggression..


I'll throw away the character sheet and try again. I'll post something again when I get the free time


Active:
Ext Hero(200m), Ext See Inivis(200m), Height Awareness(90m), Ext Airwalk(70m)
HP 178/192 | AC 49 | T 27 | FF 43 | CMD 41 | Fort +29 | Ref +28 | Will +26 | Init +13 | Perc +28(24) | SM +20
Usables:
Bane 14/15, Grit 5/6, Smite Evil 2/4, Judgement 3/4, LoH 8/8, Divine Bond 0/1, Illum Touch 2/6(+4), Aura of Enlighten 8/8, Swap Teamwork 3/3

You dont have to do that.. Just drop the zombies.. Im sorry but i simply cannot overlook the paladin's code.. Id be subject to loosing my powers if i did that.. It's nothing personal..


Its a whole character concept. A paraiah, who can only find solice in his own creations. Driven delusional by the drugs he take to forget the lives he's taken.

I build the characcetr around the concept. I just need to find a new one that will hold my interest.


Active:
Ext Hero(200m), Ext See Inivis(200m), Height Awareness(90m), Ext Airwalk(70m)
HP 178/192 | AC 49 | T 27 | FF 43 | CMD 41 | Fort +29 | Ref +28 | Will +26 | Init +13 | Perc +28(24) | SM +20
Usables:
Bane 14/15, Grit 5/6, Smite Evil 2/4, Judgement 3/4, LoH 8/8, Divine Bond 0/1, Illum Touch 2/6(+4), Aura of Enlighten 8/8, Swap Teamwork 3/3

Well im sorry.. I prob look like an a$#~!&$ now.. Surely you understand that a paladin of the sun god would have an issue working with your character though..


Not a huge deal. I'll save the concept for something in the future


Unnamed

Do the same thing with little constructs!!


That could be cool, but it's feat, skill and gp restrictive. The rules make it ridiculously crazy expensive. I don't think I've ever seen anyone try before


Prerequisites: Caster level 5th, Craft Magic Arms and Armor, Craft Wondrous Item.

Benefit: You can create any construct whose prerequisites you meet. The act of animating a construct takes one day for each 1,000 gp in its market price. To create a construct, you must use up raw materials costing half of its base price, plus the full cost of the basic body created for the construct. Each construct has a special section that summarizes its costs and other prerequisites. A newly created construct has average hit points for its Hit Dice.

I can live with the craft skills. being Wis based, means alot of failing rolls.

It would eat 3 feats, and eliminate a good chunk of wealth.

Being a Alchemist, Craft wonderous Item, would be a total waste.

I'm not sure if I can pull it off.

It's so wierd they made undead creation, a spell, at 100 gp per hd


Female Human(ish) HP (11)
Stats:
AC/Touch/Flat 18/14/14 | CMB/CMD +3/18 | Fort/Ref/Will +3/+4/+1 | Init +2
Skills:
Climb 1, Intimidate 3, Perception 1, Ride 6, Survival 9, Swim 6, Prof(Sailor) 2
Gunslinger (Musket Master) 1

You could possibly do it with Summoner, if the GM allowed you to reflavor the eidelon(s) as a construct(s), and have a limited number of spells that are actually gadgets. I've seen that done very successfully to simulate technological types. Not sure if it'd be allowed of course.

Another way would be the Ranger(Beast Master) and reflavor the animal companions as clockwork constructs. Same stats, change the base type to Construct and go spell-less (to compensate for the boost the construct subtype would give the ACs). Use craft(Construct) or Craft(clockwork) as a healing method (or mend/make whole spells from allies or wands).


Nope I can't do it. I would have to take craft wonderous Items at 3rd, before we knew what magic was

@Narissa Yeah, it would have to be a houseruled/homebrewed solution


Unnamed

Aw well. It is probably for the best inttra party conflict based on character can be awful.


Something will come to me. I just need to get inspired


A question:

Are the restricted classes we can take still active after 4th. For example can I take levels in witch after 4th?


Unnamed

I think so. I know he commented on it above


OK, back for a bit. Read this discussion. Two things to comment on:
A) I decided to allow precise bomb even if it feels rather magic-y. This is simply because it would be very difficult to provide enough healing without precise healing bombs. So that's a rule change.
B) If you want to just use the undead stuff rules but reskin it as all being constructs so you don't drive the paladin nuts, I'm OK with that.


Active:
Ext Hero(200m), Ext See Inivis(200m), Height Awareness(90m), Ext Airwalk(70m)
HP 178/192 | AC 49 | T 27 | FF 43 | CMD 41 | Fort +29 | Ref +28 | Will +26 | Init +13 | Perc +28(24) | SM +20
Usables:
Bane 14/15, Grit 5/6, Smite Evil 2/4, Judgement 3/4, LoH 8/8, Divine Bond 0/1, Illum Touch 2/6(+4), Aura of Enlighten 8/8, Swap Teamwork 3/3

Well i appreciate the GM sorting that out.. I have no probs with constructs.. But i cant play a paladin thats hangs out with zombies lol..


Ninja 10/Halfling Opportunist 5 TRAP SPOTTER IMP invis 10
Stats:
HP 90/123 AC 33(37)/26(-)/19(23);CMD 31 F 10 R 21 W 16(+2 Fear, +2 Poison); Ki 6/7 Init +8 Revolver 6/6
Acro +30 Appraise+21 Bluff +18 Climb +6 Disguise +14 Diplomacy +14 Disable Device +27 Escape +18 Perception +26 Stealth +29 Local +14 Dungeoneering +13 UMD +19 Sense Motive +11 SoH +21 Swim +6[/spoiler]

ah my apologies on the precise bombs bit


No, you were correct about the precise bomb business. That was the original rule, but I've decided to amend after having to run Flik and trying to do heals in the middle of battle. Healing bombs just don't have it without precise bomb.
Truth be told, I have been implementing that on the heals and having them not heal the enemies and nobody noticed.


old guy nerd engineer3

*gasp*

Tirion would welcome another alchemist, and freaky little constructs sounds way cool...


Unnamed

yea i like that idea big time


Tiefling HP (104/104)
Stats:
AC/FF/T 34/29/19 | Fort/Ref/Will +14/+18/+9 | Init +11

Cool,

Then he can hangout in trash yards finding raw materials to create friends. That will suit him just fine


Tiefling HP (104/104)
Stats:
AC/FF/T 34/29/19 | Fort/Ref/Will +14/+18/+9 | Init +11

Made out of bits and pieces found in garbage patches located on his journeys. Draingore creates a multilegged mount with a swiveling baby dolls head containing glowing red eyes.

Cost 700 gp

Giant Black Widow Spider Riding Mecha

Construct
Init +1

DEFENSE

AC 13, touch 11, flat-footed 12 (+1 Dex, +3 natural, –1 size)
hp 31 (7d8+1)
Fort +2, Ref +3, Will +6
Defensive Abilities: Zombies lose their defensive abilities and gain all of the qualities and immunities granted by the undead type. Zombies gain DR 5/slashing

OFFENSE

Speed 30 ft., climb 30 ft.
Melee bite +10 (1d8+7)
Space 10 ft.; Reach 5 ft.

STATISTICS

Feats: A zombie loses all feats possessed by the base creature, and does not gain feats as its Hit Dice increase, but it does gain Toughness as a bonus feat.

Str 21, Dex 13, Con -, Int —, Wis 10, Cha 10
Base Atk +5; CMB +10; CMD 21 (33 vs. trip)
Skills Climb* +20, Stealth* +1

Staggered (Ex)

Zombies have poor reflexes and can only perform a single move action or standard action each round. A zombie can move up to its speed and attack in the same round as a charge action.


Tiefling HP (104/104)
Stats:
AC/FF/T 34/29/19 | Fort/Ref/Will +14/+18/+9 | Init +11

2 tiny humanoids made of wire and gears. They ride on either shoulder, one looks like a devil and the other looks like an angel. they have preprogrammed nuggets of philosophy, that they randomly whisper into his ear from time to time.

100gp for the pair


Tiefling HP (104/104)
Stats:
AC/FF/T 34/29/19 | Fort/Ref/Will +14/+18/+9 | Init +11

Character sheet finished.

I'm not sure how you want to work healing for constructs. I changed out a skill, for craft (construct) in case you want to use it in some way

I also bought 10x Paste, Mending:

Paste, Mending

Price 25 gp; Weight 1/2 lb.

You can use this smelly, silvery paste to temporarily repair metal objects. It is sold in a sealed flask and reacts with air, turning solid in 1d6+4 minutes. You must make an appropriate DC 20 Craft check to repair a metal item with the broken condition; success means the object loses the broken condition but gains the fragile condition. Increase the DC by +5 if the broken object is a magic item or by +5 if it is a firearm (add both modifiers if the item is a magical firearm). If the check fails, the mending paste is consumed but you may try again with another flask or conventional repair methods.

I was hoping to use this like a cure light wounds for constructs


Tiefling HP (104/104)
Stats:
AC/FF/T 34/29/19 | Fort/Ref/Will +14/+18/+9 | Init +11

Adding Fast Zombie to the template

Made out of bits and pieces found in garbage patches located on his journeys. Draingore creates a multilegged mount with a swiveling baby dolls head containing glowing red eyes and a massive metal jaw with jagged teeth.

Cost 1400 gp

Giant Black Widow Spider Riding Mecha

Construct
Init +3

DEFENSE

AC 15, touch 13, flat-footed 12 (+3 Dex, +3 natural, –1 size)
hp 38 (7d8+7)
Fort +2, Ref +5, Will +6
Defensive Abilities: Zombies lose their defensive abilities and gain all of the qualities and immunities granted by the undead type. Zombies gain DR 5/slashing

OFFENSE

Speed 40 ft., climb 40 ft.
Melee bite +10 (1d8+7)
Space 10 ft.; Reach 5 ft.

STATISTICS

Feats: A zombie loses all feats possessed by the base creature, and does not gain feats as its Hit Dice increase, but it does gain Toughness as a bonus feat.

Str 21, Dex 17, Con -, Int —, Wis 10, Cha 10
Base Atk +5; CMB +10; CMD 23 (35 vs. trip)
Skills Climb* +20, Stealth* +3


Female Human(ish) HP (11)
Stats:
AC/Touch/Flat 18/14/14 | CMB/CMD +3/18 | Fort/Ref/Will +3/+4/+1 | Init +2
Skills:
Climb 1, Intimidate 3, Perception 1, Ride 6, Survival 9, Swim 6, Prof(Sailor) 2
Gunslinger (Musket Master) 1

In an effort to keep down on the magic, are you going to be allowing the Cybertech and Hi-Tech stuff to eventually be available in Alkenstar?


No, I would prefer you folks to just use magic that you pick up, though I'll seen to see what comes from Iron Gods and the like to decide. The People of the Sky book really didn't have much in it.


Female Human(ish) HP (11)
Stats:
AC/Touch/Flat 18/14/14 | CMB/CMD +3/18 | Fort/Ref/Will +3/+4/+1 | Init +2
Skills:
Climb 1, Intimidate 3, Perception 1, Ride 6, Survival 9, Swim 6, Prof(Sailor) 2
Gunslinger (Musket Master) 1

PRD has been updated to include the technology section (after the bestiary entry), which was why I asked.


Tiefling HP (104/104)
Stats:
AC/FF/T 34/29/19 | Fort/Ref/Will +14/+18/+9 | Init +11

Fort Assaulter: The Mecha design includes a resevoir of 20 Stone or metal shot that is fired from an auto reload cannon located in the chest. It is used to bring down smaller fort walls. One arm is a pneumatic piston with a reclaimed church bell, that can be used for offense or battering.

1400 gp

Stone Giant

N Large humanoid (giant)
Init +1; Senses darkvision 60 ft.

DEFENSE

AC 14, touch 10, flat-footed 12 (+1 Dex, +3 natural, –1 size)
hp 77 (14d8+14)
Fort +4, Ref +5, Will +10

OFFENSE

Speed 40 ft.
Melee greatclub +20 (2d8+13)
Ranged rock +12(1d8+13)
Space 10 ft.; Reach 10 ft.
Special Attacks rock throwing (180 ft.)

STATISTICS

Str 29, Dex 13, Con -, Int -, Wis 12, Cha 10
Base Atk +11; CMB +19; CMD 31

Defensive Abilities: Zombies lose their defensive abilities and gain all of the qualities and immunities granted by the undead type. Zombies gain DR 5/slashing.

Staggered (Ex)

Zombies have poor reflexes and can only perform a single move action or standard action each round. A zombie can move up to its speed and attack in the same round as a charge action.


Active:
Ext Hero(200m), Ext See Inivis(200m), Height Awareness(90m), Ext Airwalk(70m)
HP 178/192 | AC 49 | T 27 | FF 43 | CMD 41 | Fort +29 | Ref +28 | Will +26 | Init +13 | Perc +28(24) | SM +20
Usables:
Bane 14/15, Grit 5/6, Smite Evil 2/4, Judgement 3/4, LoH 8/8, Divine Bond 0/1, Illum Touch 2/6(+4), Aura of Enlighten 8/8, Swap Teamwork 3/3

You dont have the Healing Bomb discovery do you Drain?


Narissa Sandstone wrote:
PRD has been updated to include the technology section (after the bestiary entry), which was why I asked.

I'm not inclined to get anything past steampunk in flavor.


Female Human(ish) HP (11)
Stats:
AC/Touch/Flat 18/14/14 | CMB/CMD +3/18 | Fort/Ref/Will +3/+4/+1 | Init +2
Skills:
Climb 1, Intimidate 3, Perception 1, Ride 6, Survival 9, Swim 6, Prof(Sailor) 2
Gunslinger (Musket Master) 1

No problem. Just wanted to know. :)


Tiefling HP (104/104)
Stats:
AC/FF/T 34/29/19 | Fort/Ref/Will +14/+18/+9 | Init +11

I can swap out Psychokinetic Tincture for Healing bomb, if the group is hurting for a heal bot


Active:
Ext Hero(200m), Ext See Inivis(200m), Height Awareness(90m), Ext Airwalk(70m)
HP 178/192 | AC 49 | T 27 | FF 43 | CMD 41 | Fort +29 | Ref +28 | Will +26 | Init +13 | Perc +28(24) | SM +20
Usables:
Bane 14/15, Grit 5/6, Smite Evil 2/4, Judgement 3/4, LoH 8/8, Divine Bond 0/1, Illum Touch 2/6(+4), Aura of Enlighten 8/8, Swap Teamwork 3/3

The alcehmist before was our in combat healer.. I have some weak channels and wand but not so much for combat heals..


It is probably best if you pick up healing bomb, or your team's in combat healing is going to be plenty weak sauce.

I do ramp up all the combats in here to make them worthy of your attention, so don't expect it to be a vanilla pushover AP.


Tiefling HP (104/104)
Stats:
AC/FF/T 34/29/19 | Fort/Ref/Will +14/+18/+9 | Init +11

How did vanilla get such a bad wrap? I always thought it was tasty


Bah, all ice cream should be chocolate.


Tiefling HP (104/104)
Stats:
AC/FF/T 34/29/19 | Fort/Ref/Will +14/+18/+9 | Init +11

Then here's to a fudge packed adventure


Oddly enough while I could be defined as a chocolate addict, I'm not so fond of fudge. It's just too rich or something.

Maybe I'm just too picky.

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