To face a God of iron. (Inactive)

Game Master DBH

When the alien fire that gives it it's name goes out and the disappearance of a local leader, the town of Torch calls for heroes to save the town and end their peril.

Iron gods folder

Loot

Found devices

New tech

Choking tower tech

Palace

Palace 2nd floor

League basement full

League basement 1

League basement 2

Subbasement

Subbasement 2

Combat:

The Party <========== May act!

Red, Yellow & Orange.


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Female Android Rogue 14, Magus (Spire Defender) 1| HP 165/165| AC 33| T 20 | F 292 | F +14/ R +21/ W+12, +4 vs mind affecting, paralysis, poison stun| Per +33/40traps | Init +10| CMB +11| CMD 33| Stealth +29

Recharging cord?


HP 72 l AC 18 (T 13, FF16) l F +10 R +10 W +5 l ini +2 Prec +14 +2 bonus vs. [language-dependant], glyph, symbol or writing-related spells

We got a cord that allowed you to move charges around. Not like a USB/Lightning cable for Android/IPhones.

I feel like Raktar has it


Female Android Rogue 14, Magus (Spire Defender) 1| HP 165/165| AC 33| T 20 | F 292 | F +14/ R +21/ W+12, +4 vs mind affecting, paralysis, poison stun| Per +33/40traps | Init +10| CMB +11| CMD 33| Stealth +29

Hmm. If that cord has no risk then that would help mitigate the total risk of charging batteries as we would only need to charge totally drained batteries. :)


HP 72 l AC 18 (T 13, FF16) l F +10 R +10 W +5 l ini +2 Prec +14 +2 bonus vs. [language-dependant], glyph, symbol or writing-related spells

Ya we got it in the first book but I don't honestly remember who had it.


Are you sure you want to do that?

It was a party item, so even if a player who has dropped out had it the party still has it in their sweaty hands.


Female Android Rogue 14, Magus (Spire Defender) 1| HP 165/165| AC 33| T 20 | F 292 | F +14/ R +21/ W+12, +4 vs mind affecting, paralysis, poison stun| Per +33/40traps | Init +10| CMB +11| CMD 33| Stealth +29

Then its time for some battery management.


HP 72 l AC 18 (T 13, FF16) l F +10 R +10 W +5 l ini +2 Prec +14 +2 bonus vs. [language-dependant], glyph, symbol or writing-related spells

So not quite like I remember but still awesome


Male NG Human (Kellid) Oracle 15 | HP: 174/174, DR 2/- | AC: 23/27 (Tch 11, Fl 22/26) | CMB: +16, CMD: 27 | F: +18, R: +10, W: +16 | Init: +6 | Perc: +19, SM: +0 | Speed 50/40ft | Spells: 1st 8/8, 2nd 7/7, 3rd 7/7, 4th 7/7, 5th 7/7, 6th 5/5, 7th 4/4 | Charges: Armour 49/60, Chainsaw 6/10, Shield 9/11 | Iron Skin 2/2 (150) | Default stats only - see stats spoiler for current status

I think it was either me or Figgy carrying the power cable. It's good but it still comes with the normal battery depletion risk as far as I can tell.


Female Android Rogue 14, Magus (Spire Defender) 1| HP 165/165| AC 33| T 20 | F 292 | F +14/ R +21/ W+12, +4 vs mind affecting, paralysis, poison stun| Per +33/40traps | Init +10| CMB +11| CMD 33| Stealth +29

Before moving on can we recharge some of the batteries with one and two charges? I think I have 3 of them myself and we just found a bunch more.


HP 72 l AC 18 (T 13, FF16) l F +10 R +10 W +5 l ini +2 Prec +14 +2 bonus vs. [language-dependant], glyph, symbol or writing-related spells

That is up to the GM if we can use the cord in that way


Are you sure you want to do that?

No you cannot, while the laboratory is working it is drawing power from a generator built into this structure somewhere. So you need to find the generator and use the cable connected to it to recharge batteries and other items.


Female Android Rogue 14, Magus (Spire Defender) 1| HP 165/165| AC 33| T 20 | F 292 | F +14/ R +21/ W+12, +4 vs mind affecting, paralysis, poison stun| Per +33/40traps | Init +10| CMB +11| CMD 33| Stealth +29

Hmm, earlier you said

GM_DBH wrote:
As it is working it is hooked to a power source. It uses 50 charges a day to operate. So yes you can also recharge batteries here if you're not using the charges for production.


Are you sure you want to do that?
Olimpia Beta II wrote:

Hmm, earlier you said

GM_DBH wrote:
As it is working it is hooked to a power source. It uses 50 charges a day to operate. So yes you can also recharge batteries here if you're not using the charges for production.

My mistake, rereading the recharge cables details told me it needs to be connected to a generator. The lab is running on a poewer line from the generator and can't be used for recharging.


Female Android Rogue 14, Magus (Spire Defender) 1| HP 165/165| AC 33| T 20 | F 292 | F +14/ R +21/ W+12, +4 vs mind affecting, paralysis, poison stun| Per +33/40traps | Init +10| CMB +11| CMD 33| Stealth +29

This is not huge deal, but when two parties are talking and one decides to initiate hostilities that party does not automatically get a surprise round. Normally initiative would be rolled. We are talking, expecting trouble, watching the enemy, and ready.


Are you sure you want to do that?

True, but no one has informed me of that. All I need is something like. 'We're ready for any signs of trouble.' When you interact with NPC's.


HP 72 l AC 18 (T 13, FF16) l F +10 R +10 W +5 l ini +2 Prec +14 +2 bonus vs. [language-dependant], glyph, symbol or writing-related spells

I am starting to feel the pinch of bombs and bombing with an Alchemist. I only have so many a day and I can run out of them quickly.

I took a racial that allows me to be proficient with any weapons I make but we haven't had the time or the places to make tech items yet. Kinda of interesting that we are in book 3 and haven't had the chance to make tech items really.

Nothing against you GM, just the AP is interesting that way. Unless we didn't go somewhere.


Are you sure you want to do that?

Having played this live I agree with you that there isn't much opportunity for building tech items until book 4. Books 5 & 6 are overrun with labs for building.

To tell the truth the small lab on this wreck was originally not working, but the book does have it set up so you can have it active if you chose. Which I obviously did.

As for building some weapons to use, what were you thinking of?


HP 72 l AC 18 (T 13, FF16) l F +10 R +10 W +5 l ini +2 Prec +14 +2 bonus vs. [language-dependant], glyph, symbol or writing-related spells

probably just a pistol or something to supplement my bombs, is there cyro pistols? Since my bombs do fire.


Are you sure you want to do that?

The Zero pistol & Rifle are the cold weapons.


HP 72 l AC 18 (T 13, FF16) l F +10 R +10 W +5 l ini +2 Prec +14 +2 bonus vs. [language-dependant], glyph, symbol or writing-related spells

I would like to build one of those, since it allows me to be proficient


Are you sure you want to do that?

Sadly this is a production lab, you can make technological items, but not weapons or armor.

Crafting High Tech itmes.
The process of building technological items has much in common with magic item creation, though it uses different feats, skills, and facilities. As with magic items, the creator invests time and money in the creation process and at the end attempts a single skill check to complete construction.

Since technological items do not have caster levels, the DC of this check is defined in the description of each technological item. Failing this check means that the item does not function and the materials are
wasted. Failing this check by 5 or more may result in a catastrophic failure, such as electrocution or an explosion, at the GM's discretion.

Unlike magic items, which often require spells as prerequisites for construction, high-tech items require a specialized laboratory with the necessary tools for fabrication. Using a crafting lab to build a high-tech item consumes an amount of power each day. Days when the crafting lab is without power effectively delay continued construction of a high-tech item, but time already spent building the item is not lost.

In addition, crafting an item requires an expenditure of time (from a character with the appropriate crafting feat) and an expenditure of money used to secure the technological components and expendable resources needed for the work.

Creating a technological item requires 8 hours of work per 1000gp in the item's base price (or fraction thereof). The creator must spend the gold at the beginning of the construction process.

The process can be accelerated to 4 hours of work per 1000gp by increasing the DC to create the item by 5. When determining the required
time, ignore any fixed costs such as the weapon portion of implanted weaponry.

The creator can work for a maximum of 8 hours per day, even if she doesn't require sleep or rest. These days need not be consecutive. Ideally, the creator can work for at least 4 hours at a time uninterrupted, but if this is not possible (such as while adventuring), the creator can devote 4 hours of work broken up over the day, accomplishing a net of 2 hours of progress. Work under distracting or dangerous conditions nets only half the progress as well. If the creator
can't dedicate at least 4 hours of work during a day (even if broken up or under distracting conditions), any work performed that day is wasted.

A character can work on multiple technological items at a time, or even in the same day as long as at least 2 hours net labor can be spent on each item. This doesn't let a creator exceed the limits on work accomplished in a single day, but does require separate power expenditures for each item (working on multiple projects at a time is not particularly energy efficient).

Technological items can be repaired using the appropriate crafting feats in the same way magical items can be repaired, but such methods cannot repair the more fundamental ravages of time that afflict timeworn technological items.

Crafting Laboratories.
Although there is a wide range of technological items, the types of laboratories needed to craft objects are relatively limited. Crafting laboratories are, unfortunately, incredibly rare, and those whose locations are currently known and found in relatively safe regions are firmly controlled by the Technic League.

A crafting laboratory is similar to a technological artifact, in that it cannot be assembled or built with current resources on Golarion. In order to craft a technological item, one must secure a laboratory for use. (This allows GMs to limit the role high-tech crafting plays in any one game-make sure to inform your players of the limited availability of
crafting laboratories at the start of your game so they know whether selecting high-tech crafting feats is a useful option for their PCs!)

The six types of laboratories are listed below. Each lab also lists the number of charges required for a day's work on a single project-these numbers are generally rather high, and laboratories that don't draw power from a generator can consume staggering amounts of battery power.

A laboratory that uses power from a generator applies the listed charges
to that generator's dedicated yield for as long as work on the item continues.

Cybernetics Lab (100 charges):
A cybernetics lab is used to craft cybernetic equipment and devices that interface directly with a living creature's biology.

Graviton Lab (250 charges):
A graviton lab is used to craft items that utilize graviton technology, such as gravity rifles, force fields, and magboots.

Medical Lab (20 charges):
This lab is used to craft medical items like trauma packs and medlances and pharmaceuticals.

Military Lab (100 charges):
A military lab is used to craft weapons that don't require more specialized laboratories.

Nanotech Lab (150 charges): This lab is used to craft devices
that utilize nanotechnology, such as id rifles and k-lances.

Production Lab (50 charges):
A production lab is used to craft objects that don't require more specialized laboratories.

So finding a working lab is a wonderful thing, but telling anyone about it means that there will be extreme efforts made to claim it. Most likely this will mean Iadenveigh being taken over by the Technic league


HP 72 l AC 18 (T 13, FF16) l F +10 R +10 W +5 l ini +2 Prec +14 +2 bonus vs. [language-dependant], glyph, symbol or writing-related spells

so what is listed as something that doesn't need a more specialized lab?

Regular alchemy items?


Are you sure you want to do that?

It's a Technological lab, you can build anything in the Technological items section of the tech guide. As long as you have the Craft technological item feat that is.

Two things, you could take the shock bombs discovery and do a lot more damage to robots with it.

And after discussing it with a few other GM's I have ruled that if you take the Infusion discovery you can put extracts in the dart gun and shoot them at your enemies.

Dart gun up top in the Choking tower tech sheet.


Female Android Rogue 14, Magus (Spire Defender) 1| HP 165/165| AC 33| T 20 | F 292 | F +14/ R +21/ W+12, +4 vs mind affecting, paralysis, poison stun| Per +33/40traps | Init +10| CMB +11| CMD 33| Stealth +29

Don't you have to be an alchemist to take the infusion discovery? That or an investigator?


HP 72 l AC 18 (T 13, FF16) l F +10 R +10 W +5 l ini +2 Prec +14 +2 bonus vs. [language-dependant], glyph, symbol or writing-related spells

That is interesting, so debuff the enemies or buff my friends from range?

I was thinking of Essence Booster (Arcane Anthology pg. 23): The alchemist applies this golden liniment to a weapon or suit of armor that has a tiered special ability (a special ability available in varying degrees of potency, such as light fortification or shadow). The affected special ability increases by one step (to moderate fortification or greater shadow, for example). If the item has multiple tiered special abilities, the alchemist chooses one to affect. The item’s enhancement bonus increases by 1 if it has no tiered magical qualities. The alchemist must be at least 8th level to choose this anointing.


Are you sure you want to do that?

@Olimpia. Good thing Figgy is an Alchemist then. :)

@Figgy. I think Infusion is a great discovery to take early. When you start getting some of your higher level extracts you can equip the party in the morning, or before a big fight. Rather than having you waste actions offering them to the others while a fight is going on.

Infusion and Precise bombs make up the considerate Alchemist. :)


HP 72 l AC 18 (T 13, FF16) l F +10 R +10 W +5 l ini +2 Prec +14 +2 bonus vs. [language-dependant], glyph, symbol or writing-related spells

I have infusion already though, that is how I am handing out my potions


HP 72 l AC 18 (T 13, FF16) l F +10 R +10 W +5 l ini +2 Prec +14 +2 bonus vs. [language-dependant], glyph, symbol or writing-related spells

Craft Battery DC 25: 1d20 + 26 ⇒ (12) + 26 = 38

So Figgy can make batteries for everyone at 50 gp a pop


HP 72 l AC 18 (T 13, FF16) l F +10 R +10 W +5 l ini +2 Prec +14 +2 bonus vs. [language-dependant], glyph, symbol or writing-related spells

Zip Stick DC 18: 1d20 + 26 ⇒ (16) + 26 = 42 10 gold
Power Cable DC 20: 1d20 + 26 ⇒ (19) + 26 = 45 250 gold
Ion Tape DC 14: 1d20 + 26 ⇒ (19) + 26 = 45 50 Gold
Flash Light DC 16: 1d20 + 26 ⇒ (9) + 26 = 35 15 gold

Did we get 3 filter masks?
We got 2 or 3 comm sets? Figgy can make more for everyone.

Comm set DC 27: 1d20 + 26 ⇒ (5) + 26 = 31 3000 gold each

How much does Figgy or any of the PCs know about the radiation that is in this land?


Are you sure you want to do that?

Checking the loot sheet I saw it hadn't been updated for some time.

Anything under the maroon bar is for sale, under the black bar is from this book.

Please mark what you're keeping for yourself.

I will have Crazy Wulfgar showing up so you can sell off what you don't want and get some new gear as you've built up some serious cash.


Male NG Human (Kellid) Oracle 15 | HP: 174/174, DR 2/- | AC: 23/27 (Tch 11, Fl 22/26) | CMB: +16, CMD: 27 | F: +18, R: +10, W: +16 | Init: +6 | Perc: +19, SM: +0 | Speed 50/40ft | Spells: 1st 8/8, 2nd 7/7, 3rd 7/7, 4th 7/7, 5th 7/7, 6th 5/5, 7th 4/4 | Charges: Armour 49/60, Chainsaw 6/10, Shield 9/11 | Iron Skin 2/2 (150) | Default stats only - see stats spoiler for current status

Thanks for updating the list GM.

The only thing I'm interested in keeping is the timeworn hard light shield. My touch AC issues have been discussed previously and it'd really help me stay upright in the front line.

HP: 1d8 ⇒ 4 I'll take the 5 then.

Oracle 8
HP - 5 + 2 (Con) + 1 (FC)
Skill points - Heal, Knowledge (planes), Knowledge (religion), Perception
Background skill points - Craft (armour), Craft (weapons)
Favoured class bonus - HP
Stat increase - +1 Dex
BAB - +6/+1
Saves - Fort +2, Ref +2, Will +6
Spells known - +1 0th level (create water), +1 4th level (blessing of fervour)
Spells per day - +1 3rd level, +4 4th level
Mystery spell - versatile weapon


HP 72 l AC 18 (T 13, FF16) l F +10 R +10 W +5 l ini +2 Prec +14 +2 bonus vs. [language-dependant], glyph, symbol or writing-related spells

I will take the Dart Gun for Figgy, I have a Black Nanite Hypogun, someone else should take it because they are awesome.

The list of things above that I plan to make does anyone need any of those? I can make a fresh battery for everyone for 50 gp

Olimpia I will give you that Power cable and keep one for myself.

I have added names to things in the loot sheet if you don't agree remove your name and post here please.


Female Android Rogue 14, Magus (Spire Defender) 1| HP 165/165| AC 33| T 20 | F 292 | F +14/ R +21/ W+12, +4 vs mind affecting, paralysis, poison stun| Per +33/40traps | Init +10| CMB +11| CMD 33| Stealth +29

Olimpia takes a 7th level of Rogue.

She gains:
+1 Dex
+1BAB
An additional sneak attack die to 4d6
5 + con (2) + Favored class (1), or 8 HP
9 skill points that I'll spend on rogue stuff.


Status: Mage Armor 15 Hours | Witch 15 | HP 89/89 | AC 18 | T 14 | F 15 | Per +2 | Init +9 | Fort +9 Ref +13 Will +13 | CMB +7 | CMD 21 | +6 Inferno Pistol 1d6 20x2 | Sickle +7 1d6 x2
hex:
Evil Eye (-4 DC25), Cackle (move), Misfortune (2 rnd, DC 24), Slumber (15 Rounds DC24) Flight (15/15 minutes)
CLW Wand 40/50 | 2/2 CLW Potion | Ray of Enfeeblement 33/34 (CL1 - DC15) | Ray of exhaustion 16/18 (CL5 - DC16)

+1 Int - now 22 with items.

Upped all my knowledge checks so they are all +17
Upped FLy and Spellcraft

New Spells:
Phantasmal Killer
Black Tentacles
Remove Curse

New Hex:
Slumber
Evil Eye to -4
Misfortune to 2 rounds
All Save DCs up to 20


HP 72 l AC 18 (T 13, FF16) l F +10 R +10 W +5 l ini +2 Prec +14 +2 bonus vs. [language-dependant], glyph, symbol or writing-related spells

Figgy 8th

HP: Avg of 5
Skills: Heal, Arcana, Local, Perception, Spellcraft, UMD, Religion
Secondary: Mechanical, Alchemy, Engi

Spell: Thorn Body

Stat: Wisdom

Discovery: Essence Booster

Springy got a +10 Alchemy bonus to Stealth, so he can scout with Olimpia


Male CG Kellid Human Barbarian (Savage Technologist) 7 / Gunslinger (Techslinger) 3 | HP: -14/98 | AC: 23/25 (21/23) Rage/22 (20) RA; 16/18 (14/16) Rage/14 RA Tch, 18 FF) | CMB: +13 (+15), CMD: 27 (31) | Fort +12, Reflex +10 (+12), Will +9 (+11) | Initiative: +5 | Perception: +16, Sense Motive: +14 | Speed 40ft | Active conditions: DEAD | Rage 17/24 | Grit 3/3 |

Korvan 8th - (3rd Level Techslinger)

HP: Avg of 5 + 2 Con Mod
Skills: Intimidate, Perception, Sense Motive, Survival, Knowledge (Local)
Background: Craft (Alchemy), Knowledge (Engineering)

Stat: Strength


Are you sure you want to do that?

@Figgy. People are aware of Radiation and how bad it is for you. There are spells dealing with it. Detect Radiation is one of them.

Selling everything that is not claimed. None of those laser pistols were timeworn by the way?

The way I've split the gold is Korvan gets his share from when he joined you.

So everybody but Korvan gets 23308gp.

Korvan gets 6838gp.


Male NG Human (Kellid) Oracle 15 | HP: 174/174, DR 2/- | AC: 23/27 (Tch 11, Fl 22/26) | CMB: +16, CMD: 27 | F: +18, R: +10, W: +16 | Init: +6 | Perc: +19, SM: +0 | Speed 50/40ft | Spells: 1st 8/8, 2nd 7/7, 3rd 7/7, 4th 7/7, 5th 7/7, 6th 5/5, 7th 4/4 | Charges: Armour 49/60, Chainsaw 6/10, Shield 9/11 | Iron Skin 2/2 (150) | Default stats only - see stats spoiler for current status

Delightful, thanks GM.

Things I would like to buy include:

boots of striding and springing - 5500gp
lesser extend metamagic rod - 3000gp
Upgrade my amulet of natural armour +1 to +2 - 6000gp (Dilana, can you craft these?)
Belt of giant strength +2 - 4000gp

If we have time I'm happy to do some crafting for people, I can do weapons and armour up to +2.


Male CG Kellid Human Barbarian (Savage Technologist) 7 / Gunslinger (Techslinger) 3 | HP: -14/98 | AC: 23/25 (21/23) Rage/22 (20) RA; 16/18 (14/16) Rage/14 RA Tch, 18 FF) | CMB: +13 (+15), CMD: 27 (31) | Fort +12, Reflex +10 (+12), Will +9 (+11) | Initiative: +5 | Perception: +16, Sense Motive: +14 | Speed 40ft | Active conditions: DEAD | Rage 17/24 | Grit 3/3 |

I think the only things I'm truly interested would be:

Headband of Inspired Wisdom - 4,000 gp
Upgrade my Mithral Shirt +1 to +2 - 3,000 gp


HP 72 l AC 18 (T 13, FF16) l F +10 R +10 W +5 l ini +2 Prec +14 +2 bonus vs. [language-dependant], glyph, symbol or writing-related spells

Hot damn 23 308? that is a lot of money. Figgy needs a bag of holding or something to increase his carrying capacity.


Status: Mage Armor 15 Hours | Witch 15 | HP 89/89 | AC 18 | T 14 | F 15 | Per +2 | Init +9 | Fort +9 Ref +13 Will +13 | CMB +7 | CMD 21 | +6 Inferno Pistol 1d6 20x2 | Sickle +7 1d6 x2
hex:
Evil Eye (-4 DC25), Cackle (move), Misfortune (2 rnd, DC 24), Slumber (15 Rounds DC24) Flight (15/15 minutes)
CLW Wand 40/50 | 2/2 CLW Potion | Ray of Enfeeblement 33/34 (CL1 - DC15) | Ray of exhaustion 16/18 (CL5 - DC16)

23308gp!!

Well. Looks like I need to do some shopping!


HP 72 l AC 18 (T 13, FF16) l F +10 R +10 W +5 l ini +2 Prec +14 +2 bonus vs. [language-dependant], glyph, symbol or writing-related spells

Heavy load belt 2000 gp
Boro Bead 2nd

Crafting 6 alchemist's Fire 40 gold
Crafting 6 Acid 40 gold

Potion of Cure Mod wounds (Caster level 8 - so 2d8+8)


Female Android Rogue 14, Magus (Spire Defender) 1| HP 165/165| AC 33| T 20 | F 292 | F +14/ R +21/ W+12, +4 vs mind affecting, paralysis, poison stun| Per +33/40traps | Init +10| CMB +11| CMD 33| Stealth +29

Hmm. I might need a day or two to think on what to buy.


Female Android Rogue 14, Magus (Spire Defender) 1| HP 165/165| AC 33| T 20 | F 292 | F +14/ R +21/ W+12, +4 vs mind affecting, paralysis, poison stun| Per +33/40traps | Init +10| CMB +11| CMD 33| Stealth +29

Looking at what Olimpia might need I am thinking go big or go home. :)

She would like to upgrade her +2 Dex belt to +4 (12K) and her +2 cloak to +3 (5k). She will take the rest in a gift certificate to be spent to get Her AC up some. :)


Are you sure you want to do that?

Ok, Wulfgar is a traveling merchant, but has goods that are way over what he should have. So it's obvious he has a serious backer somewhere, or a home base somewhere major, or even both?

He still can't go over 8000gp in magic items though.

After rolling all this it's obvious you got lucky and hit Wulfgar at the start of his run.

Boots of striding and springing? Chance: 1d100 ⇒ 17 Yes.

Lesser Extend metamagic rod? Chance: 1d100 ⇒ 54 Yes.

Amulet of natural armor +1 -> +2? Chance: 1d100 ⇒ 65 Yes.

Belt of giant strength +2? chance: 1d100 ⇒ 27 Yes.

Headband of Inspired wisdom +2? chance: 1d100 ⇒ 48 Yes.

Mithril armor +1 -> +2? chance: 1d100 ⇒ 28 Yes.

Heavy load belt? chance: 1d100 ⇒ 33 Yes.

Boro bead 2nd? chance: 1d100 ⇒ 39 Yes.

Olimpia. His mages can upgrade your cloak to +3, but they are not going to be staying here long enough to to upgrade your belt to +4


Male NG Human (Kellid) Oracle 15 | HP: 174/174, DR 2/- | AC: 23/27 (Tch 11, Fl 22/26) | CMB: +16, CMD: 27 | F: +18, R: +10, W: +16 | Init: +6 | Perc: +19, SM: +0 | Speed 50/40ft | Spells: 1st 8/8, 2nd 7/7, 3rd 7/7, 4th 7/7, 5th 7/7, 6th 5/5, 7th 4/4 | Charges: Armour 49/60, Chainsaw 6/10, Shield 9/11 | Iron Skin 2/2 (150) | Default stats only - see stats spoiler for current status

Awesome. Wulfgar is rapidly becoming my favourite recurring NPC!

GM - have we got much time to craft? I'm hoping that we can save a bit of cash using mine and Dilana's feats. No worries if not, just thought I'd check before I spend all my gold.


Are you sure you want to do that?

You do have as much time as you want to take with crafting. Your next step is into the Smokewood, which is dangerous territory. :)


Male NG Human (Kellid) Oracle 15 | HP: 174/174, DR 2/- | AC: 23/27 (Tch 11, Fl 22/26) | CMB: +16, CMD: 27 | F: +18, R: +10, W: +16 | Init: +6 | Perc: +19, SM: +0 | Speed 50/40ft | Spells: 1st 8/8, 2nd 7/7, 3rd 7/7, 4th 7/7, 5th 7/7, 6th 5/5, 7th 4/4 | Charges: Armour 49/60, Chainsaw 6/10, Shield 9/11 | Iron Skin 2/2 (150) | Default stats only - see stats spoiler for current status

In which case we should take a few days to craft I think.

Not sure how long it would take to craft everything we can though.


HP 72 l AC 18 (T 13, FF16) l F +10 R +10 W +5 l ini +2 Prec +14 +2 bonus vs. [language-dependant], glyph, symbol or writing-related spells

What Tech Items do people need? Figgy can make a lot of things and basically not fail.


Status: Mage Armor 15 Hours | Witch 15 | HP 89/89 | AC 18 | T 14 | F 15 | Per +2 | Init +9 | Fort +9 Ref +13 Will +13 | CMB +7 | CMD 21 | +6 Inferno Pistol 1d6 20x2 | Sickle +7 1d6 x2
hex:
Evil Eye (-4 DC25), Cackle (move), Misfortune (2 rnd, DC 24), Slumber (15 Rounds DC24) Flight (15/15 minutes)
CLW Wand 40/50 | 2/2 CLW Potion | Ray of Enfeeblement 33/34 (CL1 - DC15) | Ray of exhaustion 16/18 (CL5 - DC16)

If there is time to craft and I can buy the materials I would like to do the following crafting and selling. Once this is worked out I will see if there are any minor items I would like to buy.

My math leaves me with 5k gold after selling my Headband of Vast Intellect +4 and buying materials for a Headband of Vast Intellect +6 and a Corset of Dire Witchcraft.

Sell Headband +4 - 8k

Craft Headband of Vast I +6
36k = 18k

Craft Corset of Dire Witchcraft
22k = 11k

26+8= 34-18=16-11=5k

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