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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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)

Re Poison:
I kind of think of poison the same way I do sundering weapons. If we start doing it the GM will start doing it and no one wants that. :D

As far as progression goes I am thinking I will stick witch for the long hall. I have considered dipping rogue at some point but will see how things evolve. I do not plan on Dilana getting much into technology other then to appreciate what it can do, strictly a magic girl.


| HP: 61/61 | AC: 26 (Tch 17, Fl 19) | CMB: +7, CMD: 24 | F: +6 , R: +10, W: +6| Init: +5(+7) | Perc: +17 | Speed 30ft | Grit: 3/3 | Ammunition: 30, 30 Adamantine| +1 Double Barreled Pistol +13 (1d8+1/x4), +2 Inferno Pistol +14 (1d6+6) (10 Charges)| Active Conditions: None

Sorry it took me so long to post. Would've done so sooner, but I had to set up and run my Hell's Vengeance for a live session.


Are you sure you want to do that?

NP. Saturday is my live day.


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

Studded leather armor x3.
A masterwork buckler.
A rapier.
A masterwork sap.
A sunrod.
Masterwork thieves' tools x2. I would like 1
A scroll of shield and a scroll of identify. If Figgy can learn these next level I am taking the infusion Discovery and can make these two things in to potions that anyone can drink


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)

I cannot learn shield but I can add Identify to my spell list as well. Dosn't really matter as long as one of us has it though.

The rest nahh.


Male HP: 22/22 | AC: 16 (Tch 13, Flat 13) | CMB: +1, CMD: 14 | F: +1 (+3 v Poi) , R: +6, W: +4 (+6 vs. Ench) | Init: +3 | Perc: +9 (+10 v traps), SM: +7, DD +9 | Speed 30ft | Extracts: 1st: 4/4 | (CLW, Shield, Heightened Awareness) Rapier +5 | Light Crossbow +5 (5 bolts) | Inspiration: 4/4 | Buffs:

I could use a set of Mwk Thieves Tools myself as well.


| HP: 61/61 | AC: 26 (Tch 17, Fl 19) | CMB: +7, CMD: 24 | F: +6 , R: +10, W: +6| Init: +5(+7) | Perc: +17 | Speed 30ft | Grit: 3/3 | Ammunition: 30, 30 Adamantine| +1 Double Barreled Pistol +13 (1d8+1/x4), +2 Inferno Pistol +14 (1d6+6) (10 Charges)| Active Conditions: None

Studded leather armor x3. Can't wear, not proficient.
A masterwork buckler. Could use temporarily.
A rapier. I could use. Better for piercing than a dagger.
A masterwork sap. Fancy non-lethal-exclusive club
A sunrod. Useful for anyone
Masterwork thieves' tools x2. Tybalt and Figgy are the only ones who can get any mileage out of these, so they can have them as far as I'm concerned.
A scroll of shield and a scroll of identify No UMD unfortunately, but don't desire it since others have it on their spell lists.


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'd like a set of masterwork thieves tools at some point in the future, by neither my trap finding nor my Disable Device are great at this point, so I'm happy for Tybalt and Fighy to have the first two sets. Nothing else is of much use to me.


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 can pass off my set of regular ones to you if you want.


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 Figgy, but I've got a set of basic tools.


| HP: 61/61 | AC: 26 (Tch 17, Fl 19) | CMB: +7, CMD: 24 | F: +6 , R: +10, W: +6| Init: +5(+7) | Perc: +17 | Speed 30ft | Grit: 3/3 | Ammunition: 30, 30 Adamantine| +1 Double Barreled Pistol +13 (1d8+1/x4), +2 Inferno Pistol +14 (1d6+6) (10 Charges)| Active Conditions: None

Quick question: How did that robot move through us into the other room? We had 2 (now 3) guys there in the entrance way before it acted. If I recall correctly, the square it was last in only connected to the ones that Raktar and I occupied, meaning he'd either have to overrun or bull rush to get to where he is now since you can't normally move through enemy squares.


Are you sure you want to do that?

True, I missed that. Those who had melee weapons ready can take an AOO.


Are you sure you want to do that?

New doc up top. I've put all the loot found so far in a Loot page.


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

HP: 1d8 ⇒ 7

Delightful.

Level 2 complete shortly.


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)

Did we level up?

I guess I will roll either way while its on my mind.

HP: 1d8 ⇒ 2 Perfect lol, 5 it is.


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

come on 8: 1d8 ⇒ 4

So 5 I guess, I will do my level up later today when I get home


| HP: 61/61 | AC: 26 (Tch 17, Fl 19) | CMB: +7, CMD: 24 | F: +6 , R: +10, W: +6| Init: +5(+7) | Perc: +17 | Speed 30ft | Grit: 3/3 | Ammunition: 30, 30 Adamantine| +1 Double Barreled Pistol +13 (1d8+1/x4), +2 Inferno Pistol +14 (1d6+6) (10 Charges)| Active Conditions: None

I was gonna take the average, but since you said I could if it sucks anyway...

Health Roll: 1d10 ⇒ 7

One more than average. I'll take that.


Male HP: 22/22 | AC: 16 (Tch 13, Flat 13) | CMB: +1, CMD: 14 | F: +1 (+3 v Poi) , R: +6, W: +4 (+6 vs. Ench) | Init: +3 | Perc: +9 (+10 v traps), SM: +7, DD +9 | Speed 30ft | Extracts: 1st: 4/4 | (CLW, Shield, Heightened Awareness) Rapier +5 | Light Crossbow +5 (5 bolts) | Inspiration: 4/4 | Buffs:

HP: 1d8 ⇒ 2

Guess I'm taking average.


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

Everyone was fine with me taking the scrolls of ID and Shield? I took the infusion discovery


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

Skills: Disable Device +1, Arcana +1, Perception +1, Heal +1, Spell craft +1, UMD +1, Alchemy +1, Mechanical +2, K. Engi +1

HP 5
BaB +1
F/R/W 3/3/0

Springy got DR 2/Adamantine


| HP: 61/61 | AC: 26 (Tch 17, Fl 19) | CMB: +7, CMD: 24 | F: +6 , R: +10, W: +6| Init: +5(+7) | Perc: +17 | Speed 30ft | Grit: 3/3 | Ammunition: 30, 30 Adamantine| +1 Double Barreled Pistol +13 (1d8+1/x4), +2 Inferno Pistol +14 (1d6+6) (10 Charges)| Active Conditions: None
Figgy Greasefitter wrote:
Everyone was fine with me taking the scrolls of ID and Shield? I took the infusion discovery

I don't mind. Take em.


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)

I do not mind Figgy, as long as one of us has them. There may be some offensive ones we need to roll off on if they come up :)


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

No worries, Figgy is not greedy but springy can be, never trust that droid. I am going to give him the DR traits because I think it would be hilarious to have this 2 1/2 foot tall automaton running around handing out drinks during battle.


Male human barbarian 3/ranger 2 | CMB: 8, CMD: 20 | F: +9, R: +7, W: +4 | Init: +2 | Perc: +9 | Speed 30ft i medium armor|

I'm Ok with you taking the stuff as well; we're a team here so the resources should go to the person best suited to use them.

----------
Level 2
hit points: 1d12 + 2 + 1 ⇒ (4) + 2 + 1 = 7; take 7 for a total of +10 hp
+1 bab;
+1 fort save;
+2 rounds of rage;
rage power: scent;
Sword and Gun: At 2nd level, when a raging savage technologist wields a one-handed firearm in one hand and a light or one-handed melee weapon in the other, she can make ranged attacks with the firearm without provoking attacks of opportunity. She also gains the benefits of the Two-Weapon Fighting feat, but only if all attacks are made with those weapons.;
+5 skill ranks (acrobatics, climb, intimidate, perception, swim)
+2 background skill ranks (k. engineering, K. geography)


| HP: 61/61 | AC: 26 (Tch 17, Fl 19) | CMB: +7, CMD: 24 | F: +6 , R: +10, W: +6| Init: +5(+7) | Perc: +17 | Speed 30ft | Grit: 3/3 | Ammunition: 30, 30 Adamantine| +1 Double Barreled Pistol +13 (1d8+1/x4), +2 Inferno Pistol +14 (1d6+6) (10 Charges)| Active Conditions: None
GM_DBH wrote:
In pure coinage there is 602gp to split between you, that is before selling what else you found? So go through the loot list and decide what you are keeping please. The items in red have already been claimed.

Here's how I see things.

-Keep the E-Pick, Batteries, and the cards for now. We'll get some use out of them somewhere down the line.

-Since we have light spells, we can cover underwater needs for light, making the Sunrod mostly irrelevant unless we run out of torches.

-Someone might be able to get some mileage out of the rapier if we need to pass piercing DR. If no one wants it, I could use a free piecing melee weapon.

-The buckler can go to Roga or Raktar if one of them wants it. A little shield bonus would help for Flat-footed instances.

-Definitely can sell the silverdisks (I think they're only for selling anyway, correct me if I'm wrong), the unholy symbol (useless to us), and at least 2 of the studded leathers imo.

-As I have better armor, Dilana and Figgy cannot wear the armor without penalty of some kind (she's arcane and he's small), Raktar and Tybalt already have some, and the only one who could potentially benefit from this is Roga, who would only get a +1 to his max Dex Bouns. Worth it? He's the judge of that.

Once we have a who coinage count, we can figure out who to evenly divide it from there.


Male HP: 22/22 | AC: 16 (Tch 13, Flat 13) | CMB: +1, CMD: 14 | F: +1 (+3 v Poi) , R: +6, W: +4 (+6 vs. Ench) | Init: +3 | Perc: +9 (+10 v traps), SM: +7, DD +9 | Speed 30ft | Extracts: 1st: 4/4 | (CLW, Shield, Heightened Awareness) Rapier +5 | Light Crossbow +5 (5 bolts) | Inspiration: 4/4 | Buffs:
Jeremiah Johnston wrote:
Once we have a whole coinage count, we can figure out who to evenly divide it from there.

FTFY


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)

Jeremiah your analysis works for me. So far there is nothing I need from what we have found. I would like to start banking some gold for later though.


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

Sounds like plan to me. I don't need a buckler though.


| HP: 61/61 | AC: 26 (Tch 17, Fl 19) | CMB: +7, CMD: 24 | F: +6 , R: +10, W: +6| Init: +5(+7) | Perc: +17 | Speed 30ft | Grit: 3/3 | Ammunition: 30, 30 Adamantine| +1 Double Barreled Pistol +13 (1d8+1/x4), +2 Inferno Pistol +14 (1d6+6) (10 Charges)| Active Conditions: None

Since we seem to have consensus, I think we have what we need to sell and get the total amount of gold to split.

Claiming for me: Rapier (Maybe I can get an Agile one later so I'm not useless without bullets... if I still use bullets by then.), Buckler (Only done with further consideration. Flexible shield bonus helps me since it won't interfere with gun and I can sell later if need be.)

Selling: 56 Silverdisks, 3 Studded leather armors, Silver Unholy Symbol of Zyphus

Out of curiosity, how will you handle selling of the things GM?


Are you sure you want to do that?

Standard 50% value of base cost for selling. Remember you have the voucher from the council giving a 20% discount when buying items though.


Are you sure you want to do that?

If no one is going to gamble or socialize then...

56 silverdisks = 560gp.
3 studded leather = 37.5gp
1 silver unholy symbol = 12.5

Total = 610gp.

Everyone gets 102gp to spend.

Do your shopping and let me know what you buy and we'll resume the exploration.


Male HP: 22/22 | AC: 16 (Tch 13, Flat 13) | CMB: +1, CMD: 14 | F: +1 (+3 v Poi) , R: +6, W: +4 (+6 vs. Ench) | Init: +3 | Perc: +9 (+10 v traps), SM: +7, DD +9 | Speed 30ft | Extracts: 1st: 4/4 | (CLW, Shield, Heightened Awareness) Rapier +5 | Light Crossbow +5 (5 bolts) | Inspiration: 4/4 | Buffs:

Tybalt will spend 48g to buy himself a single bottle of liquid ice and two flasks of acid and 50g(Tybalt won't try to use the voucher/cheat a church out of money. He's an atheist, not an @$$hole.) to buy himself two bottles of holy water.

I'm also thinking he'd want to explore the actual site of the Torch to see if there's anything there worth discovering.


Male human barbarian 3/ranger 2 | CMB: 8, CMD: 20 | F: +9, R: +7, W: +4 | Init: +2 | Perc: +9 | Speed 30ft i medium armor|

GM:

JJ is willing to front the gold to Roga so my battered gun can become a Masterwork gun.

JJ's just gonna want Roga to pay him back later (probably with the money we get from saving Torch) and/or join his little crusade against the Technic League in return.

Are you Ok with this or should be just repair the gun regularly (not MW)?

What's the cost of a regular gun anyways? 1,000 gp?

What about the cost for a MW gun? 1,300 gp?


| HP: 61/61 | AC: 26 (Tch 17, Fl 19) | CMB: +7, CMD: 24 | F: +6 , R: +10, W: +6| Init: +5(+7) | Perc: +17 | Speed 30ft | Grit: 3/3 | Ammunition: 30, 30 Adamantine| +1 Double Barreled Pistol +13 (1d8+1/x4), +2 Inferno Pistol +14 (1d6+6) (10 Charges)| Active Conditions: None
Roga, savage technologist wrote:

GM:

JJ is willing to front the gold to Roga so my battered gun can become a Masterwork gun.

JJ's just gonna want Roga to pay him back later (probably with the money we get from saving Torch) and/or join his little crusade against the Technic League in return.

Are you Ok with this or should be just repair the gun regularly (not MW)?

What's the cost of a regular gun anyways? 1,000 gp?

What about the cost for a MW gun? 1,300 gp?

I know I can do this for my own weapon at reduced cost. Just don't know if I could pass this service on to you.

Gunsmithing wrote:
Special: If you are a gunslinger, this feat grants the following additional benefit. You can use this feat to repair and restore your initial, battered weapon. It costs 300 gp and 1 day of work to upgrade it to a masterwork firearm of its type.


Male human barbarian 3/ranger 2 | CMB: 8, CMD: 20 | F: +9, R: +7, W: +4 | Init: +2 | Perc: +9 | Speed 30ft i medium armor|
Jeremiah Johnston wrote:
Roga, savage technologist wrote:

GM:

JJ is willing to front the gold to Roga so my battered gun can become a Masterwork gun.

JJ's just gonna want Roga to pay him back later (probably with the money we get from saving Torch) and/or join his little crusade against the Technic League in return.

Are you Ok with this or should be just repair the gun regularly (not MW)?

What's the cost of a regular gun anyways? 1,000 gp?

What about the cost for a MW gun? 1,300 gp?

I know I can do this for my own weapon at reduced cost. Just don't know if I could pass this service on to you.

Gunsmithing wrote:
Special: If you are a gunslinger, this feat grants the following additional benefit. You can use this feat to repair and restore your initial, battered weapon. It costs 300 gp and 1 day of work to upgrade it to a masterwork firearm of its type.

Yeah, I'm pretty sure that benefit is not transferable. However, I think the GM said that it would be Ok for me to have an item that was worth the gun (1,000 gp?) at 2nd level. If not, I'll just wait and say that no frizzens were available. Maybe we can order one fro the Technic League. :)


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)

GM: Beyond rations, if we are going to sleep in the caves, Dilana dosn't need to spend anything at this point. Lets say I keep 20gp and the rest can go towards repairing the gun (I have no idea what the rules on fixing a gun are).

I figure at this point Dilana has a business so in her min she can live on what she normally makes when this is over. Of course he opinion may change is this going on longer :)


| HP: 61/61 | AC: 26 (Tch 17, Fl 19) | CMB: +7, CMD: 24 | F: +6 , R: +10, W: +6| Init: +5(+7) | Perc: +17 | Speed 30ft | Grit: 3/3 | Ammunition: 30, 30 Adamantine| +1 Double Barreled Pistol +13 (1d8+1/x4), +2 Inferno Pistol +14 (1d6+6) (10 Charges)| Active Conditions: None
Roga, savage technologist wrote:
Yeah, I'm pretty sure that benefit is not transferable. However, I think the GM said that it would be Ok for me to have an item that was worth the gun (1,000 gp?) at 2nd level. If not, I'll just wait and say that no frizzens were available. Maybe we can order one fro the Technic League. :)

The only thing JJ will order from the Techinc League is their unconditional surrender. lol :D


Are you sure you want to do that?

You can get Roga's gun working, but not make it masterwork. If Jeremiah wants to make his pistol MW and can afford it he can.

Everyone ready to go?

If so where are you starting? There are the two areas you didn't do on your first exploration, one you know has the brown mold, the other at the top of the entrance area is unknown to you.


| HP: 61/61 | AC: 26 (Tch 17, Fl 19) | CMB: +7, CMD: 24 | F: +6 , R: +10, W: +6| Init: +5(+7) | Perc: +17 | Speed 30ft | Grit: 3/3 | Ammunition: 30, 30 Adamantine| +1 Double Barreled Pistol +13 (1d8+1/x4), +2 Inferno Pistol +14 (1d6+6) (10 Charges)| Active Conditions: None
GM_DBH wrote:
You can get Roga's gun working, but not make it masterwork. If Jeremiah wants to make his pistol MW and can afford it he can.

Fair enough. How much will it cost and how much time will it take? I'm also gonna be crafting some bullets and powder to get back to a solid 30.


Are you sure you want to do that?

Gunsmithing

You know the secrets of repairing and restoring firearms.

Benefit: If you have access to a gunsmith's kit, you can create and restore firearms, craft bullets, and mix black powder for all types of firearms. You do not need to make a Craft check to create firearms and ammunition or to restore firearms.

Crafting Firearms: You can craft any early firearm for a cost in raw materials equal to half the price of the firearm. At your GM's discretion, you can craft advanced firearms for a cost in raw materials equal to half the price of the firearm. Crafting a firearm in this way takes 1 day of work for every 1,000 gp of the firearm's price (minimum 1 day).

Crafting Ammunition: You can craft bullets, pellets, and black powder for a cost in raw materials equal to 10% of the price. If you have at least 1 rank in Craft (alchemy), you can craft alchemical cartridges for a cost in raw materials equal to half the price of the cartridge. At your GM's discretion, you can craft metal cartridges for a cost in raw materials equal to half the cost of the cartridge. Crafting bullets, black powder, or cartridges takes 1 day of work for every 1,000 gp of ammunition (minimum 1 day).

Restoring a Broken Firearm: Each day, with an hour's worth of work, you can use this feat to repair a single firearm with the broken condition. You can take time during a rest period to restore a broken firearm with this feat.

Special: If you are a gunslinger, this feat grants the following additional benefit. You can use this feat to repair and restore your initial, battered weapon. It costs 300 gp and 1 day of work to upgrade it to a masterwork firearm of its type.

So it would simply take you an hour to get Roga's gun working. Making your's MW might be too expensive for you at the moment.


| HP: 61/61 | AC: 26 (Tch 17, Fl 19) | CMB: +7, CMD: 24 | F: +6 , R: +10, W: +6| Init: +5(+7) | Perc: +17 | Speed 30ft | Grit: 3/3 | Ammunition: 30, 30 Adamantine| +1 Double Barreled Pistol +13 (1d8+1/x4), +2 Inferno Pistol +14 (1d6+6) (10 Charges)| Active Conditions: None

Yeah. Will have pass on that for now... Maybe when we rescue Khonnir.

Anyway, I will take the hour of elbow grease and make Roga the Gun-toting Barbarian he was meant to be.


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 don't have anything to buy at this point.

I'd rather just head back towards the dome, the other cave areas we can explore once we're done with the rescue mission.


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 be home tonight so posting will resume as normal

-Posted with Wayfinder


Male HP: 22/22 | AC: 16 (Tch 13, Flat 13) | CMB: +1, CMD: 14 | F: +1 (+3 v Poi) , R: +6, W: +4 (+6 vs. Ench) | Init: +3 | Perc: +9 (+10 v traps), SM: +7, DD +9 | Speed 30ft | Extracts: 1st: 4/4 | (CLW, Shield, Heightened Awareness) Rapier +5 | Light Crossbow +5 (5 bolts) | Inspiration: 4/4 | Buffs:

Forgive me for not posting. Work and other commitments have me burning the candle at both ends for the moment.


Are you sure you want to do that?
Tybalt Kosgrove wrote:
Forgive me for not posting. Work and other commitments have me burning the candle at both ends for the moment.

No worries. It happens to everyone at times, including me.


Male human barbarian 3/ranger 2 | CMB: 8, CMD: 20 | F: +9, R: +7, W: +4 | Init: +2 | Perc: +9 | Speed 30ft i medium armor|
GM_DBH wrote:
My rolls are as bad as Roga's!

The last four rolls of the PCs were 10 and under. :(

I'm betting it's the witch in the party who's cursed us all. :)


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)

Oh she would never, well ok probably not at least, do that.


Are you sure you want to do that?

In a RoTRL Pbp I'm playing at the moment there were 5 characters attacking 1 Goblin, it took us 4 rounds to hit it! While it hit us every round just to make it even more humiliating!


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)

I like to think of an early level character being the equivalent of a white belt in martial arts. Slightly better then an average person but really not so great at what they do yet.

Of course that could just be my minds way of coping with bad dice.


| HP: 61/61 | AC: 26 (Tch 17, Fl 19) | CMB: +7, CMD: 24 | F: +6 , R: +10, W: +6| Init: +5(+7) | Perc: +17 | Speed 30ft | Grit: 3/3 | Ammunition: 30, 30 Adamantine| +1 Double Barreled Pistol +13 (1d8+1/x4), +2 Inferno Pistol +14 (1d6+6) (10 Charges)| Active Conditions: None
GM_DBH wrote:
You owe Dilana a drink.

That I do. Also, [insert MC Hammer reference here].

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