Iron Lords

Game Master GM Ghost in the Machine


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Late here, quick post so you can level.

Hp are rolled. If you get more than half possible on that die, take that value. If you get less than half possible, just take half instead.

Add con mod as usual.

Other than that, everything just happens instantly.

It's more realistic to have a rest to level etc, but given PbP is slow enough as it is, let's just level so you can try your new toys.

Loot and update in morning. Brain fried from marking.


Female Human Barbarian (Numerian Liberator) 2 | AC 15/11/14 | HP 28/28 (32/32 while Raging) | F+5, R+1, W+2 | +2 morale bonus on saving throws made to resist spells, supernatural abilities, and spell-like abilities. Init.+1 | Percept.+6 | Sense Motive +1 | 8/8 Rage rounds today

I'll try to level this evening!


Female Android Cleric of Brigh 2 (Iron Priest), HP 15/15 AC 14 (13 without armored coat) ; Fort +3, Ref -1, Will +5; Init -1; Channel Energy 1d6 - 4/day (4 left)

Does this mean we 'automatically' get extra uses per day of our class abilities if they increase? Or, such as in my case, the extra Orison and 1st level spell prepared per day?

HP roll: 1d8 + 1 ⇒ (1) + 1 = 2 | Modified to 4 + 1 = 5 | New HP 15

BAB: +1
Will: +1
Fort: +1
Orison: spark
1st Level: shield of faith
Skill points gained: 3
- Craft (mechanical)
- Heal
- Knowledge (engineering)


Male Catfolk Feral Hunter 2| HP 16/16| AC 17 T 13 FF 14 | Fort +4 Ref +6 Will +1| CMD 16 | Init +3 | Perception +8 (+12 Falcon Focus)

HP's: 1d8 ⇒ 6

Gained 7 HP
+1 Bab
+1 to Fort and Reflex
6 Skill points
- 1 into Acrobatics
- 1 into Intimidate
- 1 into Knowledge Geography
- 1 into Perception
- 1 into Spellcraft
- 1 into Stealth

Gained Track (+1 to Survival when tracking)
Gained Precise Companion (Precise Shot)

Gained 0 and 1st level Spell known
- Detect Magic
- Resist Energy


Male Catfolk Feral Hunter 2| HP 16/16| AC 17 T 13 FF 14 | Fort +4 Ref +6 Will +1| CMD 16 | Init +3 | Perception +8 (+12 Falcon Focus)
Alyna Dolette wrote:

Does this mean we 'automatically' get extra uses per day of our class abilities if they increase? Or, such as in my case, the extra Orison and 1st level spell prepared per day?

HP roll: 1d8+1 | Modified to 4 + 1 = 5 | New HP 15

I would assume so as that is normally what you would get with level... Though we would also get topped off on spells per day and the like.

He did say 'instantly'


Female Android Cleric of Brigh 2 (Iron Priest), HP 15/15 AC 14 (13 without armored coat) ; Fort +3, Ref -1, Will +5; Init -1; Channel Energy 1d6 - 4/day (4 left)

Would there be any benefit to multiclassing into gunslinger? Not now of course, but perhaps at a future point in time?


Male Catfolk Feral Hunter 2| HP 16/16| AC 17 T 13 FF 14 | Fort +4 Ref +6 Will +1| CMD 16 | Init +3 | Perception +8 (+12 Falcon Focus)

There is generally a benefit in multiclassing into any class, what did you specifically think of when you wondered upon gunslinger? ofcourse doing so does stunt your class features and spells, but one level isnt anything bad.

Gunslinger will give you a few things, proficiency in firearms and martial weapons, a good Bab, good Fort and Reflex saves. Depending on standard or Archetype the Grit can be used for a few things as well.

If you have some Ideas, you can tell me and I can give you my opinion.

Suna himself will be a Bolt Ace after 4th level Hunter.


Female Android Cleric of Brigh 2 (Iron Priest), HP 15/15 AC 14 (13 without armored coat) ; Fort +3, Ref -1, Will +5; Init -1; Channel Energy 1d6 - 4/day (4 left)

As Alyna is a devout follower of the Goddess of Technology, and this AP is ALL about technology, she'd dip into gunslinger and take the techslinger archetype. Plus, Alyna was trained in Alkenstar, where there are firearms aplenty. She probably wouldn't take it until 4th or 5th levels if at all.


Male Catfolk Feral Hunter 2| HP 16/16| AC 17 T 13 FF 14 | Fort +4 Ref +6 Will +1| CMD 16 | Init +3 | Perception +8 (+12 Falcon Focus)

Seems reasonable, how much of a Dip? They both use Wisdom for stuff and you could make up for 2 CL with a trait if need be. Being able to use Technological items is sorta key here.

For Suna it will most likely be someone teaching him about guns or His experiences with hunting down wayward gun-toters and experimental usage. Most likely he will stick to his traditional ways (IE the Crossbow) but you never know..


Female Android Cleric of Brigh 2 (Iron Priest), HP 15/15 AC 14 (13 without armored coat) ; Fort +3, Ref -1, Will +5; Init -1; Channel Energy 1d6 - 4/day (4 left)

One, maximum two.


Male Catfolk Feral Hunter 2| HP 16/16| AC 17 T 13 FF 14 | Fort +4 Ref +6 Will +1| CMD 16 | Init +3 | Perception +8 (+12 Falcon Focus)

I would go 1 then as a second level doesnt give you much more and you have Negative Dex. In that case it will be very helpful given the large swath of weapons you'll be able to use with just that dip.

A few class skills like Perception, Know Engineering and Acrobatics doesnt hurt Either.

BTW don't forget on your current level your Favored Class bonus. Suna's is Gunslinger so I won't get it for a while.


Female Android Cleric of Brigh 2 (Iron Priest), HP 15/15 AC 14 (13 without armored coat) ; Fort +3, Ref -1, Will +5; Init -1; Channel Energy 1d6 - 4/day (4 left)

I picked a skill point. Knowledge (religion)


Male Catfolk Feral Hunter 2| HP 16/16| AC 17 T 13 FF 14 | Fort +4 Ref +6 Will +1| CMD 16 | Init +3 | Perception +8 (+12 Falcon Focus)

Ah Okay, I didnt see it at first.. Goodie Goodie.

Also i noticed IC that Alyna seems to be 'evolving' somewhat already with the recreation of the Shocked feeling... though she might also be alot more wary of Suna now.. sad to say. So far the dice seem to favor him and she has seen this Hunter who clearly has some form of... slight with technology.. perform impressive acts as of late.


Female Human Barbarian (Numerian Liberator) 2 | AC 15/11/14 | HP 28/28 (32/32 while Raging) | F+5, R+1, W+2 | +2 morale bonus on saving throws made to resist spells, supernatural abilities, and spell-like abilities. Init.+1 | Percept.+6 | Sense Motive +1 | 8/8 Rage rounds today

Hit point roll 1d12 ⇒ 7 + 1 FC + 2 Con
+ 1 BAB
+ 1 Fort
Rage Power: Superstition
Hard Hitter: Damage ignore Hardness 1. Replaced Uncanny Dodge.
Skills: 4 + 1
Acrobatics, Intimidate, Perception, Stealth, Survival


I wouldn't dip from cleric at all--and given the primary stat for firearms is dexterity, Alyna will have some difficulty, but a firearm will make an excellent primary weapon for her. I would set aside the proper feat for a firearm later and Bob can repair and keep the firearm in order.

HP Bob: 1d10 ⇒ 1

I am wondering if Bob can 'modify' firearms to be small with his gunsmith kit. Otherwise he will be taking a massive size penalty for all the items found. I doubt Torch will ever carry small laser pistols.


Male Catfolk Feral Hunter 2| HP 16/16| AC 17 T 13 FF 14 | Fort +4 Ref +6 Will +1| CMD 16 | Init +3 | Perception +8 (+12 Falcon Focus)

That won't help if she wants to use it for combat.. Also that is a feat and a dip is better than a feat which she will in her lifetime MAYBE have 7 of. there is no reason why she wouldnt take a level especially with Techslinger since you wont exactly have the ability to give her weapons extra charges nor will the level dip make her any less behind than an oracle.

Not to mention alot of Techno weapons require at least Martial Prof. And Guns don't really have a primary stat.. if anything its just Bab.. because until 5th level GS or Mysterious stranger.. its static mods that add to damage. Not ability scores.


Well I agree there are many flavor reasons to take a level of techslinger. I just hate to dip a primary caster at all if it will affect spell progression. Once you hit level 7 cleric I find it is all about the spells and the channeling.

I used to work an archer build into cleric, but right when it was taking off, I was hardly using my bow and it became more flavor than anything.


Boba, I reckon you could strip down the masterwork pistol enough to modify the one you got to masterwork status.

In other words, I tend tolet people take useful items and resize them as necessary. As long as you run the stats as a small pistol, the masterwork pistol becomes small. Easy.

It means that when gear turns up, it works for whoever can best use it.

It's the same as armour. It fits everyone, no matter what their shape or gender.

This works for one size category either side of yours.


Thanks, I can see firearms or light weapons, but would have a hard time stretching my belief with a suit of full plate armor or a two handed weapon.

I like discussing character development and build strategy and find new things every day. In another game I recently learned this awesome feat exists. Who couldn't use six extra hps at first level, but wait there is more....

General Feat: Tribal Scars

You endured the grueling coming-of-age rituals of your tribe or following, and proudly bear the scars that grant you the blessings of your tribe’s ancestors or totem.

Prerequisite: Member of a tribe of the north
Benefit: You gain 6 hit points. In addition, you gain one of the following:

Bear belt: You gain a +1 bonus on Fortitude saves and a +2 bonus on Intimidate checks.

Great tusk: You gain a +2 bonus on combat maneuver checks to make bull rush or overrun maneuvers and a +2 bonus on Ride checks.

Ice chasm: You gain a +1 bonus on Reflex saves and a +2 bonus on Climb checks.

Night hunt: You gain a +2 bonus on Perception and Survival checks.

Raptor scale: Your base land speed increases by 5 feet, and you gain a +2 bonus on Acrobatics checks.

Sloth jaw: You gain a +1 bonus on Will saves and a +2 bonus on Handle Animal checks


See, it's feats like that which make me glad I limit this game to PRD only. As in the resource provided from this website alone.

Yours comes from People of the North. Unfortunately, I don't have that book, but what I have found with many of the companion series is they usually have roleplay stipulations for the crunch as well. In other words, coming from a tribe of Northmen most likely has some form of limiting issue to it as well. The crunch certainly doesn't provide it <sigh>

That feat is better than toughness, except it doesn't keep giving you hit points. It's as good as toughness is for the first 6 levels of game play though. And if you combined the two feats then it becomes over the top. The bonus to a save and skills is pretty powerful too.

In other words, its more like a feat and two traits in what it provides. The fact the developers let it through amazes me sometimes. AS I said, it would be good to have it in context with the actual book, since the website can't publish the fluff that goes with it.


I agree with you, it is over the top.

I feel that developers feel power creep is essential to sell new material. It must be better than balanced.


Female Android Summoner 2, HP 16/16, AC 14 Fort 0 Ref 2 Will 3, Init +2

HP gained: 1d8 ⇒ 8
+1 to BAB, +1 to Will, 1 additional level 1 and cantrip.
4 SP - 1 to Knowledge (arcana), 1 to Knowledge (planes), 1 to Spellcraft, 1 to Use Magic device.

For Ksila
HP gained: 1d10 + 1 ⇒ (4) + 1 = 5
+1 to Ref and Will, +1 to BAB, another evolution point, and +2 to AC.


Male Catfolk Feral Hunter 2| HP 16/16| AC 17 T 13 FF 14 | Fort +4 Ref +6 Will +1| CMD 16 | Init +3 | Perception +8 (+12 Falcon Focus)

See im opposite to both those positions. I have played fullcasters who did not cast a spell unless needed and often just beat thing in the face just as well as any. Being afraid to multiclass if you character would want to/need to accomplish said task then you do it. For example a Cleric with a Level of fighter is worlds above a similar cleric with no levels of Fighter trying to do melee/Ranged. That is just how it is.

On the other spectrum when I see a feat like tribal Scars I compare it to other feats before I cry foul whether something is too powerful / over the top. In some cases feats in general are too weak/ situational. What people dont understand is that other than HP it gives you a small bonus that doesnt unlock or increase more than what you can already do and once you hit above 6th it doesn't compare. basically a early game or additional feat.. most likely for flavor.

Compare that to Additional Traits.. Additional Traits can give you two skills that were not class skills in addition to a +1 which overall becomes a +4 to two skills for one feat. Or it can give a Bonus to Concentration Checks and +2 Caster level.

If your worried about HP, there is a feat that gives you both a Skill point and an HP for your Favored Class bonus every level which equates to ether 20 more hp or 20 more skills. That along dwarfs this feat.. and both of these feats can be taken with toughness.. which is already established to be better after 6th.

I'm all for saying something is power creep or OP if it is, but ot when things already exist that are better... kind of like when someone screams a Fighter ability is OP... but Ignore a wizard spell.. Or how people screamed at Summoners.. but ignore Pouncing Tiger Druids. Y'know.. because they were already there and Core.. and thus they become blind.


Male Catfolk Feral Hunter 2| HP 16/16| AC 17 T 13 FF 14 | Fort +4 Ref +6 Will +1| CMD 16 | Init +3 | Perception +8 (+12 Falcon Focus)

Also Boba Half of 10 is 5 not 6... so HP should be 19 not 20.


Male Catfolk Feral Hunter 2| HP 16/16| AC 17 T 13 FF 14 | Fort +4 Ref +6 Will +1| CMD 16 | Init +3 | Perception +8 (+12 Falcon Focus)

Just a note.. if she had a light shield before.. then she never actually had to drop her hammer to cast. You can pass your hammer into that shield hand cast the spell and pass it back for free, the difference between a Light shield and a Buckler really is the ability to USE a weapon in that hand other than a Shield. HOWEVER the Shield itself counts as a weapon and can be used in that manner. Heavy Shield and Tower dont allow those at all.


Male Catfolk Feral Hunter 2| HP 16/16| AC 17 T 13 FF 14 | Fort +4 Ref +6 Will +1| CMD 16 | Init +3 | Perception +8 (+12 Falcon Focus)

Zlota I also noticed you have one Evo point left over.. as with your feat your currently have 5 and all your choices amount to 4.


Female Android Cleric of Brigh 2 (Iron Priest), HP 15/15 AC 14 (13 without armored coat) ; Fort +3, Ref -1, Will +5; Init -1; Channel Energy 1d6 - 4/day (4 left)

With her Artificer's Touch ability she'd need a free hand. Plus it's masterwork so no armor check penalty.


Male Catfolk Feral Hunter 2| HP 16/16| AC 17 T 13 FF 14 | Fort +4 Ref +6 Will +1| CMD 16 | Init +3 | Perception +8 (+12 Falcon Focus)

Hrm? Yah you can still do that.. Switching between hands is a non-action/free action. You would have placed the weapon in your shield hand before then used it, then switched back. The lack of ACP is nice however.


Male Catfolk Feral Hunter 2| HP 16/16| AC 17 T 13 FF 14 | Fort +4 Ref +6 Will +1| CMD 16 | Init +3 | Perception +8 (+12 Falcon Focus)

Just a note on the artifice ability, that it does not include weapon damage.. because it is just a touch attack and ofcourse it must be done at melee range. So you would have to be Right next to it.


Female Android Cleric of Brigh 2 (Iron Priest), HP 15/15 AC 14 (13 without armored coat) ; Fort +3, Ref -1, Will +5; Init -1; Channel Energy 1d6 - 4/day (4 left)

Whoops. Misread it. Heh.


Male Catfolk Feral Hunter 2| HP 16/16| AC 17 T 13 FF 14 | Fort +4 Ref +6 Will +1| CMD 16 | Init +3 | Perception +8 (+12 Falcon Focus)

No problem Alyna better to realize it now, then find out in a particularly bad situation.


Female Android Cleric of Brigh 2 (Iron Priest), HP 15/15 AC 14 (13 without armored coat) ; Fort +3, Ref -1, Will +5; Init -1; Channel Energy 1d6 - 4/day (4 left)

Fixed

Never played a healer before. Usually a ranger or other martial - type character. I almost made Alyna a warpriest though.


Female Human Barbarian (Numerian Liberator) 2 | AC 15/11/14 | HP 28/28 (32/32 while Raging) | F+5, R+1, W+2 | +2 morale bonus on saving throws made to resist spells, supernatural abilities, and spell-like abilities. Init.+1 | Percept.+6 | Sense Motive +1 | 8/8 Rage rounds today

I like the cleric choice. If we make it to fifth level or so, the tasty spell progression is much better, IMHO.


Male Catfolk Feral Hunter 2| HP 16/16| AC 17 T 13 FF 14 | Fort +4 Ref +6 Will +1| CMD 16 | Init +3 | Perception +8 (+12 Falcon Focus)

... Eh, Every time I hear warpriest VERY rarely does it seem like Inquisitor wouldnt be better. Cleric can be good or bad depending on spell choice really.

Basically play how you want, you dont even HAVE to be a "healer"

On Bitha.. Outflank seems like it would be scary with Bitha and Suna if we decide on Teamwork Feats.. Or possibly Paired Opportunists.. If Suna uses trips more.


Female Android Summoner 2, HP 16/16, AC 14 Fort 0 Ref 2 Will 3, Init +2

Oops! Thanks Suna! I thought I saved that but I guess it didn't take...


Those map positions are tentative. After reading all the posts about actions and who was going where, that's what I came up with as the most likely scenario from your posts.

Let me know if that's not suitable.

Alyna, you're there as you were doing a knowledge check and seemed keen to get close. If that's too close, I'm good with moving you in particular, but then your touch attack would miss.

I've got Bitha and Ksila in combat, since that's what they're built for really.

I think Bitha would most likely have had a readied action too, given how everything went down. Feel free to roll that if necessary.

Also, note that Bobafette and his dog are in the same square (the dogs). I just put them as positioned so you could tell they were both there. You're dog isn't combat trained, but he's not going to run either. This robot isn't terrifying to animals as far as the rules go. I'm making an assumption that he's at least used to loud noises around you, given your pistols etc. You'll get in game warnings if he is about to do a runner though. Some things do scare animals and he's not gonna hang around when they come up.

Cheers


Male Catfolk Feral Hunter 2| HP 16/16| AC 17 T 13 FF 14 | Fort +4 Ref +6 Will +1| CMD 16 | Init +3 | Perception +8 (+12 Falcon Focus)

I have a Climb speed; Just saying.


Racial trait!!!

I didn't see that the first time. This is what comes from me being unfamiliar with the race (and your class for that matter).

Sorry mate, give me time and get my head around it.

Additionally, that's a very important point for me to note. Climb speed makes things much more interesting in terms of tactical situations than I was previously considering.

This will let me put in some more detail for things in combat, like pointing out ledges etc or letting you know if height is going to be a helping thing here. Not something I was considering much before.

Cheers


Male Catfolk Feral Hunter 2| HP 16/16| AC 17 T 13 FF 14 | Fort +4 Ref +6 Will +1| CMD 16 | Init +3 | Perception +8 (+12 Falcon Focus)

Anytime GM It is a fun thing to use, I had assumed you used such when the Gremlin scenario was spoken of. Not quite Fly, but it is more representative of the character as a whole, with leaping, pouncing, Stalking. Climbing trees to launch a bolt far outside their line of sight would be something Suna would do.


The net launcher is a gun. Think of it like a blunderbuss. It won't explode, though it can malfunction on a roll of 1. I believe gunslingers have abilities that let them stop that or unjam them etc. Haven't really checked.

Alyna you can use it as an unproficient weapon. So -4 to hit really. Anyone can in fact, as long as you or Boba show them the mechanism first. The thing is really going to sing in Bob's hands though.

The nets are able to be resalvaged, but neither of you have enough ranks in engineering to reload them yet. Each net alone is worth 50 gold to the right people. The gun....well the technic league would kill you for it now it works. It's worth quite a bit if you can find someone willing to buy it.


Male Catfolk Feral Hunter 2| HP 16/16| AC 17 T 13 FF 14 | Fort +4 Ref +6 Will +1| CMD 16 | Init +3 | Perception +8 (+12 Falcon Focus)

Boba is a pistolero... it wont sing any better than Suna or someone.. because he isnt proficient. Unless you mean because of Technologist?


I think this is the story point where I switch to techslinger.
Finding a new hightech gun seems an appropo place in the story.


Hmmmmm....good point. I was thinking normal gunsmith, forgetting pistoleros forgo proficiency with guns that aren't one handed.

Well, rather than make it a useless item in general, let's go with your idea of technologist unlocking its use without penalty.

That gives a far greater range of folks being able to use items like this in future. If people unlock technologist through feat or class then that should be fine.

Also, I believe Suna is going crossbow master? I imagine if he had some technological know how this type of weapon would suit him too. If he chose to of course, he doesn't seem too fond of technology.

Peoples thoughts on that ruling? The gun isn't part of the module, but I added as a benefit to time folks were taking in investigating these robots and the skills they had. The nets are there, but I don't think they'd get much use normally.

I'm hoping to add little benefits here and there for such things. I've got some things in mind for Bitha and Suna too, since their more the primal types.

Working on ideas for Zlota.


Well d6 pistols have proven all but useless against robots.

So looks like a net gun at least will help out. Couldn't see starting as a techslinger with no tech that Bob had found.

I got the idea from the first gunslinger who said he was switching from musket master to techslinger at the first opportunity.


Female Android Cleric of Brigh 2 (Iron Priest), HP 15/15 AC 14 (13 without armored coat) ; Fort +3, Ref -1, Will +5; Init -1; Channel Energy 1d6 - 4/day (4 left)

Well, with techslinger, you remain a normal gunslinger until you get an actual piece of tech firearm, and THEN your abilities switch out... At least that's how it looked like it was spelled out in the Tech Guide.


I'm happy enough for him to change over if he wants. Story wise it's good timing, and game wise it'll make little difference at all. Assuming Boba's skill base remains similar and his stats aren't changing I'm all good.

Wait till the next time you're in town to get have it all transition though. That shouldn't be too long, nor too many encounters to make a huge difference.

Also, there aren't going to be just robots, so those pistols won't be useless a lot of the time.


Female Human Barbarian (Numerian Liberator) 2 | AC 15/11/14 | HP 28/28 (32/32 while Raging) | F+5, R+1, W+2 | +2 morale bonus on saving throws made to resist spells, supernatural abilities, and spell-like abilities. Init.+1 | Percept.+6 | Sense Motive +1 | 8/8 Rage rounds today

Sounds like a fine decision, DM!


Male Catfolk Feral Hunter 2| HP 16/16| AC 17 T 13 FF 14 | Fort +4 Ref +6 Will +1| CMD 16 | Init +3 | Perception +8 (+12 Falcon Focus)

Seems legit.


Sorry... My cat got really sick over the weekend and we were having to deal with that while not at work. I will catch up tonight, and I apologize profusely for my absence this weekend

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