[AP] Iron Gods by GM Rutseg

Game Master Balacertar

Chapter 4 - VALLEY OF THE BRAIN COLLECTORS

Current map
Treasure sheet
Old treasure sheet

Iron Gods Player's Guide
Torch's Gazetteer - Torch's map - Numeria's map

Goals:
* Learn more about Unity
✔️ Locate Casandalee's neurocam and AI core devices
✔️ Reunite with Baine and Meyanda
* Find allies to depose the rule of the Technic League
✔️ Fight the Dominion of the Black


151 to 200 of 219 << first < prev | 1 | 2 | 3 | 4 | 5 | next > last >>

Female Kasatha Monk 12 | AC 37 T 27 FF 30 | CMD 38 | HP 92/93 | F +12 R +14 W +16 (+2 vs ench)(+2 vs robots); Immune disease, inhaled | Init +4 | Perc +22 | Advice 19/19 SF 12/12 Ki 13/13 | Active Status: MA, Bark

Level 8 time:
+1 level of Qinggong Sensei Monk
HP +7 (5 base +1 con +1 FCB)
+1 bab, +1 all saves
+1 to WIS
Skills: Acrobatics, Engineering, Religion, Perception, Sense Motive
Background Skills: Mystery Lore, Linguistics (ysoki)
Class Features: bump up damage for unarmed strikes, otherwise no other major changes


Iron Gods: Iron maps;
Rūha wrote:
We'd be leaving our cool motorbikes behind if we hike. Does it seem like the terrain wouldn't let us drive there?

I assumed you would not make a show of your advanced techno-mounts in front of Redfang. His question was a trade between speed and being guided.

Be reassured that after investigating the tower you can come back to Iadenveigh and recover them, so not a big issue here.


1 person marked this as a favorite.
Male Ratfolk (Ysoki) Pedigree, Laser Specialist Lvl 11 / Lvl 1 (Alchemist / Thief)

Last week wiped me out. Will work on finishing leveling up tomorrow. Have most of it accounted for... no need to pause.


1 person marked this as a favorite.
Male Ratfolk (Ysoki) Pedigree, Laser Specialist Lvl 11 / Lvl 1 (Alchemist / Thief)

Too Many Spells, Not enough Cash Lvl8:

Skills - 9/lvl, +2 Background (+8 from Int Bump = 19):

Know Eng +2
Disable Dev +2
Apparise
Herbalist
Perception +6
Stealth +3
Know Arcana
Slieght of Hand +3

Other Features
Alchemical Ordinance: 4d6, 11x/day, , Int +1

Stats
Bab +1

3rd Lvl Spell +1
Hits +5

Spells
Fly, Haste, Spider Climb (Communal)


5 people marked this as a favorite.
Elf Huntress 11

4.....000 posts!


Iron Gods: Iron maps;

Bam! And growing :D


1 person marked this as a favorite.
Iron Gods: Iron maps;
Yambul wrote:
Can you buy an oil or potion of knock? Seems like something Yambul might pick up if it's possible.

It is a 2nd level spell with less than 1 min casting with objects as a target, so yes, it is something that may exist :)


Iron Gods: Iron maps;
Yambul wrote:
Can we get values on the books? Not sure if there are special adjustments, etc.

According to my spellbook calculator the books amount for 13230 gp.

Though I suspect they are going to remain with the group for a good time :D


1 person marked this as a favorite.
Iron Gods: Iron maps;
Rūha wrote:
Can we haul the notes out of the tower and study them while camping outside?

That's 20 pounds. You can do some trips or load the books on your hands if you do not held anything else. I suppose yes, you can read them outside, provided you have enough light and it does not start to rain :D


Human (Kellid) He/Him

20lbs should be no trouble. I can carry that, but also have a handy haversack with lots of room.

Can't help the rain... :)


Iron Gods: Iron maps;
Rhoreen Calliope wrote:
Before sleeping, she will plug another 4 charges into the force ring, filling it to 9. And also recharge her fire staff as well.

Note you only get 1 charge each time you cast magic missile as it is a level 1 spell.


F Half-elf Craftsperson
GM Rutseg wrote:
Note you only get 1 charge each time you cast magic missile as it is a level 1 spell.

Well, very good. Makes me wish Rhor had a metamagic feat or two to make it higher level.

And well, since we're not sleeping and instead chose allowed Yambul to pick a fight with 3 somethings bigger than he is, she may not be able to charge the ring at all this night.


2 people marked this as a favorite.
Iron Gods: Iron maps;
Rhoreen Calliope wrote:
Did we just double sleep? I’m trying to track (re)charges on the ring and staff. I thought we had one night of watching Yambul’s dreams and then this?

What Zzvkgrogk said, he is right! Sorry if I was not clear enough, but Yambul waked up just a few minutes after going to sleep. It would have been such a loss of a cool encounter with Longdreamer at perfect time :)


F Half-elf Craftsperson
Rhoreen Calliope wrote:
.4104.0 to spend

.4104.0 to spend

-1200.0 scribing costs
-------------
.2904.0 to spend

Scribing Costs:

Overland Flight - 250 gp
Prying Eyes - 250 gp
Break Enchantment - 250 gp
Reincarnate - 250 gp
Solid Fog - 160 gp
Drain Construct - 40

1200 gp.


F Half-elf Craftsperson

Last Level: Oct 23, 2023

Go Niners, Super Rhorl:

+1 smug-gler
+6 hp

+moar spells
+feat: gr spell focus

+7 skillz, mad:
------------
+1 Know (Arcana)
+1 UMD
+1 Perception
+1 Spellcraft

+1 Know (Nature)
+1 Know (Planes)
+1 Know (Dungeoneering)

+2 skillz, normal:
------------
+1 Know (Engineering)
+1 Appraise


1 person marked this as a favorite.
Elf Huntress 11

Stressed to the Nines:

Level 9 Ranger

+6 HP

+1 BAB

+1 Will

Evasion

Feat- Clustered Shots

+1 Lvl 1 Spell

Adventuring Skills(9)
+1 Disable Device
+1 Knowledge(Arcana)
+1 Knowledge(Dungeoneering)
+1 Knowledge(Nature)
+1 Knowledge(Planes)
+1 Knowledge(Religion)
+1 Perception
+1 Stealth
+1 Survival

Background Skills(2)
+1 Knowledge(Geography)
+1 Linguistics(Giant)

+1 Hero Point


Human (Kellid) He/Him

NEXT LEVEL: 9:
Slayer (9)
+10HP (6 class +1 favored +2 con +1 toughness) (total 94)
+1 BAB (CMD/CMB) (9/4)
+1 Will save (6/6/3)
+9 skills (6 class +1 human +2 background†): Acrobatics, Bluff, Diplomacy x3, Knowledge Geography†, Profession cook†, Sense Motive, Survival)
+1 feat: Blind-Fight
+1d6 Sneak Attack (3d6)


Male Ratfolk (Ysoki) Pedigree, Laser Specialist Lvl 11 / Lvl 1 (Alchemist / Thief)

Zzvkgrogk III, Lvl8^ Alchemist, Thief 1:

Skills - 9/lvl, +2 Background:
Know Eng
Disable Dev
Appraise *
Herbalist *
Perception
Stealth
Know Arcana
Slieght of Hand
Craft Alchemy
Craft Firearm
Escape Artist
Discovery
Blinding Bomb
Other Features
Alchemical Ordinance: 4d6, 12x/day, , Int +4

* Background

Stats:
BAB +1 / +1
Fort +1
Reflex +1
3rd lvl Spell +1
Hits +5

Feats: Stealthy

Spells: Heroism


Female Kasatha Monk 12 | AC 37 T 27 FF 30 | CMD 38 | HP 92/93 | F +12 R +14 W +16 (+2 vs ench)(+2 vs robots); Immune disease, inhaled | Init +4 | Perc +22 | Advice 19/19 SF 12/12 Ki 13/13 | Active Status: MA, Bark

Level 9 Ruha:
Very quiet level this time.
+1 level of Qinggong Sensei Monk
HP +7 (5 base +1 con +1 FCB)
No changes to BAB or saves
Skills: Acrobatics, Engineering, Religion, Perception, Sense Motive
Background Skills: Mystery Lore, Linguistics (auran)
Feat: Rapid Shot
Class Features: gained inspire greatness as an Advice option, nothing else worth nothing.


Male Ratfolk (Ysoki) Pedigree, Laser Specialist Lvl 11 / Lvl 1 (Alchemist / Thief)

Zzvkgrogk III Level 8/1 addendum:

Language: Auran


Iron Gods: Iron maps;
Zzvkgrogk III wrote:
I think as a full round action I can either do the semi-automoatic or 2 attacks per round, but not both?

As I see it, semi-automatic works like Rapid Shot. You get all your BAB attacks from full-attack, plus an extra attack, but all attacks receive a -2 penalty.


Iron Gods: Iron maps;
Zzvkgrogk III wrote:

Schzisck! Rapid Reload

................... ^
................... | Swift action for super-advanced firearm?

Reloading. Ok, some more clunky rules for technological items.

The technological weapons says nothing more than:
"Capacity: Unless otherwise specified, this value is the maximum number of charges the weapon can hold."

The equipment general entry says repowering a technological item from a battery takes a standard action (see power sources):
"An item's capacity can be filled from any power source—like a battery or a generator—as a standard action."

And the battery entry says "Inserting or ejecting a battery is a move action."

So I am not sure if this means:
A) move to eject (if not already ejected), move to insert, standard to power
B) move to manipulate battery, standard to power
C) standard to power up if you have the battery at hand
D) move to manipulate battery (inserting is all you have to do and it powers up alone)

Someone can argue picking up the battery requires another move action, but I think it should not be too different as other ammunition like arrows that are free to draw.

I am pretty sure Rapid Reload helps reducing that battery eject/insert from move to a free action.

What I am not sure is about the power up device action, and would appreciate some help on looking for answers there. Depending on the answer, and given Rapid Reload, recharging an item on the fly requires:
1) standard action to power up
2) free action as power up happens automatically

So far I see it as (1), but I am not sure if that is fair.

Anyway, it should happen only each 10 shots.


Male Ratfolk (Ysoki) Pedigree, Laser Specialist Lvl 11 / Lvl 1 (Alchemist / Thief)

Nothing in the rules for what follows at all -- it is in my head -- but in my head I was picturing that the battery ejects automatically as the weapon is semi-automatic.

And it's chemical/electric in nature (battery). so I was also picturing it just powering up like any electrically powered appliance that is already switched on (speed of light, and all that -- minus the "quantum friction" which is an annoyingly small magnetic field, but overall still pretty instantaneous as far as the perception of time passing goes -- also in real life make sure your appliances are turned off before you plug in power to them please -- Zzvkgrogk doesn't care. He's pretty reckless). I see now there are rules that say otherwise here. Thanks for that, I had not seen those before.

But, maybe it would make more sense the way I pictured it? Then the move action that you'd have to take to reload would be swapping in a fresh battery, then rapid reload reduces that to a swift. I guess I was picturing #2. Maybe doing this all wrong.

But ya, and I have no idea what my next action should look like given the rules.

Rule as you will.


Human (Kellid) He/Him

I think, with regards to charging, I’d make it a move or swift action - in total - to recharge a weapon with rapid reload. The rules on power sources say a standard action, but with three attacks per round already, that means generally once per combat a tech weapon needs to be reloaded.

If it’s a standard action to reload, that’s a big ding on a weapon that is already balanced - even slightly weaker than an bow wielded by an archer or older firearm wielded by a traditional gunslinger. Speeding the recharge time doesn’t unbalance the weapon either.

I argue that requiring a round to be lost in every fight watching the weapon reload is a bit harsh - balance wise. But it is what the rules suggest.


Iron Gods: Iron maps;

Let's do it a move action to load a new battery. The battery description supports Zzvkgrogk's view the charge happens automatically when a new charge is inserted.

The general note in equipment might refer to charge a battery in a generator.

With Rapid Reload the move action drops to a free one, like with a light crossbow.


Iron Gods: Iron maps;

Quick update to state altar smashing will work too, for sure.


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Male Ratfolk (Ysoki) Pedigree, Laser Specialist Lvl 11 / Lvl 1 (Alchemist / Thief)

Will be on travel the next few days, maybe slow to post. Autobot or whatever as needed.


1 person marked this as a favorite.
Iron Gods: Iron maps;
Rūha wrote:
Just checking, was Longdreamer speaking "out loud" or just to Ruha for that paragraph?

I intended it as a telepathic message everyone heard in their heads.


F Half-elf Craftsperson
Rhoreen Calliope wrote:
Rhoreen Calliope wrote:
.4104.0 to spend

.4104.0 to spend

-1200.0 scribing costs
-------------
.2904.0 to spend

.2904.0 to spend

.2997.0 gp Last Distribution
----------------
.5901.0 gp to spend


Iron Gods: Iron maps;
Rhoreen Calliope wrote:
How many day(s) has it been since we left the choking tower? Two? Three? Trying to track staff (re)charges.

As many as you wish, but four at the least.


1 person marked this as a favorite.
Male Ratfolk (Ysoki) Pedigree, Laser Specialist Lvl 11 / Lvl 1 (Alchemist / Thief)

I habe the influenza. Will try and post later tonight -


Male Ratfolk (Ysoki) Pedigree, Laser Specialist Lvl 11 / Lvl 1 (Alchemist / Thief)

Some clarification needed, here.

We've picked up some concussive bombs, which I have recently treated as the alchemist discovery (https://www.aonprd.com/AlchemistDiscoveries.aspx), but there has been some question as to whether or not they're actually grenades.

Though the Gun Chemist ability Alchemical Ordinance replaces bombs, I figured this means Zzvkgrogk can not create the alchemist bomb (but he can create ammunition as such for the dragon pistol), I figured we can still use them if we have access to the catalyst (https://www.aonprd.com/ClassDisplay.aspx?ItemName=Alchemist under "Bomb").

Either way, what actually is the increment range?


F Half-elf Craftsperson

Last Level: Feb 1, 2024.

Yam-Bul and the Legend of the Ten Rhors:

Shang-Chaance and the Legend of the 10 Rhor? I dunno.

+1 smug-gler
+6 hp
+1 rod resonance

+moar spells

+7 skillz, mad:
------------
+1 Know (Arcana)
+1 UMD
+1 Perception
+1 Spellcraft

+1 Know (Nature)
+1 Know (Planes)
+1 Fly

+2 skillz, normal:
------------
+1 Know (Engineering)
+1 Know (Geography)


Elf Huntress 11

DeChaancelon:

Level 10 Ranger

+6 HP

+1 BAB

+1 Fort
+1 Reflex

New Favored Enemy: Humids

Boost to Favored Enemy: Aberrations

Feat- Point Blank Master

Adventuring Skills(9)
+1 Disable Device
+1 Knowledge(Arcana)
+1 Knowledge(Dungeoneering)
+1 Knowledge(Nature)
+1 Perception
+2 Spellcraft
+1 Stealth
+1 Survival

Background Skills(2)
+1 Knowledge(Geography)
+1 Linguistics(Draconic)

+1 Hero Point


Human (Kellid) He/Him

NEXT LEVEL: 10:
Slayer (10)
+11HP (6 class +1 favored +3 con +1 toughness) (total 114)
+1 Fort and Reflex Saves (7/7/3)
+1 BAB (CMD/CMB) (10/5)
+9 skills (6 class +1 human +2 background†): Acrobatics, Bluff x2, Craft Jewelry† x2, Diplomacy, Intimidate x2, Survival)
+1 Tracking (+5)
Ranger Combat Style (Ex): At 10th level, he may select this talent again and add the 10th-level ranger combat feats from his chosen style to the list (Dreadful Carnage).
+1 studied target bonuses (+3)
+1 studied target at a time (3)


F Half-elf Craftsperson
Rhoreen Calliope wrote:
.5901.0 gp to spend

.5901.0 gp to spend

14206.0 gp 4/20 share
-.410.0 gp scribing costs
------------------------
19697.0 gp to spend

.19697.0 gp to spend
-12000.0 gp upgrade headband to +4 (rel/loc)
-------------------
..7697.0 gp to spend

Maybe more to come, maybe not. If anyone needs a loan, plz lemme know. Let's get good stuff so we can kill bad people. Technic jerks.


Female Kasatha Monk 12 | AC 37 T 27 FF 30 | CMD 38 | HP 92/93 | F +12 R +14 W +16 (+2 vs ench)(+2 vs robots); Immune disease, inhaled | Init +4 | Perc +22 | Advice 19/19 SF 12/12 Ki 13/13 | Active Status: MA, Bark

Ruha Level 10:
+1 level of Qinggong Sensei Monk
HP +7 (5 base +1 con +1 FCB)
+1 BAB and all Saves
Skills: Acrobatics, Engineering, Religion, Perception, Sense Motive
Background Skills: Mystery Lore, Linguistics (aklo)
Class Features: Unarmed Strikes are now treated as lawful. Mystic wisdom now lets me grants +speed or +dodgeAC to the whole team at once, or grant things like evasion or fast movement to a single ally for a single round.

Purchases (26309 gp to spend after disbursement):
- 3rd level Pearl of Power (9k gp), to get that sweet Heroism rolling all the time.
- Ring of Ki Mastery (10k gp), to get discounts on current and upcoming expensive ki abilities.
- Adding a +1 to the EMP Pistol (2k gp)
- Snapleaf (0.75k gp)
- 6x antitoxin and antiplague (0.6k gp)
= 22.35k total expense, so 3959 gp remaining.

I'll count on finding some good dex or con belts sometime down the line, along with the wis headband upgrade.


F Half-elf Craftsperson
Rūha wrote:

Purchases (26309 gp to spend after disbursement):

- 3rd level Pearl of Power (9k gp), to get that sweet Heroism rolling all the time.

Is Rhor casting that (she’s happy to) or is there another source?

* * * *

Rhoreen Calliope wrote:

.19697.0 gp to spend

-12000.0 gp upgrade headband to +4 (rel/loc)
-------------------
..7697.0 gp to spend

..7697.0 gp to spend

-.4000.0 gp Pearl 2
——————-
..3697.0 gp to spend


F Half-elf Craftsperson
Rhoreen Calliope wrote:
..3697.0 gp to spend

..3697.0 gp to spend

.-2000.0 gp loan to the town sous chef
-------------
..1697.0 gp to spend (Yambul owes 2k)


Male Ratfolk (Ysoki) Pedigree, Laser Specialist Lvl 11 / Lvl 1 (Alchemist / Thief)

Rathancement, Lvl 10:

Skills - 9/lvl, +2 Background
Know Eng
Disable Dev
Craft Alchemy
Herbalist (Golden Kiwi)
Perception
Stealth
Know Arcana
Slight of Hand
Use Magic Dev +1
Fly +2

Other Features
Alchemical Ordinance: 5d6, 14x/day,

Stats
Will +1
1st lvl Spell +1
3rd lvl Spell +1
Hits +5

Spells
Remove Curse


Male Ratfolk (Ysoki) Pedigree, Laser Specialist Lvl 11 / Lvl 1 (Alchemist / Thief)

Shopping for Things
Belt of Incredible Dex +2, 4000
Upgrade Laser Pistol to +2, +6000
+1 to Cloak of Res +2, +3000
+1 Arc Pistol, +2000

16692 - 15000 = 1692

Shopping for Spells to come


Female Kasatha Monk 12 | AC 37 T 27 FF 30 | CMD 38 | HP 92/93 | F +12 R +14 W +16 (+2 vs ench)(+2 vs robots); Immune disease, inhaled | Init +4 | Perc +22 | Advice 19/19 SF 12/12 Ki 13/13 | Active Status: MA, Bark
Rhoreen Calliope wrote:
Rūha wrote:

Purchases (26309 gp to spend after disbursement):

- 3rd level Pearl of Power (9k gp), to get that sweet Heroism rolling all the time.
Is Rhor casting that (she’s happy to) or is there another source?

Yes please, if you would!

Also unspending 2k gp on the EMP upgrade due to getting Zzvk's weapon. That'll leave me at about 6k if anyone needs to borrow some. I'll have to think about whether I need anything else.


Male Ratfolk (Ysoki) Pedigree, Laser Specialist Lvl 11 / Lvl 1 (Alchemist / Thief)

[Spells Shopping]
10x90+
3*40+
2*10+
-14 (Yambul loan)
---------
1054

1692-1040+14= 666


Male Ratfolk (Ysoki) Pedigree, Laser Specialist Lvl 11 / Lvl 1 (Alchemist / Thief)

[Alchemy WhatHaveYou]
Adamantine Bullets x5 = 155
Bottled Lightning = 120
-----------------
275

666-275 = 391


Iron Gods: Iron maps;

Ok, the party reached the caves following a trail. Now you are leaving the cave, so, where/what next or how you do decide for it this time? :D


Human (Kellid) He/Him

The evil one said, "...The Hive is located in the depths of the valley to the west, past where the river is born."

So that's where Yambul is headed (in a huff). Unless someone has another plan. :)


F Half-elf Craftsperson

Well, Rhoreen isn’t going to stop if you if you’re huffing. She’d follow the wayfinder for fun and mirth, but huff direction is fine too.


1 person marked this as a favorite.
Iron Gods: Iron maps;

No time for updates today, sorry :(

Everyone can open the knowledge spoiler as Rhoreen shares her know how.


F Half-elf Craftsperson

1d20 + 20 ⇒ (6) + 20 = 26 Spellcraft vs DC 21

Scribing Cone of Cold - 360 gp


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Male Ratfolk (Ysoki) Pedigree, Laser Specialist Lvl 11 / Lvl 1 (Alchemist / Thief)

Out of the office on travel tomorrow.

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