
Rūha |

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

GM Rutseg |

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.

Zzvkgrogk III |
1 person marked this as a favorite. |

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

Zzvkgrogk III |
1 person marked this as a favorite. |

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)

GM Rutseg |
1 person marked this as a favorite. |

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 :)

GM Rutseg |

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

GM Rutseg |
1 person marked this as a favorite. |

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

Rhoreen Calliope |

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.

GM Rutseg |
2 people marked this as a favorite. |

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 :)

Rhoreen Calliope |

Last Level: Oct 23, 2023
+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

Chaance |
1 person marked this as a favorite. |

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

Yambul |

+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)

Zzvkgrogk III |

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

Rūha |

+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.

Zzvkgrogk III |

Language: Auran

GM Rutseg |

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.

GM Rutseg |

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.

Zzvkgrogk III |

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.

Yambul |

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.

GM Rutseg |

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.

Zzvkgrogk III |
1 person marked this as a favorite. |

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

Zzvkgrogk III |
1 person marked this as a favorite. |

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

Zzvkgrogk III |

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?

Rhoreen Calliope |

Last Level: Feb 1, 2024.
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)

Chaance |

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

Yambul |

+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)

Rhoreen Calliope |

.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.

Rūha |

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.

Rhoreen Calliope |

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?
* * * *
.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

Zzvkgrogk III |

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

Zzvkgrogk III |

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

Rūha |

Rūha wrote:Is Rhor casting that (she’s happy to) or is there another source?Purchases (26309 gp to spend after disbursement):
- 3rd level Pearl of Power (9k gp), to get that sweet Heroism rolling all the time.
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.

Zzvkgrogk III |

[Spells Shopping]
10x90+
3*40+
2*10+
-14 (Yambul loan)
---------
1054
1692-1040+14= 666

Zzvkgrogk III |

[Alchemy WhatHaveYou]
Adamantine Bullets x5 = 155
Bottled Lightning = 120
-----------------
275
666-275 = 391

Zzvkgrogk III |
1 person marked this as a favorite. |

Out of the office on travel tomorrow.