Owlbear

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Welcome Balaghara! I'm sure the party will be happy to have you. I'll send a discord link.


Thanks for the submission! I appreciate how closely you tied your backstory to your mutation.


Sorcerer is fine, those bloodlines are fine.

No more tieflings, we have two of those already.

And yes, just pick one set of mutations that fits you best.


1 person marked this as a favorite.

Hello Paizo Boards!

We launched a discord based 16 player PBP game two months ago and it is going well. We lost a player for a life-situation, and need a replacement.

The group is in need of a ranged damage character, either physical or magical. Alchemist, wizard,arcanist,occultist, kineticist, and magus are off the table. Others may also be because in the party of 16, I am trying not to have 2 of anyone class. Please run your class past me before you spend too much time on your idea.

Follow the direction from the original recruitment post, HERE.

With the following changes: Create the character at level 3, with 2000 gold worth of equipment.

Also, you may pick from the following sets of mutations:

Serpentine: Caught in a green energy wave with a passing snake, your DNA mingled with its and left you with several serpentine attributes.
Greater: Cobra spit: As a full-round action, you can spit poison up to 10 feet as a ranged touch attack. If you hit, the target must make a successful Fortitude save or be blinded for 1d6 rounds. The DC of this save is equal to 12 + 1/2 your character level. You can use this ability once per day plus one additional time per day for every three levels you have.
Lesser: Serpent Eyes: You gain low-light vision.
Bad: Hairless: You have absolutely no hair on your body, and are often cold. On fall and spring days when the weather is anything but normal, and every day in the winter, make a Fortitude DC12 + 1/2 character level or be Fatigued for the day.

OR

Leaper: Caught in a green energy the same time as a passing marsupial, your DNR intermingled with its. Strangely enough, you had a fear of heights before you gained this amazing leaping ability, and it hasn't gone away. Going too high up in the air or standing on the edge of a cliff or roof of a tall house, etc makes you dizzy and sweaty! It seems the gods have a very bad sense of humor.
Greater: Kangaroo: Your powerful legs allow you to bound across the battlefield. When you move, you can choose to leap 10 feet in the air over medium sized friend and foes. You go the horizontal distance equal to your movement speed. You provoke an attack of opportunity if you leave a threatened square but you do not provoke an attack of opportunity when you land or as you move. Exception: Large (tall) or larger enemies get an attack of opportunity if you jump through or past their squares.
Lesser: You automatically make any jump going your horizontal movement speed or 10 feet vertical. DC's for all further or higher jumps are reduced by 20.
Bad: When presented by a common place item or situation, you must make a Will Save DC12+ 1/2 character to avoid being shaken. Failure by 5 causes you to be frightened , with a new save each turn. Phobia: Heights over 10 feet tall.

OR

Green Energy Caster. A caster before the bombs fell, you have found that the green energy has only made you more powerful. You are obsessed with it.
Greater: Combustible Radiation: You can lace any elemental evocation spell with Green Energy. When you do so, reduce the DC of the spell by the spell level (max 4) and automatically deal 1 constitution damage per spell level (max 4) in addition to the spells normal effects. Enemies immune to poison are unaffected.
Lesser: Radiation Surge: Once a day, you can release a green energy power surge that gives you a +8 bonus to one d20 roll
Bad: Obsessive: When presented by a common place item or situation, you must make a Will Save DC12+ 1/2 character level to avoid doing something obsessive compulsive. Green Energy: When you see a concentration of green energy, you must enter the cloud and stay there for at least 30 seconds. Being unable to approach will give you the fascinated condition and you will instead stare at it from afar. If this happens in battle, you get a new will save each turn.

Deadline: Sunday night 3/31 or when I see an entry that blows me away!


The heroes make their way back to the Redtooth Warrens to report their success in bringing down the dish.

Surely this will get the attention of the Lord of Rust!

---gameplay moved to discord---
for at least the time being


You should just use that same template.


Yeah sometimes I just want you to be heroes and not be subjected to dice rolls. :)

We are at a good break time in the adventure. Shall we migrate to Discord? We can always come back. I won't close this thread.

You will all have to make the effort of at least moving your quick stats sheet to Discord, like what we do with Prevail.


Like heroes of old, you barely manage to outrun the falling junk. Pieces of metal spray up in the air and blink against your armor, While Zeke, Wulf, Jolga, and Charles run ahead, the half-lame Ton only manages to stay one foot away from the collapsing and cascading waterfall of trash.

Meanwhile, the slow dwarf stays one foot behind the leading edge of trash, and quickly realizes he needs to act fast or be buried.

In a flash, he draws his autograpnel, and shoots it forward at Wulf. Wulf grabs it out of the air and yanks with all his might! Garfaulk is tugged free and goes flying out of the collapsing ravine just seconds before a massive beam would have landed on his head!

Dust billows and you all cough and choke in the aftermath.


You walk out of the complex, but still in the ravine, where you are in range of the detonator and have a nice view of the sh*t show sure to come.

With a *click* from Garfaulk, you watch with satisfaction as explosions light up the sky and the dish. For a brief second nothing happens besides the noise and fire, and you hold your breath gingerly... but then the dish that had caused so many problems for Torch... headaches... an invasion by the android Myranda... too many dead adventurers.... the dish topples over!

It topples over in your direction! It lands with a huge thud on top of the Scrapwall and starts to collapse the Thralls of Hellion's complex. The tall junk walls on either sides of you begin to fall!

Run!


ton's reflex+2 aid: 1d20 + 6 + 2 ⇒ (6) + 6 + 2 = 14

Ton desperately lunges for a rung and they slip through his hand... and for the second time in a day, he plunges downward. This time though, no feather fall is coming his direction. With a crunch he lands on his back.

3d6: 3d6 ⇒ (3, 6, 4) = 13

Garfaulk,seeing that Ton isn't dead... continues up the ladder, and at the proper location secures the see-four, using all the charges. He rigs the detonator, and comes back down.

All he needs to do is... push the button.


hmmmmm....yes, I will let you try that, Garfaulk. If you can roll above a DC25 knowledge engineering, you can save 1 charge.


Ton and Garfaulk both make it up the ladder, Ton in the front, and Garfaulk in the back. Once thirty feet up, as Ton is climbing, suddenly one of the rust rungs gives out as his bum leg puts weight down.

Ton desperately lunges for a rung.

Garfaulk reaches out his own hand to steady him!

Ton, make a reflex roll! DC20! Garfaulk can aid with a reflex save DC10!


I think shield and mirror image are gone now. You spent a while with Garfaulk looking at his new treasure.... The climbing (or other solution) and K Engineering should be made by the same person... a little dual skill challenge for you.


A rusted steel ladder leads straight up. As your eyes trace it upwards, you see the ladder eventually ends at the base of the huge energy-receiving dish.

This is the location for the see-four. One of you will have to climb the ladder and rig the charge.

One person to make a climb check and a good knowledge engineering check.


It seems clear.


After seeing Wulf partially rusted, the party surges into action. Charles ends one and steps forward and ends another. Wulf and Garfaulk finish up the last...

It was a painful experience, but the Heroes got through it with only 3 half-destroyed weapons and a half-destroyed barbarian.

You look about the room... The scavengers must have gotten themselves trapped in here, and were starving. There is no metal left in the room... You do find an old club and a fine set of hide armor... a piece of wood and a set of leather that the rust monsters had no interest in.

Leading out of the room is a set of steep stairs. There is a hatch at the top of it.


PCs go! Ton and Charles can go twice (delayed)


With everyone else cowering out of the way, Wulf becomes the sole target of the hungry rust scavengers.

wulf's mace: 1d20 + 6 ⇒ (19) + 6 = 25
wulf's mace: 1d20 + 6 ⇒ (9) + 6 = 15

Chomp...smack... They reach out and first rust Wulf's mace... and keep going...attempting to destroy it entirely! Wulf has to make 2 DC15 Reflex saves!

The third rust has a different idea. This man smells like metal. Perhaps he is quite tasty! It reaches out its antennae, searching for metal on Wulf himself....

wulf himself: 1d20 + 6 ⇒ (20) + 6 = 26
wulf himself confirm?: 1d20 + 6 ⇒ (15) + 6 = 21 uh oh!
damage: 6d6 + 10 ⇒ (3, 2, 1, 6, 3, 2) + 10 = 27

Wulf starts screaming in agony as he begins to rust!

A bit of GM leeway taken here, but it seems to me that it makes sense that Wulf can be affected...


Garfaulk and Zeke combine to nearly take out the rust monster standing in the doorway, but it is still alive... barely!

Ton and Charles go!


Wulf crushes the rust monsters skull!

1 down, 3 to go!

EVERYONE SHOULD GO! Except Wulf and Jolga went already.


Yes go ahead and attack garfaulk


Wulf I gave you an awesome greataxe after the Sanvil/Grunkrak fight.+1 vicious greataxe


Wulf jerks his hammer back from one rust monster but moves it right toward the other. It immediately starts to rust over and gain the broken condition! (One more hit to be destroyed)

Go ahead with your turn Wulf


Thanks Ton! Reflex save for Wulf (2) and Garfaulk. DC15.


Wulf pushes past everyone and gets in the room, provoking an AoO. Once again, the rust monster reaches out to a precious weapon...miss!

1d20 + 6 ⇒ (3) + 6 = 9

Wulf crunches it in return, though it still stands.

Garfaulk gets a good shot off... BAM! The scattershot hits two of them.

@wulf: 1d20 + 6 ⇒ (6) + 6 = 12
@wulf: 1d20 + 6 ⇒ (14) + 6 = 20
@gar: 1d20 + 6 ⇒ (11) + 6 = 17

Two of the rust monsters head toward Wulf... he has a very nice looking warhammer! Adamantine! That is prime metal! They both reach out to touch it... both make contact...!

Simultaneously, one reaches out to Garfaulk and touches Slagbreather!

A little help here. Here is the rust monster's power. I read this as both Wulf and Garfaulk get to make DC15 reflex saves to jerk their weapons out of reach. Do people agree? (It is a little confusing in the wording, makes it seem like the object get the reflex save which I don't understand).

A rust monster‘s antennae are a primary touch attack that causes any metal object they touch to swiftly rust and corrode. The object touched takes half its maximum hp in damage and gains the broken condition—a second hit destroys the item. A rust monster never provokes attacks of opportunity by attempting to strike a weapon with its antennae. Against creatures made of metal, a rust monster‘s antennae deal 3d6+5 points of damage. An attended object, any magic object, or a metal creature can attempt a DC 15 Reflex save to negate this effect. The save DC is Constitution-based.

Wulf and Garfaulk should make a reflex save. (2 for Wulf).

Everyone else can attack!


Yeah you and me both buddy. I'm knocked back with another cold which takes away a lot of my sit-at-the-computer-motivation.


If you go to discordapp.com it does let you open it right in your browser. Why don't you try it and see if it is blocked?


You know I favor Discord, Jolga is a yes, Ton and Wulf are a yes, Zeke seems to like it. Garfaulk was hesitant... Charles?


For some reason, this particular map is really laggy in roll20. It might be the bars on the little jail cells. I will delete those shadows and see if it makes a difference.


Its probably a misaligned map.

How about I move Garfaulk's light into the room and we'll see if that helps. Just know that the only light sources right know are Garfaulk and Zeke's flashlight which has a limited arc.


Rust monsters! Zeke knows these scavengers will be more interested in eating their weapons than eating their bodies, but they are blocking the way to what looks like an access stairwell to the dish.


"Yammm yummmm yammm.."

In the darkness, Ton can't see the beasts arrayed before him, but suddenly he senses they are right there, in front of him! Two, at least...!

They reach out to touch Ton... well, not Ton, technically speaking, but his...weapon.

touch attack: 1d20 + 6 ⇒ (2) + 6 = 8 It misses!

Another one reaches out...
touch attack: 1d20 + 6 ⇒ (8) + 6 = 14
mirror image check... hits on a 1: 1d3 ⇒ 2

It tries to touch Ton's inferno pistol but instead grabs an image. The image poofs!

Knowledge check: Dungeoneering, once you see them.

ROUND 1

Garfaulk
Charles
Jolga
Wulf
Zeke
---------
ROUND 2
Ton'iel
enemy

All PCs go!


that would work actually. Dinvaya is a higher level cleric; she could do it for you if you wanted. She might even really like to.


With the mysterious weapon gathered up, the party proceeds through the building toward what seems to be the access point for the dish. As you pop open yet another door in the abandoned complex, you hear hungry snorting and snuffling in the dark room before you.

There is something in there, and somehow it knows you are coming!

Roll for Initiative!:

Wulf: 1d20 + 3 ⇒ (4) + 3 = 7
Ton'iel: 1d20 + 4 ⇒ (18) + 4 = 22
Jolga: 1d20 + 6 ⇒ (1) + 6 = 7
Charles: 1d20 + 4 ⇒ (6) + 4 = 10
Zeke: 1d20 + 4 ⇒ (1) + 4 = 5
Zeke bonus: +2 when underground
Garfaulk: 1d20 + 3 ⇒ (10) + 3 = 13
enemy: 1d20 + 3 ⇒ (12) + 3 = 15

ROUND 1

Ton'iel 22
enemy 15
Garfaulk 13
Charles 10
Jolga 7
Wulf 7
Zeke 5

Go if you are bold! The room is dark, fyi.


Its not too hard to install a cybernetic. A good heal check will do, and it takes time so you would want to be in a safe location.


Garfaulk digs in the dirt, and it isn't long before he pulls out a metal box.

With shaking heads, he opens the lid and carefully opens it. A note sits a top of an assortment of wires, tubes, and gadetry.

The note reads: Young dwarf, told ya this would be one o yer favorites. Ya found it, so now ya gotten use it. Don't be gettin' cold feet on me, ya here? Stay the course. Help those friends o yours and keep remindin' the drow that 'is god is a crazy bastard.

I'll just let Garfaulk take a 20 here on K Engineering and tell you...

Garfaulk spend a while puzzling out the tubes and wires, arranging them and rearranging them. Eventually he finds a standard port for a battery and charges it... A bout of flame shoots out, setting his beard on fire!

This device produces and throws fire!

The catch-- it needs to be surgically implanted. Imagine one of the ports on iron man's palms

Wrist Integrated Flamethrower

Base Item: 1 handed firearm
Proficient: Exotic (firearm)
Damage: Fire, see below
Battery Capacity: 10 Battery Usage: See below
Battery Capacity (10), Usage: 2 charges/round

This device is a cybernetic weapon and only works when implanted into the user’s body. It can be installed into the wrist and connects to a port on the user’s palm.

This device produces an electric spark that ignites the air around enemies in a 15 foot cone for d4 fire per level (max 10d4). There is no attack roll, but anyone in the cone gets a reflex save for half. (Reflex 10+ ½ Character Level+ Dex modifier).

No feats or class special abilities are able to add extra damage to a flamethrower.

The flamethrower’s AOE remains in effect until the beginning of character’s next turn, when they must decide if they will continue the flame. If an enemy or friend enters the flames between the user’s turns, they also take damage as if they were hit.
Each successive round a creature is hit by the flamethrower, they are dealt an extra cumulative d4 points of damage (d4->2d4->3d4->4d4), of continuous burn damage. This is added to the total damage and is also reduced by the reflex save.

The user is able to reposition their aim but can only take a 5 foot step while shooting in successive rounds. Most enemies will attempt to get out of the flame unless trapped or brainless. The continuous flames ends when the battery power gives out (or PC decides to stop), so a fresh 10 charge battery can only last 5 rounds max.


Garfaulk enters the small cell through an unlocked door, and starts throwing bit of broken crate and rubble around. Underneath a crate in the northwest corner is a patch of dirt in a room that otherwise has a stone floor.


Lol! I'll do you a big favor then!

The heroes of Torch (and Jolga) start popping doors open and exploring the interior of this complex. It soon becomes clear that in the not too distant past, the inhabitants of this place were slaughtered to the man. Based on the blood stains everywhere, and drag marks, they were all killed indoors and then brought outside. The location has been looted; there is little to find of value... Some aspect of the interior though... is strangely, paranoidingly familiar to Garfaulk.

It becomes clear that these Thralls of Hellion were slaughtered by a more powerful force.

For a failure that wasn't even their own fault... the dish stopped receiving energy from the underground reactor at Torch.

I opened most of the doors in roll20, you can explore the interior, though it is dark in there so you may need a light source.


Best way forward at this juncture is to pick one of the first doors and start looking inside... Just say the word.


All is quiet. From here, the whole place seems abandoned! Or probably more accurately... the whole place has been slaughtered.

Those examining the bodies can see they have been sliced apart with a huge blade.

Roll20 update with current location. You are looking in a ravine cut into the scrapwall, with doors on either side, platforms crossing back and forth


As you get closer, you see a large number of humanoids, dead and staked up. Their flesh is rotting from their bodies, and vulture perch atop of them pulling out eyeballs and tongues.

There is a sign posted near them, which you can read as you get closer...

**Thos fail Helian will dye.**


You proceed forward, cautiously, heading east to where your map has the dish marked.

As you draw closer, you see a ravine carved into the wall, and a series of wooden platforms crisscrossing around it. There are doors leading into the scrapwall. Above all of this, on top of wall, there is the large energy dish which is said to have been the cause of Torch's problems.

But something is wrong. There are scavenger birds circling, and even from a distance, you think you can make out bodies littering the complex.


Timeworn’s main problem is you can’t recharge the gun. Use and lose.


Looks like you did figure out the timeworn laser rifle because it is in the technopedia, but no one added it to the loot sheet so I did just now. Make sure you current finds are on there too.

Laser Rifle
Type: two-handed firearm
Proficient: Exotic (firearm)
Damage: 2d6 (20/x2), fire damage
Battery Capacity: Holds 20 charges (2 batteries worth)
Battery Usage: 1 per shot
Ranged increment: 150 feet
Special: Can be set on automatic mode or cone mode (or just single shot mode). Each special mode costs 10 charges to fire, either a straight line or a 30 foot cone. Roll to hit each target. Iterative attacks are acceptable. Cover rules apply.
When set on either of these modes, each attack roll takes a –2 penalty to account for recoil, and its attack damage cannot be modified by precision damage or damage-increasing feats such as Vital Strike or Deadly Aim. Effects that grant concealment, such as fog or smoke, or the blur, invisibility, or mirror image spells, do not foil the line and cone attack. If any of the attack rolls threaten a critical hit, confirm the critical for that attack roll alone.
Otherwise, same description as a laser pistol.


i guess not. no one ever tried. So give an engineering for that too.


nice try Jolga, you can't rest after a single battle and its only early afternoon at the best. Do you think this is EASY mode? Also, what scroll are you referring to?

Charles figures that armband is worth about 500 gold.

The battleaxe is of the +1 variety.

The ring remains a mystery.

The pistol, of course is very interesting.... You have to refer to Khonnir Baine's advanced technology tome, but you figure out what the pistol does....

EMP Blaster
Base Item: one handed firearm
Proficient: Exotic (firearm)
Damage: d8 (20/x2), electricity
Battery Capacity: 10
Battery Usage: 1 per shot
Ranged increment: 50 feet
Note: Special abilities affecting Arc Pistols also affect the EMP blaster (i.e. gunslinger's weapon training)

Only does damage to robots, androids, or those with cybernetic implants, or anything else with circuitry.

When a EMP blaster damages a target it interferes in circuitry and temporarily reduces its defense (reduces the target's hardness equal to the damage dealt.) Any damage dealt higher than the hardness directly reduces HP.

The reduction remains in effect until the end of next players turn.

(This takes coordination to properly use, of course).


The landing impact splatters everyone with gore, except for Garfaulk.

Wulf rips the lid right off the coffer, revealing a treasure worth your troubles...

Looks like I misread some commas in the book, the coffer only contains gold and not all of this stuff, so let's say Charles and Garfaulk collected the coffer and these assorted items while searching the nest.

The coffer contains 250 gold.
There is a MW cold iron dagger.
A magical battleaxe. (spellcraft check)
A silver armband with inset pearls (appraise check)
A ring (spellcraft check)
A technological pistol. (engineering check)


Strength check on coffer!


1d4 ⇒ 21d4 ⇒ 11d4 ⇒ 4 7 damage

1d2 ⇒ 11d2 ⇒ 21d2 ⇒ 1

Charles searches the nest; he is nimble enough to avoid most cuts and scrapes from the metal, but he still takes some damage. He flips back from Sam to Charles in rapid succession, ending on Charles.

Is it worth his insanity? In the nest, Charles finds a small iron coffer that he picks up and grabs before jumping off the edge. Garfaulk jumps down too, as Charles has found all that is worth the time.

The coffer is stuck closed; it is sealed by rust.

HD was 7

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