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RPG Superstar 6 Season Dedicated Voter, 8 Season Star Voter. Organized Play Member. 1,472 posts (1,625 including aliases). 59 reviews. No lists. 2 wishlists. 12 Organized Play characters. 2 aliases.


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Grand Lodge 4/5

2 people marked this as a favorite.

I hope the writers don't want the player base to uniformly like and admire all the PFS Venture Captains. That would be boring and unrealistic.

Grand Lodge

Are the Evil Pregens available as a separate download anywhere?

Grand Lodge 4/5

I've been out of the game for a bit and was recently heartened to learn of sweeping changes to problem items such as the Jingasa, Gloves of Recon, Staff of the Master and other such silly things.

I'm just wondering whether Emergency Force Sphere (AKA Immediate Action Arcane Caster Invincibility + Unstoppable Terrain Control) has been smashed into oblivion yet.

If not, why not?

Grand Lodge 4/5

Answers that reference current published scenarios:

Q1. Yes - they make choices in game matter, which is always interesting and memorable.
Q2. Yes, but they didn't know what they were in for... that kind of diminished the choice a little. The other scenarios signposted the choice well (Cultists Kiss)
Q3. Right now, the power level on this evil boons are very, very high. The balancing 'drawback' factor hasn't been in play as much as it should be.
Q4. If you introduce powerful 'evil' boons, you really, really, really need to do your homework on the 'drawback' part of the deal. In a certain Varisian season, the drawback was not strong enough. PCs could effectively collect all the powerful boons, then ignore the scenario where the drawback kicks in. If boons function, the drawbacks should function.
We also need to be careful to not introduce drawbacks that will kill other people's PCs, rather than the choicemaker's PC. For example, making a powerful evil boon character get confused and kill other people's PCs will create bad blood at the table (Bonekeep 2).

Grand Lodge 4/5

I'm delighted with this news - I'm really excited for these new high level adventures. Thanks all!

Grand Lodge

Hi all, KG here.

Pathfinder Society organised play (otherwise known as PFS) has just sanctioned Iron Gods for retroactive credit for the campaign world. What does this mean? It means all Iron Gods players and GMs are now eligible for tonnes of PFS gold, experience and truly unique character boons (ways to break the rules in unique ways).

How PFS works is best explained in the guide available here: http://paizo.com/products/btpy84k4

Reporting your games for the first time can be a confusing and not so logical process. If a GM has finished Iron Gods, that's actually recognised as 12 game credits, which automatically pumps you up to 1 star GM status, even if you've never done PFS before. In addition, it gives Paizo good data on how popular their APs are.

So here's the ten steps on how to report.

1. Hit the Pathfinder Society tab on the left of the screen.
2. Hit "My Pathfinder Society"
3. Hit "GM/Event Coordinator"
4. Click the "Create Your Event" button.
This isn't so much an event, as a folder, to report your games.
5. Make sure you tick all the boxes under AP #85-90, so you can report them later.
6. Save Changes, and close.
7. Do your players have Pathfinder Society ID numbers? If not, click 'Reserve 10 Pathfinder Society Cards', distribute one ID number per new player.
7. Click 'Report' next to your new event.
8. Enter the details for both your ID numbers, and your players, inlcuding their names for future reference. Remember, you'll need to add the character numbers for your players - if they're not PFS players, just use the number '1'. Remember, each book is worth four prestige points, so don't forget to add them in.
9. Hit Save and Exit! When you're next with the players, distribute their new PFS Chronicle Sheets (available here: http://paizo.com/paizo/blog/v5748dyo5lidu&page=2?You-Are-What-You-Choos e-to-Be#87 )
10. Rinse and repeat as you complete more chapters. Profit!

Grand Lodge 4/5

Love your work Chris!

Grand Lodge 4/5

2 people marked this as a favorite.

That's very cool.
It would look awesome replicated as a pattern on brass fullplate too.

Grand Lodge 4/5

Yes! Same here!
Are 4-star GMs allowed to run this bad-ass motherlecker?
:rubs hands together:

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Jolly good show Terry!

Grand Lodge

I think it's a fantastic choice for Iron Gods.

The Recondition ability in particular opens a lot of doors.

Grand Lodge 4/5

Thanks for the clarification on Cybernetic GM Credit Babies.
That makes a lot more sense.

Grand Lodge 4/5

I thought you could always apply a cert to a new level one character?

So you could:
GM the entirety of Iron Gods in Campaign Mode.
Apply all the certs (slow track) to a new legal PFS character.
(9XP total, 1.5 XP each)
This Cybersoldier PC would start at level 4 and once they had the requisite fame and gold, they can start hacking off their own limbs and replacing them with pure futuristic murder tools.

THE TWO MILLION GOLD PIECE MAN!
WE CAN (RE)BUILD HIM!

Grand Lodge 4/5

Another query (sorry!!!)
Does the 'For Science!' boon override the ** timeworn items rules as written on page 2 of the cert?
So I could turn any ** items into a non-timeworn item for use in PFS? (eg get access to a rechargeable Robojack [8 prestige] or rechargeable Arc Cannon? [20 prestige])

Grand Lodge 4/5

1 person marked this as a favorite.

We can always make an Iron Gods poetry thread in the special Iron Gods AP forum, you know.
This thread is dead! Time to strap three charges of Sylex to it, get to a reasonable distance and hit the big red button!

Grand Lodge 4/5

Just jumping on with a semi-related question...

If my friends and I wanted to play a PFS approved final book of an AP (levels 15-17) (only the final book, we don't have time to sit through the entire adventure) is there any way to be able to do that without playing through everything?

And if we did do that, is there a way that the GM can report the game so he can move closer to getting more stars?

Grand Lodge 4/5

FiddlersGreen wrote:

2 nitpicks from the 6th chronicle:

1. What is a rain gun, and would I be going off the rails if I did a tribal dance when I use it?
2. What is an integrated laser pistol and can I implant it into a cybernetic arm?

Oh lookie! A tongue in my cheek! =D

1. It is customary to do a tribal dance ONLY after you deal a X4 critical hit with a Rail (not rain) Gun.

2. An integrated laser pistol is a laser weapon implanted into your hand or arm.

Ranged weapons fire through a port on the palm or back of the wrist. Either type of weapon has statistics identical to its normal form. Firearms reload through a breach in the arm, increasing the reloading time of the weapon to a full-round action, or doubling reloading times that already take a full round or longer. Implanted weapons are well concealed; detecting one requires a thorough search (Perception DC 25). Implanted weaponry can be damaged or destroyed by sundering, but cannot be disarmed.

Yes, it can be implanted into an artificial arm. A laser pistol installed in a cybernetic arm does not count against a creature's implantation limit.

Grand Lodge 4/5

On the final chronicle, the certain melee weapon favoured by the protagonist of the DOOM videogame franchise should be priced at 10,800, 8,100 if the same formula applies which was applied to the Null Blade.

Noticed two things with the Brain Collectors chronicle -

Brain Collector Spoiler:
Casandalee's AI is retrieved from the Dominion of the Black base, not the decomposing dropship.

Also, a rocket launcher can never be 'recharged', so there is no point giving it double asterisk status.

Grand Lodge 4/5

3 people marked this as a favorite.

Truly, this is John Compton appreciation day.
Thank you John, you've gone above and beyond the call of duty with these certs.
It was really worth the wait.
Thanks for listening to us on the boards - it means a lot.
It would have been easy to put this off further but you saw there was a job to be done and you did it right - and then took a step further as well by reviewing retroactive credit.

Thanks mate.

Just a small note, chainsaw pricing on cert 2 should be 4,800gp.

Grand Lodge

1 person marked this as a favorite.

I would love a follow-up adventure to Iron Gods that draws upon the multiverse, alternate realities, limited time travel and other such weirdness. I want a Pathfinder love letter to Chrono Trigger.

Grand Lodge

I am delighted to hear that the spell Irradiate is as scary as any spell named Irradiate should be :)
Good job Technology Guide authors!
This Iron Gods GM looks forward to Book 3!

Grand Lodge

Name: Zinzin Jin
Race/Class: Tengu Sorceror
Adventure: Lords of Rust
Location: Hellion's Chamber
Cause of Death: The final boss battle with Hellion.

The gory details:

The fight didn't start off well as Zinzin and company detonated a lump of cylex that barely scratched the fearsome Iron God.
What followed was an endless torrent of plasma bolts as Hellion took turns firing at the party wildly inaccurately, due to the inhibitor facet the party had installed. His dual initiative allowed him to close the gap however, to get in close and (comparatively) accurate with his claws.
Soon, he was upon our heroes. Of course, all Tengu have hollow bones and not even a sorcerer's will could protect Zinzin from the horrifying damage of being grabbed and constricted within a glaucite claw.
Zinzin was already dead by the time Hellion ignited the chamber with plasma for the last time.

Grand Lodge 4/5

2 people marked this as a favorite.

*fires his +5 railgun three times into the air in celebration*

Love your work Mr Compton!

Grand Lodge

Maybe boost their power even further by using the mythic rules?

Grand Lodge 4/5

11 people marked this as a favorite.

Can we please, please, please take the 'no scifi in my fantasy' argument somewhere else?
This is a lobbying thread to get the PFS organised play team to sanction Iron Gods with chronicle sheets. We also rewrite the lyrics to popular songs from the 80s and 90s to include a scifi theme.

If you have constructive feedback about which items from the Technology Guide should make it onto chronicle sheets, that'd be great, but otherwise yelling 'yes scifi' 'no scifi' at each other doesn't accomplish much.

Grand Lodge 4/5

Here's the latest version of the sheets. They've been edited a tad based on feedback from the boards, but each of them have taken a strict 'no lasers!' policy. There was a lot of back and forth about whether Book 1 should be 2-4 or 3-5. I am leaning towards 3-5 as I reckon most level 2 adventurers would be thrashed senseless.

Book 1:
Fires of Creation
Sanctioned Areas, C1 to D9 (including the warehouse)
Level 3-5
Slow gold: 2,400
Normal gold: 4,800
Select one of the following boons and cross the others off your Chronicle sheet.
League Agents Everywhere: After the betrayal of a trusted town member, you begin to suspect Technic League agents are hiding everywhere. Once per session, you can reroll a Sense Motive check and add 2 to your result. You must accept the second result.
Medbay Cleansing: You discovered a highly advanced medical bay, and after extensive repairs, managed to gain some benefits. Your body has been cleansed by a star-faring disease control system that uses a cocktail of nanites and chemicals. Some of this formula is still present within your body, making it more difficult for foreign bodies to infect you. You gain a +1 Fortitude save versus disease.
Petromin Familiar: You discover a cryogenically frozen alien animal. A caster with the familiar class feature may bond with a captured desert dwelling alien Petromin. If you make this bond with the captured alien creature, you must provide a copy of Fires of Creation following the rules for Additional Resources.
Pilo Animal Companion: You discover a cryogenically frozen alien animal. A character with the animal companion class feature may bond with a captured desert dwelling alien Pilo. If you make this bond with the captured alien creature, you must provide a copy of Fires of Creation following the rules for Additional Resources.
Spent Fuel Rod: You survived a battle in the core of a nuclear reactor and you found an unconventional weapon in that hellish place. You hold an irradiated nuclear fuel rod encased in a flimsy lead lining. You can throw this object like a thrown weapon - treat the square it lands in as if a 7th level caster had cast Irradiate (p9 Technology Guide) in that location (Fortitude save DC 17) When you use this item, cross this boon off your chronicle.
Vitality Serum (limit 1 only) (p61 FoC) (500gp)
Universal Serum (limit 1 only) (p61 FoC) (400gp)
Torpinal (limit 1 only) (TG) (300gp)
Bang Grenade (limit 1 only) (TG) (250gp)
Flash Grenade (limit 1 only) (TG) (750gp)
Grade I Hemochem (limit 1 only) (TG) (250gp)
Panic Suit (limit 1 only) (TG) (2,000gp)
Timeworn Brown Nanite Hypogun (10 charges only) (TG) (500gp)
Grippers (TG) (100gp)
Skill Slot (Cybertech) (TG) (2,000gp)
Mark I Skillchip (Any Skill) (TG) (400gp)

Book 2:
Lords of Rust
Sanctioned Areas: Area P (Haunted Wreck) then the entirety of Part 3, run encounters as if the PCs have accumulated 8-9 Scrap Worth (see p35 LoR).
Level 4-6
Slow gold: 3,378
Normal gold: 6,756
Select one of the following boons and cross the others off your Chronicle sheet.
Scarred by Soothe: You have healed your wounds using the foul Numerian drug Soothe. Your scar tissue is noticeably severe as a result. Once a session you can subtly emphasize your misshapen scars to reroll an intimidate check with a +4 bonus. You must take the second result.
Spirits Above and Beyond: You have exorcised the alien undead residing in the ruins of the Chrysalis. Golarion's horrors no longer seem so bad. You gain a permanent +2 bonus to saves against fear effects.
God Killer: You have laid low the Iron God Hellion and in doing so, learnt there is little to fear in divine evil. At any one time during your adventuring career you may choose to completely ignore a divine spell or a channeling of negative energy. You may use this boon after you've determined whether you have saved successfully against the spell or channel or not. When you use this ability, cross this boon off the chronicle sheet.
Your Faith is my Armour: After you destroyed the Iron God Hellion, you collected blackened scraps of steel that made up his advanced robotic chassis. Sensing the power within, you hammered these materials into your armour.
You may enchant any metal magical armour or shield you own with the Energy Resistance armour property, however this enchantment only protects against negative energy. The cost of the enchantment is reduced from 18,000 gp to 9,000 gp.
Cureall (limit 2 only) (TG) (1,400 gp)
Soothe (LoR p63) (200 gp)
Cylex (limit 3 only) (TG) (3,600 gp)
Concussion Grenade (limit 1 only) (TG) (750 gp)
Gas Grenade (limit 3 only) (LoR p62) (750 gp)
Inferno Grenade (limit 1 only) (TG) (750 gp)
Plasma Grenade (limit 1 only) (TG) (1,600 gp)
Zero Grenade (limit 1 only) (TG) (750 gp)
Red Scatterlight Suit (TG) (1,400 gp)
Skill Slot (Cybertech) (TG) (2,000 gp)
Mark I Skillchip (Any Skill) (TG) (400 gp)

Book 3:
The Choking Tower
Sanctioned areas: Parts 3 (Smokewood) and 4 (Beneath a smoke-filled sky).
Level 7-9
Slow gold: 8,400
Normal gold: 16,800
Select one of the following boons and cross the others off your Chronicle sheet.
Nutrient Training Nodule: You are obsessed with the colorful patterns and increasingly complex logical progressions of the paste-dispensing Nutrient Training Node. Your obsession with the patterns has done something exciting to your brain.
If you select this boon, the nutrient paste treats your skill ability modifiers for all Intelligence skills as if your Intelligence score was two points higher. This does not grant extra skill ranks to spend, it merely boosts the ability modifiers of all Intelligence skills.
Where There's Smoke: Constant ambushes from the ghostly Technic League mage Furkas Xoud has made you experienced in fighting within low visibility conditions.
From this point on, whenever an enemy spell caster casts fog cloud, stinking cloud, solid fog or cloudkill, make a perception check. If your result is 25 or higher, you may ignore any concealment the fog grants.
Every time you use this ability successfully, tick a box. When you have used this ability successfully for the third time, cross this boon off the chronicle sheet.
□ □ □
Thoughts Harvested: The best minds of the Pathfinder Society repaired the Thought Harvester you defeated at the bottom of the Choking Tower. They offer to use the robot's unique abilities to remove your darkest fears from your subconscious. You accept their offer.
Your worst fear has now been wiped from your mind, captured and stored away in a glass bauble. From this point forward, you are immune to the spell Phantasmal Killer.
Blue Scatterlight Suit (TG) (3,600 gp)
Cureall (limit 2 only) (TG) (1,400 gp)
Cardioamp (limit 1 only) (TG) (4,550 gp)
Cureall (limit 1 only) (TG) (1,400 gp)
Hemochem Mark III (limit 3 only) (TG) (750 gp)
Torpinal (TG) (300 gp)
Hivebrain Symbiote (limit 3 only) (TCT p61) (1,000 gp)
Mark II Wirejack Tendons (TG) (32,000 gp)
Wand of Gust of Wind (18 charges) (1,920 gold)
Wand of Cure Serious Wounds (22 charges) (4,950 gold)
Gremlin-Skin Drum (TCT p60) (6,000 gp)
Rod of Gripping Smoke (TCT p61) (15,000 gp)

Book 4:
Valley of the Brain Collectors chronicle sheet:
Sanctioned areas: Part 4 (Dominion of the Black)
The PCs begin with Area E (The Machine Caves) cleared of enemies and serving as a base of operations for the adventure. Binox and Isuma are alive and friendly towards the PCs, offering their gratitude that the heroes seek to stop the Dominion of the Black gaining a foothold in Numeria. This includes free access and use of Area E9 (Geothermal Generator Array) with an installed Power Cable (TG).
Level 10-12
Slow gold: 16,625
Normal gold: 33,250
Shattered Psyche: An oracle PC may trade out their current Oracle curse for the new Oracle curse 'Shattered Psyche' (p57 VotBC).
Shattered Psyche: Your mind is crowded with dozens of voices, fragmented snippets of your past lives. You take a -2 penalty on all Intelligence-based skill checks, Wisdom-based skill checks, and concentration checks. You gain a +4 competence bonus on saving throws made against mind-affecting effects. At 5th level, you're immune to charm effects. At 10th level, you're immune to compulsion effects. At 15th level, you're immune to all mind-affecting effects.
Select one of the following boons and cross the others off your Chronicle sheet.

Fighting That Which Lies Between The Stars: You have faced the horrors of the Dark Tapestry and are one of the few who have survived the encounter with both mind and body mostly intact. As a result, you have developed greater mental fortitude against such cosmic horrors. You receive a +1 bonus on saves against fear and confusion effects.
Flesh Valve Fighter: Fighting your way through the living interior of a Dominion base has left you calm and viciously effective when trapped inside another creature. When swallowed whole, you gain a +4 to damage. This effect persists for 1d6 rounds even after you escape a creature's insides.
Explode Everything: Before the Society took the artifact away for further study, you saw the destructive power of the weapon known only as a "rocket-launcher". From now on, you can choose to make your fire spells more explosive. Whenever you cast a spell that deals fire damage, you may choose to make half the damage as bludgeoning damage. In addition, the spell does +1 damage per damage dice. When you have used this ability three times, cross this boon off your chronicle sheet.
□ □ □
Fleshnet Cannon (limit 3 only) (VotBC p63) (3,000 gp)
Mouthpiece of the Dominion (VotBC p74) (8,000 gp)
Optical Turrets (VotBC p75) (6,000 gp)
Cybernetic Eyes (Cybertech) (TG) (4,000 gp)
Cybernetic Arm (Cybertech) (TG) (4,750 gp)
Skill Slot (Cybertech) (TG) (2,000 gp)
Mark IV Skillchip (Any Skill) (TG) (6,400 gp)
Thoracic Nanite Chamber (mark I) (Cybertech) (TG) (8,000 gp)
Filter mask (TG) (4,500 gp)
Arc Grenade (limit 1 only) (TG) (750 gp)
Gravity Grenade (limit 1 only) (TG) (2,250 gp)
Inferno Grenade (limit 1 only) (TG) (750 gp)
Staff of Healing (29,600 gp)

Book 5:
Palace of Fallen Stars chronicle sheet: Sanctioned areas: Part 3 (The Technic League)
Swap the locations for Gryne Rasik and Ozmyn Zaidow. Gryne is in E13 with three Gearsmen Battleguards while Ozmyn Zaidow has adopted Kyton bodyguards at H5.
The PCs gain access to 'Surrendered to the Scalpel' if they slay Krimox the Thrice-Flensed. The PCs gain access to 'Zernebeth's Lessons' only if Zernebeth survives the module. If they do not meet these conditions, cross the boons off the chronicle sheet.
Level 13-15
Slow gold: 27,500
Normal gold: 55,000
Select one of the following boons and cross the others off your Chronicle sheet.
Magus Bane: You defeated Ozmyn Zaidow, leader of the infamous arcane Technic League. Enemy spellcasters find it hard to concentrate in your presence. As a swift action, you may choose to gain all the benefits of the Disruptive feat for five rounds. When you use this ability, cross off a box. Once all three boxes are crossed out, cross this boon off the chronicle sheet.
□ □ □
Surrendered to the Scalpel: You fought a bloody path to gain full access to the Technic League's medical laboratories and you intend to make the most of this resource. You may purchase and gain the full benefits of any grade of Dermal Plating (p37 TG). When you do so, you gain a 20% discount on the purchase.
Zernebeth's Lessons: You spared the life of the Irriseni Technic League Captain Zernebeth. In exchange, she tells you of her near-death experience within the technological dungeons of Silver Mount. When adventuring within Silver Mount, you gain a +2 bonus to initiative and perception checks.
Azonite Pellets (TG) (100 gp)
Cardioamp (TG) (4,550 gp)
Hemochem (Mark III) (TG) (750 gp)
Hemochem (Mark V) (TG) (1,250 gp)
Torpinal (TG) (300gp)
Zortaphen (TG) (2,250 gp)
Frag Grenade (TG) (750 gp)
Soft Grenade (TG) (750 gp)
Zero Grenade (TG) (750 gp)
Biofilter (TG) (16,000 gp)
Cybernetic Arm (TG) (4,750 gp)
Cybernetic Leg (TG) (8,500 gp)
Implant Mesh (PoFS) (5,000 gp)
Thoracic Nanite Chamber (Mark II) (TG) (32,000 gp)
Nullblade (TG) (58,835 gp)
+3 martyring O-Yoroi armour (28,700 gp)
Scroll of Lightning Bolt (CL9) (limit 1 only) (675 gp)
Scroll of Greater Planar Ally (Interlocutor Kyton only) (limit 1 only) (3,000 gp)

Book 6:
The Divinity Drive
Level 15-17
Slow gold: 47,500
Normal gold: 95,000
Arms of the Iron God: You sacrifice your own arms and spine to assimilate a favoured creation of the dead god Unity. For 40,000 gp you may purchase and install the Arms of the Iron God (p60 TDD).
Manipulated the Godmind: This boon is only available if you have been rewarded the previous five chronicle sheets from the Iron Gods Adventure Path. Following the death of Unity, you spent weeks to months within the Godmind, obsessed by the possibility of a technological path to divinity. From this empowered realm, you practiced the manipulation of fate, benefiting the rare individuals you favor. When you select this boon, choose one of your own Pathfinder Society characters who shares the same alignment or religion with the hero that completed this adventure.
This adventurer gains a permanent +2 to a stat score of your choice.
In addition, this new hero can benefit from a Cure Light Wounds spell (CL 5th) cast as a swift action. This ability may only be used three times before all benefits, including the stat boost, are lost.
__________________ PFS ID:_________-____ GM Initials: ______
□ □ □
Cybernetic Arm (TG) (4,750 gp)
Cybernetic Leg (TG) (8,500 gp)
Dermal Plating (mark III) (TG) (36,000 gp)
Implanted Weaponry (TG) (10,000 gp)
Wirejack Tendons (mark I) (TG) (8,000 gp)
Cylex (TG) (3,600 gp)
Gravity Grenade (TG) (2,250 gp)
Inferno Grenade (TG) (750 gp)
Soft Grenade (TG) (750 gp)
+1 shock chainsaw (TG) (11,000 gp)
+1 chainsaw (TG) (5,000 gp)
+5 dancing greatsword (162,350 gp)
Staff of Healing (29,600 gp)
Major Ring of Cold Resistance (28,000 gp)

Grand Lodge 4/5

Tonya Woldridge wrote:


It is not just drafting six Chronicles, though that takes time to do - formulating boons and rewards that tie into the AP and have PFS value and don't break Society.

It also involves reading through all six books, evaluating the content, and then weighing that against PFS. Effectively taking one person out of the mix for a few days to a week.

So we are still working on the issue, but it is not top priority!

Thanks for the response Tonya.

Just wondering if you've seen the draft chronicle sheets and ensuing discussion that was written and posted earlier in this thread?

While I doubt that these efforts will be the final product, I hope that this work can provide a solid foundation for the organised play team to do some final tweaking of the sheets before release.
I believe a lot of the hard work in this area was done by the org play team when developing a philosophy on how to proceed with the tech scenarios of season six.

If there is any research/work/tasks that the community can do on your behalf, I'm sure there'd be plenty of keen Iron Gods fans, myself included, who would be happy to help out wherever possible to get this project finished.

Grand Lodge 4/5

3 people marked this as a favorite.

Why don't you just shut up and sing the song, pal.

Grand Lodge 4/5

:dot:

Grand Lodge 4/5

3 people marked this as a favorite.

I'm just an average man, with an average life.
I scavenge the wastes all day; hey hell, I pay the price.
All I want is to find a fat stash of silverdisks;
But why do I always feel like I'm taking too many risks, and

I always feel like an AI is watching me.
And I have no privacy.
Woh, is a genius sociopath AI watching me?
Tell me is it just a dream?

When I set up camp to rest.
I hug my EMP rifle to my chest.
People call out to me - but they could be an android.
I'd rather rapid-fire their synthetic souls.
Or am I just paranoid?

When I'm searching the underground lab.
I'm afraid of the android's lair.
'Cause I might cast True Seeing
And find someone standing there.
People say I'm panicked
Just a little touched.
But maybe this damned AI reminds me of
HAL too much.
That's why. . .

I always feel like an AI is watching me.
And I have no privacy.
Woh, is a genius sociopath AI watching me?
Tell me is it just a dream?

Grand Lodge 4/5

5 people marked this as a favorite.

I'm looking forward to Iron Gods getting sanctioned! :DDD

Grand Lodge 4/5

1 person marked this as a favorite.

Congratulations Venture Captain!

People have always had nice words to say about you on these boards. I'm sure in your new position you'll be able to take PFS organised play to even greater heights and build our hobby even more.

While I'm sure you've got a big to-do list, could we get you to take a peek at sanctioning Iron Gods? We wrote up some first draft chronicle sheets for this epic adventure, but they could use your editorial help!

Grand Lodge

Oh god, Sam, that sounds really, really bad!
I can't believe your players weren't more distraught!

Grand Lodge

Just chiming in on what Wraith235 said.

Grand Lodge 4/5

3 people marked this as a favorite.

While her hologram is deceiving me,
she steals my technology.
Her Robojack got control of me
I turn to her and say:

Don't draw a Nullblade in the town of Iadenveigh; oh no!
Don't cast Aid on the Yaoguai hiding in the shade;
(oh no) (I can't believe it)
You got it made if you're packing chainsaw blades; oh no!

Grand Lodge 4/5

5 people marked this as a favorite.

I wear my veemod goggles at night
So I can, So I can
Ignore the Dominion of the Black while they collect their claim
And I wear my veemod goggles at night
So I can, So I can
Praise to Brigh that's right before my eyes

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I like cybernetic eyes.
I like irradiated liver.
Paizo,
Paizo,
Please deliver.

Grand Lodge

Name: Zinzin Jin
Race/Class: Tengu Sorceror
Adventure: Fires of Creation
Location: Central Reactor
Cause of Death: The final boss battle with Meyanda.
The fight didn't start off well as Zinzin pulled the pin out of a bang grenade and ran at the nefarious android priestess. He clearly wanted to die. The resulting explosion blinded the Tengu but Meyanda was relatively unfazed.
What followed was an endless torrent of negative energy as Meyanda took turns firing at the reactor and blasting the entire party with the evil energy of Hellion.
Of course, all Tengu have hollow bones and not even a sorcerer's will could protect Zinzin from the horrifying damage. He was still stuck in the channel radius when she let off her last 11 damage blast, shortly before being cut into pieces in the corner of the reactor.
Thankfully, Torch had a debt to repay, and the plucky bird was restored to relative health, though now with a heart full of vengeance for Hellion.

Grand Lodge

Solomani: I'd have patrols of two Myrmidarch robots escorting a Giga-Gearsman on Silver Mount borders. Let the party use a telescope of V-mod goggles to see the horrifying patrols from a distance before any attacks occur. Ash giants bribed by the Technic League are another option.

If they want to close down the patrols, they have to shut down the Technic League controls in Starfall. That can be your hook to see them meet the Mockery.

If they want to continue, on their heads be it.

Grand Lodge 4/5

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Choking: Ever since I saw artwork of the Aurumvorax cloak I've really wanted one for my characters. Both the Black Sovereign and a certain sniper in the Scar of the Spider have one, I love how it's become Numerian fashion.

Divinity Drive: Battleaxe seems strange. Chainsaw would be a better fit. Hah! What about one-handed firearm (any)? ;)

Reworked Nutrient Paste boon for Choking Tower:

This is easily the most controversial boon written, so I am smacking it hard with the nerf-bat.

OPTION A:
Nutrient Training Node: You are obsessed with the colorful patterns and increasingly complex logical progressions of the paste-dispensing Nutrient Training Node. Your obsession with the patterns has done something exciting to your brain.
If you select this boon, the nutrient paste treats your skill ability modifiers for all Intelligence skills as if your Intelligence score was two points higher. This does not grant extra skill ranks to spend, it merely boosts the ability modifiers of all Intelligence skills.
---

OPTION B:
Nutrient Training Node: You are obsessed with the colorful patterns and increasingly complex logical progressions of the paste-dispensing Nutrient Training Node. Your obsession with the patterns has done something exciting to your brain.
You immediately gain five skill points to spend as you see fit. This boon does not allow you to bypass the one skill rank per hit dice limit.

These options keep the Int boost but removes the most broken element (DCs for int based casters). I think this is a better fit as it keeps it cool without making the Choking tower chronicle sheet a 'must get'.

Grand Lodge 4/5

Codanous wrote:


In response to KestlerGunner’s request(I hope you are in for a bit of reading, this pushed 1200 words):

S'all good man - appreciate it!

I am following Campaign management on access to batteries, recharging and lasers on chronicles. They have been very conservative on this, so I thought it'd make their lives easier to follow their lead. So, this means most advanced beam weaponry hasn't made it onto the sheets. I can see the long-term planning and reasons for this and I'm following their lead. We could have 'trap option' beam weaponry put on the sheets but I think that would hurt both the lovers and the haters of sci-fi and be a messy mistake.

Detailed feedback:

Fires: Yes, I agree that level 2 characters would be thrashed.
As for TW items, I think a TW nanite hypogun and the TW proximity helmet would be great choices. Would they have 10 charges each (to make them less of a trap?) or less?

Lords: The party actually receives a fair few gas grenades in LoR and as they are written to work closely off an existing spell effect, I didn’t think the restriction had to be so tight.
As much as I like the separate gang boons idea, PFS is neutral and good aligned. This would cross out anyone working with the Smilers.
It could be cool to have a Redtooth’s Raiders boon that could give a limited access to some ratfolk racial style fighting abilities for one combat.
The Steel Hawks aren’t really expanded upon enough as I don’t think the author expects a fight with them. I don’t know what we’d do for their boon.

Choking: I haven’t GM’ed this one yet, but reading dungeon floor after dungeon floor filled with traps that don’t seem to combine in devious ways made me pretty bored, to be honest. For this AP, the tech items are the new and exciting part – not traps.
The nutrient paste boon is strong but to water it down would essentially make it unrelated to the tech item described. Unless you have a boon where you chow down some paste and gain bonuses to your knowledge skills? There’s a few options to water this one down.

Valley: Thanks for the positive feedback! I think the cert is a reflection on the quality of the adventure!

Palace: You’re totally right – the white lens veemods should be added. The single use of a charge lasts for an entire day, so it’s a good use.
As for Magus Bane, I’ve played a character with the feat up to level 13 in PFS, and my experience is that it is not overly powerful at all. I don’t think it’s something to be worried about.

Divinity: I love this idea, giving players to make their own custom deity to make a new Cleric character for PFS! It really adds the special factor without as raw a power boost as a stat bonus.
However, and this is a big however, how do we handle choice of favoured weapon? Would every Casandalee favour the greatsword or earthbreaker and would it lead to power creep with some divine classes? And would the boon be useless if people have no desire to play a divine character? It would take some power-gamers to narrow down the options, maybe. Just need to develop a plan to avoid folks cherry-picking the best domains and best weapons for the new Goddess.

Grand Lodge

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Download pdf here.

I put together a handy inventory sheet to help track battery usage in weaponry, armour and devices.
Also contains a handy section for magic item slots and nanite canisters.
Feel free to download and use.

Grand Lodge 4/5

So, aside from arguing about Paizo's no-retrospective-credit rule, does anyone who has read or played the Iron Gods adventures have any feedback on the draft chronicles I wrote? Any other boon ideas? Or have you spotted any mistakes?

Keen to hear more feedback to tweak the chronicles a bit.

Grand Lodge 4/5

Done. Done-done-done-done.
Finishing this made my head hurt. I am 86% sure I can think up some better boons for this adventure, but dear Unity above not right now.

The Divinity Drive chronicle sheet:

Sanctioned areas:
Area D onwards, including A15 and the shuttle bay (A17).
Under the section 'Crippling Unity' (p50 TDD), ignore the following victory point requirements:
- Bastion (C21)
- Fengar (B4)
- Inhibitor Facet (Lords of Rust)

This reduces all requirement thresholds for victory points by four points. For example, it only takes four victory points before Unity loses direct control over ship systems beyond the computer core. Unity loses use of laser turrets as spell conduits at one victory point.

The reactivated teleporter in area G6 leads to area A15. The discovery of section A15 should not start exploration and adventuring within the Secondary Engineering Deck, but should instead be a means to direct the PCs straight to area A17 for the showdown with Unity's Overlord Robot. Please remove all encounters and treasure from the Secondary Engineering Deck except for area A17.

The Divinity Drive
Level 15-17
Slow gold: 47,500
Normal gold: 95,000

Arms of the Iron God: You sacrifice your own arms and spine to assimilate a favoured creation of the dead god Unity. For 40,000 gp you may purchase and install the Arms of the Iron God (p60 TDD).

Manipulated the Godmind: Following the death of Unity, you spent weeks to months within the Godmind, obsessed by the possibility of a technological path to divinity. From this empowered realm, you practiced the manipulation of fate, benefiting the rare individuals you favor. When you select this boon, choose one of your own Pathfinder Society characters who shares the same alignment or religion with the hero that completed this adventure.

This adventurer gains a permanent +2 to a stat score of your choice.
In addition, this new hero can benefit from a Cure Light Wounds spell (CL 5th) cast as a swift action. This ability may only be used three times before all benefits, including the stat boost, are lost.
__________________ PFS ID:_________-____ GM Initials: ______
□ □ □

Cybernetic Arm (TG) (4,750 gp)
Cybernetic Leg (TG) (8,500 gp)
Dermal Plating (mark III) (TG) (36,000 gp)
Implanted Weaponry (TG) (10,000 gp)
Wirejack Tendons (mark I) (TG) (8,000 gp)
Cylex (TG) (3,600 gp)
Gravity Grenade (TG) (2,250 gp)
Inferno Grenade (TG) (750 gp)
Soft Grenade (TG) (750 gp)
+1 shock chainsaw (TG) (11,000 gp)
+1 chainsaw (TG) (5,000 gp)
+5 dancing greatsword (162,350 gp)
Staff of Healing (29,600 gp)
Major Ring of Cold Resistance (28,000 gp)

Grand Lodge

Howdy Mike Shel,

I don't know how familiar you are with the chronicle sheet system for Pathfinder Society Organised Play. I gave writing a chronicle sheet a crack for Valley of the Brain Collectors. Thought it'd be worthwhile seeking your feedback!

Chronicle sheet posted here.

It'd be awesome if you could have a read and offer some feedback, or some alternate PFS boons if you had any in mind while writing this adventure!

Many thanks,
-KG

Grand Lodge

Hi Tim,

I don't know how familiar you are with the chronicle sheet system for Pathfinder Society Organised Play. I gave writing a chronicle sheet a crack for Palace of Fallen Stars. It's an awesome adventure and it'd be sweet to have sections of the adventure sanctioned for PFS gamers.

Chronicle sheet posted here.

It'd be awesome if you could have a read and offer some feedback, or some alternate PFS boons if you had any in mind while writing this adventure!

Many thanks,
-KG

Grand Lodge 4/5

Whoo-hoo! Writing this chronicle sheet was exciting.

The sanctioned area of Palace of Fallen Stars works really well. It effectively makes a high level 3XP module where a crack team of Pathfinders has to infiltrate the Technic League headquarters to find and assassinate Ozmyn Zaidow.

Palace of Fallen Stars chronicle sheet:
Sanctioned areas: Part 3 (The Technic League)
Swap the locations for Gryne Rasik and Ozmyn Zaidow. Gryne is in E13 with three Gearsmen Battleguards while Ozmyn Zaidow has adopted Kyton bodyguards at H5.
The PCs gain access to 'Surrendered to the Scalpel' if they slay Krimox the Thrice-Flensed. The PCs gain access to 'Zernebeth's Lessons' only if Zernebeth survives the module. If they do not meet these conditions, cross the boons off the chronicle sheet.
Level 13-15
Slow gold: 27,500
Normal gold: 55,000

Select one of the following boons and cross the others off your Chronicle sheet.
Magus Bane: You defeated Ozmyn Zaidow, leader of the infamous arcane Technic League. Enemy spellcasters find it hard to concentrate in your presence. As a swift action, you may choose to gain all the benefits of the Disruptive feat for ten rounds. When you use this ability, cross off a box. Once all three boxes are crossed out, cross this boon off the chronicle sheet.
□ □ □

Surrendered to the Scalpel: You fought a bloody path to gain full access to the Technic League's medical laboratories and you intend to make the most of this resource. You may purchase and gain the full benefits of any grade of Dermal Plating (p37 TG). When you do so, you gain a 20% discount on the purchase.

Zernebeth's Lessons: You spared the life of the Irriseni Technic League Captain Zernebeth. In exchange, she tells you of her near-death experience within the technological dungeons of Silver Mount. When adventuring within Silver Mount, you gain a +2 bonus to initiative and perception checks.

Azonite Pellets (TG) (100 gp)
Cardioamp (TG) (4,550 gp)
Hemochem (Mark III) (TG) (750 gp)
Hemochem (Mark V) (TG) (1,250 gp)
Torpinal (TG) (300gp)
Zortaphen (TG) (2,250 gp)
Frag Grenade (TG) (750 gp)
Soft Grenade (TG) (750 gp)
Zero Grenade (TG) (750 gp)
Biofilter (TG) (16,000 gp)
Cybernetic Arm (TG) (4,750 gp)
Cybernetic Leg (TG) (8,500 gp)
Implant Mesh (PoFS) (5,000 gp)
Thoracic Nanite Chamber (Mark II) (TG) (32,000 gp)
Nullblade (TG) (58,835 gp)
+3 martyring O-Yoroi armour (28,700 gp)
Scroll of Lightning Bolt (CL9) (limit 1 only) (675 gp)
Scroll of Greater Planar Ally (Interlocutor Kyton only) (limit 1 only) (3,000 gp)

Grand Lodge 4/5

Here is the Valley of the Brain Collectors chronicle sheet.

This one needs the most direction for the GM as a large amount of the Valley is cut. The adventure is reduced to two sites. First, the original landing site of the invaders. After which, the PCs can track the otherworldly enemy to their new base.

Valley of the Brain Collectors chronicle sheet:

Sanctioned areas: Part 4 (Dominion of the Black)
The PCs begin with Area E (The Machine Caves) cleared of enemies and serving as a base of operations for the adventure. Binox and Isuma are alive and friendly towards the PCs, offering their gratitude that the heroes seek to stop the Dominion of the Black gaining a foothold in Numeria. This includes free access and use of Area E9 (Geothermal Generator Array) with an installed Power Cable (TG).
Level 10-12
Slow gold: 16,625
Normal gold: 33,250

Shattered Psyche: An oracle PC may trade out their current Oracle curse for the new Oracle curse 'Shattered Psyche' (p57 VotBC).
Shattered Psyche: Your mind is crowded with dozens of voices, fragmented snippets of your past lives. You take a -2 penalty on all Intelligence-based skill checks, Wisdom-based skill checks, and concentration checks. You gain a +4 competence bonus on saving throws made against mind-affecting effects. At 5th level, you're immune to charm effects. At 10th level, you're immune to compulsion effects. At 15th level, you're immune to all mind-affecting effects.

Select one of the following boons and cross the others off your Chronicle sheet.
Fighting That Which Lies Between The Stars: You have faced the horrors of the Dark Tapestry and are one of the few who have survived the encounter with both mind and body mostly intact. As a result, you have developed greater mental fortitude against such cosmic horrors. You receive a +1 bonus on saves against fear and confusion effects.

Flesh Valve Fighter: Fighting your way through the living interior of a Dominion base has left you calm and viciously effective when trapped inside another creature. When swallowed whole, you gain a +4 to damage. This effect persists for 1d6 rounds even after you escape a creature's insides.

Explode Everything: Before the Society took the artifact away for further study, you saw the destructive power of the weapon known only as a "rocket-launcher". From now on, you can choose to make your fire spells more explosive. Whenever you cast a spell that deals fire damage, you may choose to make half the damage as bludgeoning damage. In addition, the spell does +1 damage per damage dice. When you have used this ability three times, cross this boon off your chronicle sheet.
□ □ □

Fleshnet Cannon (limit 3 only) (VotBC p63) (3,000 gp)
Mouthpiece of the Dominion (VotBC p74) (8,000 gp)
Optical Turrets (VotBC p75) (6,000 gp)
Cybernetic Eyes (Cybertech) (TG) (4,000 gp)
Cybernetic Arm (Cybertech) (TG) (4,750 gp)
Skill Slot (Cybertech) (TG) (2,000 gp)
Mark IV Skillchip (Any Skill) (TG) (6,400 gp)
Thoracic Nanite Chamber (mark I) (Cybertech) (TG) (8,000 gp)
Filter mask (TG) (4,500 gp)
Arc Grenade (limit 1 only) (TG) (750 gp)
Gravity Grenade (limit 1 only) (TG) (2,250 gp)
Inferno Grenade (limit 1 only) (TG) (750 gp)
Staff of Healing (29,600 gp)

Grand Lodge 4/5

Cheers for the feedback Mitch.
Scarred by Soothe was only applicable for an intimidate check but yes, it looks like I deleted that important detail in editing!

I agree that book one should probably be Tier 2-4. That would probably reduce the gold to 4,800 (normal). Level 2 adventurers would have a very difficult time, but at the same time, level 5 adventurers would find it too easy. The Technologist feat and Hardness rules pump up the challenge a bit.

The Choking Tower boons are pretty powerful - it probably happened as a result of really wanting to get the Nutrient Training Nodule in there somewhere. It's a neat item and it'd be sad if it got cut from the chronicle completely. Yet, as written, maybe the boon is too powerful. I debated making the player subtract all gold and benefits derived from Day Job checks, but that seemed like too much work and I'm not aware of any precedent of that occurring on a chronicle.

I wrote the boons following from my own experience with the power level of 3XP module chronicles...

Modules:
Feast of Ravensmoor, Carrion Hill and No Response From Deepmar
These modules give permanent saving throw bonuses against dangerous and common effects. So it seemed more specialised options aren't too bad.

Having said that, maybe the Medbay Cleansing boon should be reduced to a +1 vs disease with no reroll options.
Or keep it as is, and add the three tick-off boxes before the boon is used up.

Grand Lodge 4/5

Halfway there. Here is 'The Choking Tower' chronicle sheet.

This adventure is probably the least technological/sci-fi focused of the entire Adventure Path. Although some of the earliest parts of this adventure are the most interesting, the +3xp limit meant this chronicle focuses on the dungeon crawl taking place within Choking Tower itself. Still, the township of Iadenveigh can be used as a great base of operations during the delve.

The Choking Tower chronicle sheet:

The Choking Tower
Sanctioned areas: Parts 3 (Smokewood) and 4 (Beneath a smoke-filled sky).
Level 7-9
Slow gold: 8,400
Normal gold: 16,800

Select one of the following boons and cross the others off your Chronicle sheet.
Nutrient Training Nodule: You are obsessed with the colorful patterns and increasingly complex logical progressions of the paste-dispensing Nutrient Training Node. Your obsession with the patterns has done something exciting to your brain.
If you select this boon, you forgo all future day job rolls, including any use of the day job reward from special boons or other chronicle sheets. In return, the nutrient paste grants you a +1 permanent enhancement bonus to your Intelligence score.

Where There's Smoke: Constant ambushes from the ghostly Technic League mage Furkas Xoud has made you experienced in fighting within low visibility conditions.
From this point on, whenever an enemy spell caster casts fog cloud, stinking cloud, solid fog or cloudkill, make a perception check. If your result is 25 or higher, you may ignore any concealment the fog grants.
Every time you use this ability successfully, tick a box. When you have used this ability successfully for the third time, cross this boon off the chronicle sheet.
□ □ □

Thoughts Harvested: The best minds of the Pathfinder Society repaired the Thought Harvester you defeated at the bottom of the Choking Tower. They offer to use the robot's unique abilities to remove your darkest fears from your subconscious. You accept their offer.
Your worst fear has now been wiped from your mind, captured and stored away in a glass bauble. From this point forward, you are immune to the spell Phantasmal Killer.

Blue Scatterlight Suit (TG) (3,600 gp)
Cureall (limit 2 only) (TG) (1,400 gp)
Cardioamp (limit 1 only) (TG) (4,550 gp)
Cureall (limit 1 only) (TG) (1,400 gp)
Hemochem Mark III (limit 3 only) (TG) (750 gp)
Torpinal (TG) (300 gp)
Hivebrain Symbiote (limit 3 only) (TCT p61) (1,000 gp)
Mark II Wirejack Tendons (TG) (32,000 gp)
Wand of Gust of Wind (18 charges) (1,920 gold)
Wand of Cure Serious Wounds (22 charges) (4,950 gold)
Gremlin-Skin Drum (TCT p60) (6,000 gp)
Rod of Gripping Smoke (TCT p61) (15,000 gp)

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