Captain Yesterday's Iron Gods Extravaganza!! (Warning! Not RotRL or Wotr! also spoilers)


Iron Gods

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One last thing. Usually one or two numbers on the roulette wheel are "dealer takes all" so have a roll of 1 or 20 be "everyone loses"


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*yay*

Page two!!

I'll have a 1 be dealer takes all, because it's cliche :-)

That's a great idea Tangent :-)

I must say its times like these I wish I watched all night poker tournaments when they were all over late night network television:-D


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May 10th! I haven't posted since May 10th!

Why no I didn't develop an addiction to a certain best f++$ing video game in the history of video games (or is that too over the top?) Sure do wish I took better notes..

Anyway, update!

We're 2nd level, the Ghelarn was oodles of fun, knocked Anne down to 2 hit points, and Galileo down to -4 before Poe did her best Jack Sparrow vs the Kraken impression and got a crit with her Rapier for the kill, afterwards she helped Galileo stabilize by telling "don't you die Damn you! Who will carry all my stuff!"

The Kasatha Skeletons were hilarious, they always rolled low on initiative and Anne would pulverize them with her great sword, the last 4 I sent all at the same time, got some hits (all those arms add up)

Gambling was fun, did the wheel thingy, Poe cleaned up and got thrown out (not without causing a scene) Galileo did quit well as well, Anne and Jak got to meet Meyanda who began trying to convert them to Hellion, I'll find the notes, because it was good, Anne was swayed a bit.

Tonight, despite my continuing Fallout Rampaging we continue our adventures with our intrepid explorers ready to confront the Kasatha Skeletons again then push into the shop and Hetuath (keep an eye on the obituary page:-D) and Dolga becoming increasingly desperate with the waste issue and nervous that Khonnir is still missing.


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Wow!

This place went to s*&# while i was gone, owe! did.. did that smurf just bite me! egads! the whole place has turned feral...

Actually, we did start up again, then life happened, and long story short, another winter off to grapple with middle school, and Fallout New Vegas (I can stop whenever i want!). before we left off they did defeat Hetuath after cornering him, twas a hard battle.

I think i'll switch up the format, get rid of the minutia and just keep to the good stuff. :-)


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In commemoration of our hiatus ending (and that i figured out how output worked) i present our party, in stat blocks.

spoiled for length

first up, Anne

:
Anne
Female android fighter 2 (Pathfinder RPG Bestiary 5 19)
NG Medium humanoid (android)
Init +4; Senses darkvision 60 ft., low-light vision; Perception +4
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Defense
--------------------
AC 18, touch 14, flat-footed 14 (+4 armor, +4 Dex)
hp 26 (2d10+6)
Fort +5, Ref +4, Will +2 (+1 vs. fear); +4 vs. mind-affecting, paralysis, poison, and stun
Defensive Abilities constructed; Immune disease, emotion, exhaustion, fatigue, fear, sleep
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Offense
--------------------
Speed 30 ft.
Melee dagger +5 (1d4+3/19-20) or
greatsword +5 (2d6+4/19-20) or
warhammer +5 (1d8+3/×3)
Ranged longbow +6 (1d8/×3)
--------------------
Statistics
--------------------
Str 17, Dex 18, Con 15, Int 20, Wis 15, Cha 14
Base Atk +2; CMB +5; CMD 19
Feats Combat Reflexes, Point-Blank Shot, Power Attack
Traits nanite revival, robot slayer
Skills Climb +7, Craft (armor) +10, Handle Animal +7, Intimidate +7, Knowledge (engineering) +10, Perception +4, Ride +8, Sense Motive -2, Survival +6, Swim +6; Racial Modifiers +2 Perception, -4 Sense Motive
Languages Aklo, Common, Dwarven, Elven, Hallit, Orc
SQ emotionless, exceptional senses, manifestation points, ability scores, nanite surge
Combat Gear potion of cure light wounds, oil (2); Other Gear mwk chain shirt, dagger (2), greatsword, longbow, warhammer, artisan's tools, backpack, battery, bedroll, belt pouch, black access card, bread (10), cheese (5), chemalyzer, flint and steel, hemp rope (50 ft.), honey (per jar)[UE] (2), lamp, mess kit[UE], pot, soap, tea (per cup)[UE] (20), tea ceremony set[UE], teapot[UE], torch (10), trail rations (5), waterskin, 14 pp, 18 gp, 4 sp, 6 cp
--------------------
Special Abilities
--------------------
Combat Reflexes (5 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Constructed (Ex) Counts as both humanoids and constructs for effects that target type.
Darkvision (60 feet) You can see in the dark (black and white only).
Emotionless (Ex) Androids have problems processing emotions properly, and thus take a –4 penalty on Sense Motive checks.
Exceptional Senses Androids have darkvision to a range of 60 feet and low-light vision. They also gain a +2 racial bonus on Perception checks.
Immunity to Disease You are immune to diseases.
Immunity to Emotion (Ex) You are immune to all emotion effects.
Immunity to Exhausted You are immune to the exhausted condition.
Immunity to Fatigue You are immune to the fatigued condition.
Immunity to Fear (Ex) You are immune to all fear effects.
Immunity to Sleep You are immune to sleep effects.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Manifestation Points, Ability Scores ([none], 18/psychic duel) Every combatant begins a psychic duel with a pool of MP equal to the combatant’s HD + the average of her Intelligence, Wisdom, and Charisma scores. As a free action, a combatant can draw from this pool to generate MP. A combatant who draws any numb
Nanite Surge +5 (1/day) (Ex) Bonus to any one d20 roll. Glow like a torch for 1 round when used.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.

Poe

:
Poe
Female savage elf rogue (numerian scavenger) 2 (Pathfinder Campaign Setting: Technology Guide 13)
CG Medium humanoid (elf)
Init +6; Senses low-light vision; Perception +6
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Defense
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AC 16, touch 14, flat-footed 12 (+2 armor, +4 Dex)
hp 22 (2d8+6)
Fort +3, Ref +7, Will +1; +2 vs. enchantments
Defensive Abilities evasion; Immune sleep
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Offense
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Speed 30 ft.
Melee dagger +5 (1d4+2/19-20) or
rapier +5 (1d6+2/18-20) or
short sword +5 (1d6+2/19-20)
Ranged mwk hand crossbow +6 (1d4/19-20)
Special Attacks eternal grudge, sneak attack +1d6
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Statistics
--------------------
Str 15, Dex 18, Con 14, Int 16, Wis 12, Cha 13
Base Atk +1; CMB +3; CMD 17
Feats Run, Technologist, Weapon Finesse
Traits forlorn, numerian archeaologist
Skills Acrobatics +9 (+13 to jump with a running start), Appraise +8, Bluff +6, Disable Device +9 (+10 vs. mechanical or high-tech traps), Knowledge (engineering) +5, Knowledge (local) +7, Perception +6 (+7 to locate mechanical or high-tech traps), Sense Motive +5, Sleight of Hand +9, Stealth +9, Survival +3, Swim +6, Use Magic Device +5
Languages Androffan, Common, Elven, Gnome, Goblin, Orc
SQ manifestation points, ability scores, rogue talent (trap spotter), technic training +1
Combat Gear potion of cure light wounds, caltrops, water purification sponge[UE]; Other Gear leather armor, dagger (4), mwk hand crossbow, rapier, short sword, backpack, bedroll, belt pouch, black e-pick, chalk (10), coffee pot[UE], ear trumpet[UE], flint and steel, grappling hook, hemp rope (50 ft.), lighter, loaded dice[APG], marked cards[APG], masterwork stilts[UE], mess kit[UE], mirror, periscope[APG], piton (10), pot, smoked goggles[APG], soap, thieves' tools, torch (10), trail rations (5), waterskin, 265 gp, 5 sp
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Special Abilities
--------------------
Elven Immunities - Sleep You are immune to magic sleep effects.
Eternal Grudge +1 to hit orcs and dwarves.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Manifestation Points, Ability Scores ([none], 15/psychic duel) Every combatant begins a psychic duel with a pool of MP equal to the combatant’s HD + the average of her Intelligence, Wisdom, and Charisma scores. As a free action, a combatant can draw from this pool to generate MP. A combatant who draws any numb
Run Run 5x your speed in light/medium armor or 4x speed in heavy armor and keep Dex when running.
Sneak Attack +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Technic Training +1 (Ex) +1 to Perception and Disable Device vs. mechanical or high-tech traps.
Technologist You are familiar with the basic mechanics of technology.

Benefit: You are considered to be trained in any skill used against a technology-based subject. If the skill in question requires training to use even against non-technological su
Trap Spotter (Ex) Whenever you come within 10' of a trap, the GM secretly rolls for you to find it.

Galileo

:
Galileo Quartzhammer
Male dwarf oracle (stargazer) 2 (Pathfinder RPG Advanced Player's Guide 42, Pathfinder RPG Ultimate Magic 59)
CG Medium humanoid (dwarf)
Init +1; Senses darkvision 60 ft.; Perception +7
--------------------
Defense
--------------------
AC 15, touch 11, flat-footed 14 (+4 armor, +1 Dex)
hp 22 (2d8+6)
Fort +2, Ref +1, Will +6; +2 vs. poison, spells, and spell-like abilities
Defensive Abilities defensive training
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Offense
--------------------
Speed 20 ft.
Melee dagger +3 (1d4+2/19-20) or
warhammer +3 (1d8+2/×3)
Ranged light crossbow +2 (1d8/19-20)
Special Attacks hatred
Oracle (Stargazer) Spells Known (CL 2nd; concentration +4)
1st (5/day)—cure light wounds, faerie fire, magic stone, magic weapon
0 (at will)—detect magic, ghost sound (DC 12), mage hand, mending, purify food and drink (DC 12), read magic, stabilize
Mystery Heavens
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Statistics
--------------------
Str 14, Dex 13, Con 15, Int 10, Wis 15, Cha 14
Base Atk +1; CMB +3; CMD 14 (18 vs. bull rush, 18 vs. trip)
Feats Extra Revelation[APG]
Traits indomitable faith, stargazer
Skills Acrobatics -1 (-5 to jump), Appraise +0 (+2 to assess nonmagical metals or gemstones), Heal +7 (+9 to treat poison), Knowledge (religion) +4 (+6 to identify alien monsters' abilities and weaknesses), Perception +7 (+9 to notice unusual stonework), Profession (astronomer) +6, Spellcraft +4, Survival +6 (+8 to avoid becoming lost when using this); Racial Modifiers +2 Appraise to assess nonmagical metals or gemstones, +2 Perception to notice unusual stonework
Languages Common, Dwarven
SQ manifestation points, ability scores, oracle's curse (haunted), revelations (guiding star, interstellar void)
Other Gear chain shirt, dagger (2), light crossbow, warhammer, backpack, bedroll, belt pouch, candle (10), compass[APG], flint and steel, grippers, hemp rope (50 ft.), leeching kit[APG], mess kit[UE], pot, soap, torch (10), trail rations (5), waterskin, 75 gp
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Special Abilities
--------------------
Darkvision (60 feet) You can see in the dark (black and white only).
Defensive Training +4 Gain a dodge bonus to AC vs. monsters of the Giant subtype.
Greed +2 to Appraise to determine price of nonmagic goods with precious metals or gemstones.
Guiding Star +2 (1/night) (Su) If outdoors at night, add Wis to all CHA skills & activate to Empower, Extend, Silence, or Still a single spell for free each night.
Hatred +1 Gain a racial bonus to attacks vs. Goblinoids/Orcs.
Haunted Retrieving stored gear is a Standard action or worse, dropped items land 10' away.
Interstellar Void, (2d6, 1/day, DC 13) (Su) Target takes 2d6 cold damage, Fort half.
Manifestation Points, Ability Scores ([none], 15/psychic duel) Every combatant begins a psychic duel with a pool of MP equal to the combatant’s HD + the average of her Intelligence, Wisdom, and Charisma scores. As a free action, a combatant can draw from this pool to generate MP. A combatant who draws any numb
Stonecunning +2 +2 bonus to Perception vs. unusual stonework. Free check within 10 feet.

And Jak

:
Galileo Quartzhammer
Male dwarf oracle (stargazer) 2 (Pathfinder RPG Advanced Player's Guide 42, Pathfinder RPG Ultimate Magic 59)
CG Medium humanoid (dwarf)
Init +1; Senses darkvision 60 ft.; Perception +7
--------------------
Defense
--------------------
AC 15, touch 11, flat-footed 14 (+4 armor, +1 Dex)
hp 22 (2d8+6)
Fort +2, Ref +1, Will +6; +2 vs. poison, spells, and spell-like abilities
Defensive Abilities defensive training
--------------------
Offense
--------------------
Speed 20 ft.
Melee dagger +3 (1d4+2/19-20) or
warhammer +3 (1d8+2/×3)
Ranged light crossbow +2 (1d8/19-20)
Special Attacks hatred
Oracle (Stargazer) Spells Known (CL 2nd; concentration +4)
1st (5/day)—cure light wounds, faerie fire, magic stone, magic weapon
0 (at will)—detect magic, ghost sound (DC 12), mage hand, mending, purify food and drink (DC 12), read magic, stabilize
Mystery Heavens
--------------------
Statistics
--------------------
Str 14, Dex 13, Con 15, Int 10, Wis 15, Cha 14
Base Atk +1; CMB +3; CMD 14 (18 vs. bull rush, 18 vs. trip)
Feats Extra Revelation[APG]
Traits indomitable faith, stargazer
Skills Acrobatics -1 (-5 to jump), Appraise +0 (+2 to assess nonmagical metals or gemstones), Heal +7 (+9 to treat poison), Knowledge (religion) +4 (+6 to identify alien monsters' abilities and weaknesses), Perception +7 (+9 to notice unusual stonework), Profession (astronomer) +6, Spellcraft +4, Survival +6 (+8 to avoid becoming lost when using this); Racial Modifiers +2 Appraise to assess nonmagical metals or gemstones, +2 Perception to notice unusual stonework
Languages Common, Dwarven
SQ manifestation points, ability scores, oracle's curse (haunted), revelations (guiding star, interstellar void)
Other Gear chain shirt, dagger (2), light crossbow, warhammer, backpack, bedroll, belt pouch, candle (10), compass[APG], flint and steel, grippers, hemp rope (50 ft.), leeching kit[APG], mess kit[UE], pot, soap, torch (10), trail rations (5), waterskin, 75 gp
--------------------
Special Abilities
--------------------
Darkvision (60 feet) You can see in the dark (black and white only).
Defensive Training +4 Gain a dodge bonus to AC vs. monsters of the Giant subtype.
Greed +2 to Appraise to determine price of nonmagic goods with precious metals or gemstones.
Guiding Star +2 (1/night) (Su) If outdoors at night, add Wis to all CHA skills & activate to Empower, Extend, Silence, or Still a single spell for free each night.
Hatred +1 Gain a racial bonus to attacks vs. Goblinoids/Orcs.
Haunted Retrieving stored gear is a Standard action or worse, dropped items land 10' away.
Interstellar Void, (2d6, 1/day, DC 13) (Su) Target takes 2d6 cold damage, Fort half.
Manifestation Points, Ability Scores ([none], 15/psychic duel) Every combatant begins a psychic duel with a pool of MP equal to the combatant’s HD + the average of her Intelligence, Wisdom, and Charisma scores. As a free action, a combatant can draw from this pool to generate MP. A combatant who draws any numb
Stonecunning +2 +2 bonus to Perception vs. unusual stonework. Free check within 10 feet.


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F!&%ing A, accidentally did Galileo twice, well I'm not posting him until morning, lest I f!!& up again.

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