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Mirthless
Mar 27, 2011

by the sex ghost
I haven't decided on anything yet but I am definitely in on this.

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Mirthless
Mar 27, 2011

by the sex ghost
I am going for a rogue/illusionist assassin poison use type character here, just a heads up.

Mirthless
Mar 27, 2011

by the sex ghost
Alrighty, here we go.

code:
P'ui
Ratfolk
Rogue (Poisoner) 3 / Illusionist 2 (Mage of the Veil)
Neutral Evil


Appearance:

  P'ui is a small albino humanoid, covered in patches of wispy white fur with beady red eyes. She is
  one of the ratfolk, but unlike the few who scurry about the surface she is stark white, and her fur
  is so sparse that she appears hairless, a mess of wrinkled white skin and veins. A pair of reddish-
  yellow incisors peek out from her wrinkled lips.

  P'ui dresses in a patchwork assortment of rags, covering her delicate skin from sunlight and her 
  face from the prying gaze of surfacers. Few of the assorted, tattered articles of clothing actually 
  fit, but the rags do a good job of hiding what she is, often the only hint of her lineage a thin,
  wrinkled tail swishing about behind her.


History:

  P'ui was born in a rat warren in the underdark, one of a swarm of thousands. Her clan operated as
  a single entity, thralls in the service of an illithadi elder brain. The pliable nature of her 
  race and her clan's distant ancestry to cranium rats allowed them to serve without the loss of their
  mind, and they operated with the thinnest modicum of free will, to better interpret the commands
  of their masters.
  
  P'ui's intellect was greater than that of others of her tribe, her mind exceptionally sharp, but
  her loyalty unquestioned. She was given the task of an apothecary and historian, keeping records
  of her tribe's deeds so her masters could better gauge the usefulness of their slaves. She had 
  served with distinction until the telepathic link was severed, and the clan descended into madness. 
  The weak willed fell still, unable to think without the aid of the swarm. The stronger fell upon 
  the weak, or each other. The slaughter lasted for days, and those few who survived scattered to the 
  winds, bellies full of rat meat and minds lost in a haze of confusion.

  She thought clearer than the others, and though the masters were gone, she was not ready to let go 
  of her duty. She searched the underdark for answers and found none, her path following their trail
  of destruction to the surface. She has plied the trade of an assassin and poisoner since, picking 
  up leads wherever she can.


Personality:

  P'ui's tasks in the clan lead her to naturally thirst for knowledge, as does her nature as one of
  the ratfolk. Her busy hands would often get her into trouble, if she wasn't so good at making 
  escapes. She is inquisitive, rarely heeding risk or danger when something interests her. She is 
  somewhat bitter, finding her awakening less than pleasant and her loss of place in the world to
  be jarring, to say the least. P'ui worships no named god but those who whispered to her in the 
  darkness of thralldom, and pays homage to them through consumption, feeding exclusively on the 
  flesh of the living and sentient.
  



HP: 21
AC: 15 (Dex +4 / Size +1)

Str 10
Dex 18 - Reflex Save +8  -- Base attack bonus +3
Con 14 - Fortitude Save +2
Int 19
Wis 09 - Willpower Save +2 
Cha 07


Class Skills all get +3: [Ain't got time for no non-class skills]

  STR (no bonus)
    Climb - R1 / T4
    Swim - R1 / T4

  DEX (+4)
    Acrobatics - R3 / T10
    Disable Device - R4 / T11
    Escape Artist - R4 /  T11
    Fly - R0 / T7
    Sleight of Hand - R3 / T10
    Stealth - R5 (+4 size bonus) / T16

  CON (+2)

  INT (+4)
    Appraise - R1 / T8
    Craft (alchemy) - R5 (+2 racial bonus) / T14 (T16 in Lab) (T17 when making poison)
    Knowledge (history) - R5 / T12
    Knowledge (arcana) - R4 / T11
    Linguistics - R2 / T9
    Spellcraft - R1 / T8
    

  WIS (-1)
    Perception - R1 (+2 racial bonus) / T5
    Profession - R0 / T2
    Sense Motive - R1 / T3

  CHA (-2)
    Bluff - R0 / T1
    Diplomacy - R0 / T1
    Disguise - R4 / T5
    Intimidate - R0 / T1
    Perform - R0 / T1
    Use Magic Device - R5 (+2 racial bonus, +1 trait bonus, +3 feat bonus) / T12


Traits:
  Blessing of the Feast
   Whenever you eat the flesh or drink the blood of another creature of your own kind (doom said 
   this could apply to all humanoids) a full round action that provkoes AOO - you gain the favor
   of your god or goddess and receive a +1 natural armor bonus for 1 minute/level. You can only 
   receive this benefit 1/day

  Dangerously Curious
   +1 bonus to UMD, UMD is always a class skill

Racial Features:
  +2 dex / +2 int / -2 str
  Humanoid // Ratfolk
  Small Size - +1 AC, +1 attacks, -1 combat manuver and cmd, +4 stealth
  Speed 20ft
  Languages Common, Undercommon, Elven, Dwarvish, Orcish, Draconic, Giant
  Darkvision 60'
  Tinker: +2 Race bonus to Craft / Perception / UMD
  Cornered Fury - When at half HP and no allies within 30ft, +2 racial bonus to attacks/ac

Class Features:
 
 Poisoner
  Sneak Attack +2d6
  Evasion (on successful reflex save, take no damage.)
  Poison Use (can use poison, cannot poison self when poisoning weapon)
  Master Poisoner (can change poison type, 1/2 rogue lvl to alchemy)

 Mage of the Veil
  Arcane Bond (bonded object)
  Illusionist (opposed: Abjuration, Evocation)
  Cantrips
  Scribe Scroll
  Face in the Crowd
    As a standard action, you can appear so normal/mundane/unexceptional that you blend into
    your surroundings. All creatures within 30' treat you as if you belonged there, ignoring 
    you. Creatures outside of this area may notice that you appear out of place, but as soon
    as they approach within 30 feet they are affected by the magic and no longer think that
    something is amiss. If you interact with an affected creature in any way, it gets a will
    save (dc 10+1/2 wizard level+int mod) to disbelieve the illusion. The effect lasts for
    a number of minutes equal to your wizard level, or until dispelled. The minutes do not 
    need to be consecutive but must be used in 1 minute increments. This is a mind-affecting
    phantasm effect.

Feats
  Weapon Finesse (Use Dex instead of Str with light weapons)
  Lasting Poison (Poison lasts for two attacks, victim gets +2 to save on second attack)
  Skill Focus: Use Magic Device (+3 bonus, +6 at rank 10)
 
Prepared spells:
  Level 0: 
    Detect Poison ([url]https://sites.google.com/site/pathfinderogc/magic/all-spells/d/detect-poison[/url])
    Detect Magic ([url]https://sites.google.com/site/pathfinderogc/magic/all-spells/d/detect-magic[/url])
    Detect Magic ([url]https://sites.google.com/site/pathfinderogc/magic/all-spells/d/detect-magic[/url])
    Drench ([url]https://sites.google.com/site/pathfinderogc/magic/rare-cantrips#TOC-Drench[/url])

  Level 1: 
    Obscuring Mist
    Color Spray 
    Silent Image

  Specialist 1: 
    Disguise Self


Known spells:
  Level 0 (all)

  Level 1:
   
   Conjuration
    Obscuring Mist ([url]https://sites.google.com/site/pathfinderogc/magic/all-spells/o/obscuring-mist[/url])  
 
   Divination
    True Strike ([url]https://sites.google.com/site/pathfinderogc/magic/all-spells/t/true-strike[/url])
 
   Illusion 
    Disguise Self ([url]https://sites.google.com/site/pathfinderogc/magic/all-spells/d/disguise-self[/url])
    Negative Reaction ([url]https://sites.google.com/site/pathfinderogc/magic/all-spells/n/negative-reaction[/url])
    Vanish ([url]https://sites.google.com/site/pathfinderogc/magic/all-spells/v/vanish[/url])
    Ventriloquism ([url]https://sites.google.com/site/pathfinderogc/magic/all-spells/v/ventriloquism[/url])
    Silent Image ([url]https://sites.google.com/site/pathfinderogc/magic/all-spells/s/silent-image[/url])

   Necromancy
    Ray of Enfeeblement ([url]https://sites.google.com/site/pathfinderogc/magic/all-spells/r/ray-of-enfeeblement[/url])
    Sculpt Corpse ([url]https://sites.google.com/site/pathfinderogc/magic/all-spells/s/sculpt-corpse[/url])
   

Equipment:
  Masterwork Short Sword (small)
    1d4+0 Damage, 19-20x2 critical, Piercing
      Attack Roll: +8
  Masterwork Ratfolk Tailblade (small)
    1d2+0 damage, 20x2 critical, Slashing
      Attack Roll: +3 if used in a full attack, +8 if only attack this round
  Blowdart Gun (small)
    1 damage, x2 crit, 20ft range, Piercing "A blowdart gun is nearly silent when fired"
    - x20 Masterwork blowgun darts 
      Attack Roll: +8

  Tattered, Greasy robes
  
  Poison Pill Ring - hidden switch on ring contains poison dose
    -DC20 to open ring without being noticed
    Ring contains dark reaver powder (266 gp)
      [url]http://www.d20pfsrd.com/gamemastering/afflictions/poison/dark-reaver-powder[/url]

  Needle Switch Ring - hidden switch on ring contains needle for poison application
    Bonded Object - must have to cast spells or face concentration check
    Cast Vanish 1/day
   
    

  Greasy Satchel (all poisons are crafted unless otherwise noted)
    Contact poisons
      Sassone Leaf Residue ([url]http://www.d20pfsrd.com/gamemastering/afflictions/poison/sassone-leaf-residue[/url])
        2 carried, 100gp each
      Terinav root ([url]http://www.d20pfsrd.com/gamemastering/afflictions/poison/terinav-root[/url])
        2 carried, 133gp each

    Ingested Poisons
      Lich Dust ([url]http://www.d20pfsrd.com/gamemastering/afflictions/poison/lich-dust[/url])
	2 carried, 133gp each

    Inhaled Poisons
      None

    Injury Poisons
      Drow Poison ([url]http://www.d20pfsrd.com/gamemastering/afflictions/poison/drow-poison[/url])
        4 carried, 25gp each
      Purple Worm Poison ([url]http://www.d20pfsrd.com/gamemastering/afflictions/poison/purple-worm-poison[/url])
        1 carried, 233 GP -- applied to a blowdart currently loaded into the blowdart gun


  Scrollcase 
    1st Level arcane scrolls (all scribed unless otherwise noted)
      Scroll of True Strike x 10 (125gp)
      Scroll of Ventriloquism x 4 (62.5 gp)
      Scroll of Obscuring Mist x 5 (62.5 gp)
      Scroll of Vanish x5 (62.5 gp)
      Scroll of Disguise Self x2 (25gp)
      Scroll of Negative Reaction x 2 (25 gp)
      Scroll of Memory Lapse x4 (100gp) - purchased
      
            
    1st Level divine scrolls (this can't possibly end in disaster!)
      Scroll of Cure Light Wounds x3 (100 gp) - UMD DC to cast: 21 [!] - purchased

  Greasy moneypurse
    1266 gp

  Stocked Alchemy Lab  - 200gp

Mirthless fucked around with this message at 23:39 on Mar 25, 2013

Mirthless
Mar 27, 2011

by the sex ghost
Firefox is being a shitlord about opening PDFs but I have no problem with more lethality.

Mirthless
Mar 27, 2011

by the sex ghost
. wrong thread

Mirthless
Mar 27, 2011

by the sex ghost
Sheet is updated save for gear. P'ui is now a Master Poisoner. If anyone wants poison, she can craft it for you at a reduced price, but there's a chance you'll poison yourself if you don't have the talent for it.

Mirthless
Mar 27, 2011

by the sex ghost
It's done now, but in the future it should probably be something that goes up in the opening thread that we're going to track food/carry weight, since that's not often done. I'm OK with the mechanic, but I definitely did not plan for survival rules.

We'll know going forward. It's a learning experience for our characters at least!

Mirthless
Mar 27, 2011

by the sex ghost
I am stripping details until after the character is introduced.

code:
Marisa
Machinist
Fighter 1 / Machinesmith 4 (machinesmith favored)
Neutral


History:
 
Description:


STR 16 / +3 / BAB 4 - MAB 7 
CON 14 / +2 / Fortitude 8 / HP 45/45 
DEX 10 / +0 / Reflex 8 / AC 17
INT 16 / +3 / One bonus prototype 1/2/3
WIS 10 / +0 / Willpower 1 
CHA 12 / +2 

HP rolls (10, 5, 8, 2, 6) - +4 favored
  [url]http://orokos.com/roll/100843[/url]



Class Skills all  get +3 [A'int got time for no non-class skills]

  STR
    Climb / R4 [T10]
    Swim  / R0 [T6]

 
  CON
    None
  
  
  DEX
    Disable Device / R0 [T3]
    Fly / R0 [T3]
    Ride / R5 [T8]

  INT
    Appraise / R0 [T6]
    Craft (Armorsmithing) (+2 class bonus) / R4[T12]
    Craft (Weapons) (+2 class bonus) / R4 [T12]
    Craft (Machines) (+2 class bonus) / R4 [T12]
    Knowledge (arc) / R0 [T6]
    Knowledge (dun) / R0 [T6]
    Knowledge (his) / R0 [T6]
    Knowledge (eng) / R4 [T10]
    Knowledge (geo) / R0 [T6]
    Knowledge (nat) / R0 [T6]
    Knowledge (pla) / R0 [T6]
    Spellcraft (int) / R0 [T6]

  WIS
    Perception / R2 (+2 racial bonus) [T7]
    Profession / R0 [T3]
    Survival / R0 [T3]

  CHA
    Handle Animal / R0 [T4]
    Intimidate / R2 [T6]
    Use Magic Device / R4 [T8]



Traits
  Armor Expert
    -1 to armor check penalties
  Inspiring Rush
    1/day - +1 trait bonus to attack and damage rolls on charge, allies who charge also get bonus
  



Racial Features
  
  +2 Dex / + 2 Cha / -2 Wis
  Medium creature
  30ft move speed
  Natural Climber - Take 10 on climb checks, climb speed 30ft
  Low-Light Vision - See twice as far as humans in poor illumination
  Keen Senses - +2 to Perception
  Bite - 1d4+str natural attack, inject venom 1/hr
    Poison (DC10+half HD+CON) - freq 1/round for CON rds, 1d2 Wis damage, 1 save
  Immune to own poison, +2 saves vs poison
  Weapon proficiency with shortspears, longspears, spears, javs, halberds
  Languages: Common, Draconic, Dwarven, Elven, Undercommon
  
  


Class Features
  Greatwork
    Mechanus
   
  Crafter
    1/2 Machinesmith class level to craft checks

  Prototypes
    Craft prototypes that can cast spells

  Repair 2d6
    Fix broken items on touch. Repair xd6 points of damage 3+int/day.    

  Crafting Expertise
    Craft wondrous item bonus feat. Use machinesmith levels to craft items. 
    
  Trapfinding
   half level to Per checks to locate traps and disable dev. checks. Disable magical traps.

  Machinist Trick - Crossbow Turret 
   AC9 / Hardness 10 / 15 HP / 30lbs / [20 bolt capacity]
   Heavy Repeating Crossbow - 133gp
     1d10 damage, 19-20x2 critical, 120ft range
     Reload as a free action, every 5 rounds attacks, full action to load a new magazine
  
  Machinist Trick - Combat Trick 
   Bonus combat feat.
   
  


Feats

  Mounted Combat ([url]http://www.d20pfsrd.com/feats/combat-feats/mounted-combat-combat---final[/url])
  Ride-by Attack ([url]http://www.d20pfsrd.com/feats/combat-feats/ride-by-attack-combat---final[/url])
  Spirited Charge ([url]http://www.d20pfsrd.com/feats/combat-feats/spirited-charge-combat---final[/url])
  Power Attack ([url]http://www.d20pfsrd.com/feats/combat-feats/power-attack-combat---final[/url])



Prototypes Prepared
 1st level - 4/day
   Grease
   Obscuring Mist
   Shield x2

 2nd level - 2/day
   Blade Drones x2




Prototypes Known
 1st Level 
  Expeditious Retreat ([url]http://www.d20pfsrd.com/magic/all-spells/e/expeditious-retreat[/url])
  Feather Fall ([url]http://www.d20pfsrd.com/magic/all-spells/f/feather-fall[/url])
  Floating Disk ([url]http://www.d20pfsrd.com/magic/all-spells/f/floating-disk[/url])
  Hold Portal ([url]http://www.d20pfsrd.com/magic/all-spells/h/hold-portal[/url])
  Grease ([url]http://www.d20pfsrd.com/magic/all-spells/g/grease[/url])
  Magnify Vision ([url]http://www.d20pfsrd.com/magic/3rd-party-spells/louis-porter-jr-design/magnify-vision[/url])
  Obscuring Mist ([url]http://www.d20pfsrd.com/magic/all-spells/o/obscuring-mist[/url])
  Shield ([url]http://www.d20pfsrd.com/magic/all-spells/s/shield[/url])
  

 2nd Level -
  Blade Drone ([url]http://www.d20pfsrd.com/magic/3rd-party-spells/louis-porter-jr-design/blade-drone[/url])

Mirthless fucked around with this message at 22:59 on Mar 27, 2013

Mirthless
Mar 27, 2011

by the sex ghost
He confirmed over steam. The chain damage was what killed me, not the fall.

Mirthless
Mar 27, 2011

by the sex ghost
It's really not a big deal. I wanted to see P'ui to her goals, but she died and that's how the game works. I encourage anyone else who loses their character in this game to just do what I did, get over it and reroll. It's an opportunity to explore some different ideas and personalities. A little earlier than I'd have liked, but oh well.

Now you guys gotta hurry up so I can rejoin the party :smith:

Mirthless
Mar 27, 2011

by the sex ghost
Marisa, Naga Machinist

code:
Marisa
Naga Machinist
Fighter 1 / Machinesmith 9 (machinesmith favored)
Neutral

History:
  Marisa was born in the slums of Underrock, old half-finished tunnels in the coldest 
  part of the city. Poor and uneducated, she spent her adolescent years scrapping with
  other street urchins and running with a street gang to keep herself fed and her 
  family taken care of. The Tunnel Snakes weren't much of a gang when she joined - a 
  few kids led by whoever was tough enough to bully everyone else around. In a few 
  short months, she'd seized control of the gang and worked on consolidating power in
  the streets.

  The Tunnel Snakes did well for a while. They controlled a large chunk of the streets
  and through their control of the slums and lower class areas of underrock, they 
  collected a great deal of protection money. Unfortunately, they also gained the ire 
  of the other gangs and the attention of the local authorities. The Tunnel Snakes 
  were sold out to the Underrock magistrate, and most - Marisa included - were caught.

  Sentenced to a corrective facility for young women, Marisa's punishment came in the 
  form of education and rehabilitation. Most of the lessons inflicted on her didn't
  stick - she hadn't much use for etiquette, housekeeping, or literature. But she
  felt right, working with her hands and learning the sciences of industry that were
  powering Underrock. She took to machinery better than she did to crime. She spent
  six years inside, learning the Ins and Outs of machining. While she was at it, 
  she rebuilt the Tunnel Snakes on the inside. Soon enough, Marisa and her cohorts
  weren't expected to attend their other lessons, having found enough pliable guards
  and administrators to let them have free reign of the labs and facilities 
  throughout. 

  Despite the alarming amount of illicit drugs and illegal weapons now floating 
  throughout the facility thanks to the effort of the Tunnel Snakes, Marisa and most
  of her gang were "graduated" early on the pretense of "good behavior". It was no
  secret what the Snakes were doing on the inside, but Underrock was in the midst of
  a technological renniasance, and bright, motivated individuals were badly needed
  regardless of their backgrounds. The Tunnel Snakes were forced into legitimacy. 

  Marisa's gang was split up out of necessity, spread throughout the various think-
  tanks, research firms, corporations and government agencies in Underrock. She made
  sure to keep tabs on everyone, but busy as she was with her own work and research
  into Mobius energy, she hardly had time to go back to crime. When an opportunity
  came up to move to Geareg as a researcher, her achievements and... "unique" 
  demeanor made her a natural choice for the job.

  Marisa was officially put "On Loan" to the dwarves twelve years ago, and while
  either her or the government of Underrock could end her residency at any time, 
  neither seems to have any inlination to do so. Her criminal record barred many
  doors for her in Underrock, but in Geareg, the Dwarves don't seem to trust 
  anyone who has never caused any trouble. The Dwarves have a love of fighting
  and drinking that would appeal to any resident of the lower tunnels, and despite
  her substantial differences, she had made a good home for herself in the city
  of Dwarves.

  

Description:
  [url]http://i.imgur.com/ru7XhmZ.jpg[/url]
 
  Marisa is a Naga, a humanoid with the lower body of a snake. She is covered in
  tan scales with spots of brown mottling, with a pretty face by human standards,
  despite distinctly reptillian facial features. Her hair is long, but kept up in
  a bun, and usually dyed whatever color fits her fancy at a given time. Her
  natural hair color is a ~!mystery!~

  In her casual clothes, Marisa dresses for comfort, wearing a tank top and her
  Tunnel Snakes jacket. She has never been one for ornamenting her tail despite the
  current fashions in Underrock. She wears fingerless gloves, "because they're cool"

  When dressed for battle, she wears a suit of sleek mithral barding, carefully 
  crafted and fitted to protect her without limiting her mobility. The back of the
  armor is emblazoned with the Tunnel Snakes logo and motto, "Tunnel Snakes Rule" 



STR 17 / +3 / BAB 7/2 - MAB 13/8 
CON 14 / +2 / Fortitude 11 / HP 83/83 
DEX 10 / +0 / Reflex 9 / AC 19
INT 16 / +3 / One bonus prototype 1/2/3
WIS 10 / +0 / Willpower 4 
CHA 12 / +2 

HP rolls (10, 5, 8, 2, 6, 6, 5, 6, 7, 5) - +9 favored



Class Skills all  get +3 [A'int got time for no non-class skills]

  STR
    Climb / R5 [T12]
    Swim  / R0 [T7]

 
  CON
    None
  
  
  DEX
    Disable Device / R0 [T4]
    Fly / R0 [T4]
    Ride / R9 [T20] 

  INT
    Appraise / R0 [T6]
    Craft (Armorsmithing) (+4 class bonus) (+2 circ bonus) / R8[T21]
    Craft (Weapons) (+4 class bonus) (+2 circ bonus) / R8 [T21]
    Craft (Machines) (+4 class bonus) (+2 circ bonus) / R8 [T21]
    Knowledge (arc) / R0 [T7]
    Knowledge (dun) / R0 [T7]
    Knowledge (his) / R0 [T7]
    Knowledge (eng) / R8 [T15]
    Knowledge (geo) / R0 [T7]
    Knowledge (nat) / R0 [T7]
    Knowledge (pla) / R0 [T7]
    Spellcraft (int) / R0 [T7]

  WIS
    Perception / R2 (+3 racial bonus) [T9]
    Profession / R0 [T4]
    Survival / R0 [T4]

  CHA
    Handle Animal / R0 [T4]
    Intimidate / R4 [T8]
    Use Magic Device / R9 [T13]





Traits
  Armor Expert
    -1 to armor check penalties
  Inspiring Rush
    1/day - +1 trait bonus to attack and damage rolls on charge, allies who charge also get bonus
  



Racial Features
  [url]http://www.giantitp.com/forums/showthread.php?t=138802[/url]
  
  +2 Dex / + 2 Cha / -2 Wis
  Medium creature
  30ft move speed
  Natural Climber - Take 10 on climb checks, climb speed 30ft
  Low-Light Vision - See twice as far as humans in poor illumination
  Keen Senses - +2 to Perception
  Bite - 1d4+str natural attack, inject venom 1/hr
    Poison (DC10+half HD+CON) - freq 1/round for CON rds, 1d2 Wis damage, 1 save
  Immune to own poison, +2 saves vs poison
  Weapon proficiency with shortspears, longspears, spears, javs, halberds
  Languages: Common, Draconic, Dwarven, Elven, Undercommon
  
  


Class Features
  Greatwork
    Python - Naga Steamcycle
      An odd example of Naga's technological variance from Geareg, steamcycles are currently
      all the rage in Underrock. While the dwarves favor armed and armored constructs for
      combat, and enclosed carriages for transport, the Naga favor mobility and speed, and
      to be unencumbered by walls of metal. Steamcycles contain a variety of different means
      of locomotion and holding their rider and passengers, ranging from sidecars to bowls.
 
      Python is the second iteration of Marisa's personal steamcycle, built on a larger frame
      for greater comfort and a more threatening presence in combat. Though harder to manuver
      in tight spaces and close combat, the bike has been outfitted with a defensive weapon
      system and thicker armor plating, in addition to a larger mobius core capable of much
      greater throughput. 

       Size Large
       Speed 50ft
       AC 21 (8 natural armor, 3 dex)
       Attack (Slam) 2d6+4 damage 
       STR 19 / DEX 17 / CON -- / INT -- / WIS 10 / CHA 01
       HP 85 (10, 9, 9, 3, 3, 9, 1 +30) - 7HD
       BAB +7/+2 / Saves F2 - R4 - W2 (MAB 11/6 - 2d6+4)
       Shared Machinesmith Trick: Crossbow Turret
       Shared Machinesmith Trick: Improved Crossbow Turret
       DR 5/Adamantine

   
  Crafter
    1/2 Machinesmith class level to craft checks

  Prototypes
    Craft prototypes that can cast spells

  Repair 5d6
    Fix broken items on touch. Repair xd6 points of damage 3+int/day.    

  Crafting Expertise
    Craft wondrous item bonus feat. Use machinesmith levels to craft items. 
    
  Trapfinding
   half level to Per checks to locate traps and disable dev. checks. Disable magical traps.

  Machinist Trick - Crossbow Turret x2
   AC9 / Hardness 10 / 30 HP / 30lbs / [20 bolt capacity]
   Heavy Repeating Crossbow x2 - 133gp
     1d10 damage, 19-20x2 critical, 120ft range
     Reload as a free action, every 5 rounds of attacks, standard action to load a new magazine
     Retarget as a swift action
  
  Machinist Trick - Combat Trick 
   Bonus combat feat.

  Machinist Trick - Combat Trick
   Bonus combat feat.
   
  Machinist Trick - Crossbow Turret, Improved

  Axiom - Lose any prototype of 3rd level or high to cast Dispel Magic

Feats

  Mounted Combat ([url]http://www.d20pfsrd.com/feats/combat-feats/mounted-combat-combat---final[/url])
  Ride-by Attack ([url]http://www.d20pfsrd.com/feats/combat-feats/ride-by-attack-combat---final[/url])
  Spirited Charge ([url]http://www.d20pfsrd.com/feats/combat-feats/spirited-charge-combat---final[/url])
  Power Attack ([url]http://www.d20pfsrd.com/feats/combat-feats/power-attack-combat---final[/url])
  Trample ([url]http://www.d20pfsrd.com/feats/combat-feats/trample-combat---final[/url])
  Improved Overrun ([url]http://www.d20pfsrd.com/feats/combat-feats/improved-overrun-combat---final[/url])
  Charge Through ([url]http://www.d20pfsrd.com/feats/combat-feats/charge-through-combat[/url])
  Weapon Focus: Lance 


Prototypes Prepared
 1st level - 6/day
   Grease
   Obscuring Mist
   Shield x3
   Spike Trap

 2nd level - 5/day
   Blade Drones x2
   Bull's Strength x2
   Levitate x1

 3rd level - 4/day
   Stinking Cloud x2
   Keen Edge x1
   Water Walk x1



Prototypes Known
 1st Level 
  Expeditious Retreat ([url]http://www.d20pfsrd.com/magic/all-spells/e/expeditious-retreat[/url])
  Feather Fall ([url]http://www.d20pfsrd.com/magic/all-spells/f/feather-fall[/url])
  Floating Disk ([url]http://www.d20pfsrd.com/magic/all-spells/f/floating-disk[/url])
  Hold Portal ([url]http://www.d20pfsrd.com/magic/all-spells/h/hold-portal[/url])
  Grease ([url]http://www.d20pfsrd.com/magic/all-spells/g/grease[/url])
  Magnify Vision ([url]http://www.d20pfsrd.com/magic/3rd-party-spells/louis-porter-jr-design/magnify-vision[/url])
  Obscuring Mist ([url]http://www.d20pfsrd.com/magic/all-spells/o/obscuring-mist[/url])
  Shield ([url]http://www.d20pfsrd.com/magic/all-spells/s/shield[/url])
  Spike Trap ([url]http://forums.somethingawful.com/showthread.php?threadid=3530618&userid=0&perpage=40&pagenumber=32#post416250763[/url])
  

 2nd Level -
  Blade Drone ([url]http://www.d20pfsrd.com/magic/3rd-party-spells/louis-porter-jr-design/blade-drone[/url])
  Bull's Strength ([url]http://www.d20pfsrd.com/magic/all-spells/b/bull-s-strength[/url])
  Levitate ([url]http://www.d20pfsrd.com/magic/all-spells/l/levitate[/url])


 3rd Level - 
  Stinking Cloud ([url]http://www.d20pfsrd.com/magic/all-spells/s/stinking-cloud[/url])
  Water Walk ([url]http://www.d20pfsrd.com/magic/all-spells/w/water-walk[/url])
  Keen Edge ([url]http://www.d20pfsrd.com/magic/all-spells/k/keen-edge[/url])  



Equipment

 Power Lance ([url]http://i.imgur.com/7zjc715.png[/url]) - 2100 GP
  1d8 x3 damage, 10lbs, P(or B), Reach 

  This steel lance has a retraction mechanism powered on a small steam motor. When the motor is 
  engaged, the lance's end retracts. Originally designed to make the weapons more portable,
  Marisa has reinforced the engine's components to prevent decalibration when the weapon's
  compacted form is used as a bludgeoning weapon.

  Retraction mechanism (lance becomes a bludgeoning weapon w/o reach)

  Magic Weapon / +2 Enhancement Bonus
  +1d8 Acid Damage


 
 Mithral Field Barding +2  - +7 Armor bonus, +3 Max Dex, -1 ACP, 25% ACP 
   
  Marisa crafted this suit of field plate based on dwarven full plate designs. She refitted
  the upper cuirass to allow greater mobility and redesigned the leg pieces to be more in line 
  with Naga physiology. It has been outfitted with a Dwarven Delver's Armor patch kit and a 
  set of black iron chains.
	
  +2 enhancement bonus to armor, covered in amazing dwarven art.
  Resist Negative 5


 
 Tunnel Snakes jacket
   
  This is a leather jacket emblazoned with the logo of an underrock street gang. The logo is
  a snake preparing to strike. It is surrounded by the text, "TUNNEL SNAKES RULE"



 Belt of Hard Work

  +4 CMB to Overrun and Bull Rushes and +4 STR to any check made against Terrain



 The Stern Rebuttal
 
  +3 Mace, 1d8 20/x2 Damage. 

  Special: open fire on up to two targets adjacent to one another including one in front/one behind. Range 20ft, Touch AC, DEX
  based attack roll. Deals 1d12+3 damage to both targets, reload standard action. 20/x3 Critical



 The Net Gain Gun
  
  2/day Standard Action (free draw), fire a ranged (20ft) Grapple that targets CMD (1d20+4+int) and Immobilized a target, rendering
  them grappled. Net HP is 10 and is automatically hit by attacks. Nets have to be replaced. Once somebody is netted they can be
  grappled again (standard action at +4) into a Pin and then Tied Up as another standard action.

  

 Chip Off the Old Block

  Luckstone! +1 to Saves, Skills and Ability Checks. Found lodged in Marisa's scales after a night of arm wrasslin'.



 Shades
  yeaaaaaaaaaaaaaaaaaaaaaaaaaah



 Steamcycle Saddlebags
  Potion of Cure Light Wounds x2 - 100gp
  Sunrod x20 - 40gp
  Trail Rations x20 - 10gp
  Hammock - 1sp
  Silk Rope, 50ft - 10gp
  Masterwork Weaponsmithing tools (+2 Weaponsmithing) - 55gp
  Masterwork Armorsmithing tools (+2 Armorsmithing) - 55gp
  Masterwork Toolbox (+2 Machining) - 55gp
   

  213gp

Mirthless fucked around with this message at 03:24 on Sep 20, 2013

Mirthless
Mar 27, 2011

by the sex ghost
this is my face right now

D:

Mirthless
Mar 27, 2011

by the sex ghost
Calling dibs on Oreom's Black Iron Chains. Didn't have the budget for magic when I made my mithral field plate.

Mirthless
Mar 27, 2011

by the sex ghost

Ryuujin posted:

That the one that makes armor magical? I still have one of those, waiting until I get the ability to ignore Arcane Spell Failure in heavy armor, and then getting some plate mail or something. I dunno.

If we're in a place with appropriate downtime when you make it, I can make any of the special material/masterwork armors with my craft skill, so that should shave down costs. Can't do the actual magic item crafting because I can't afford the feats, but the base items are pretty expensive when you get into adamantium and mithral.

Mirthless
Mar 27, 2011

by the sex ghost
pre:
Marisa
Naga Machinist
Fighter 1 / Machinesmith 12 (machinesmith favored)
Neutral

History:
  Marisa was born in the slums of Underrock, old half-finished tunnels in the coldest 
  part of the city. Poor and uneducated, she spent her adolescent years scrapping with
  other street urchins and running with a street gang to keep herself fed and her 
  family taken care of. The Tunnel Snakes weren't much of a gang when she joined - a 
  few kids led by whoever was tough enough to bully everyone else around. In a few 
  short months, she'd seized control of the gang and worked on consolidating power in
  the streets.

  The Tunnel Snakes did well for a while. They controlled a large chunk of the streets
  and through their control of the slums and lower class areas of underrock, they 
  collected a great deal of protection money. Unfortunately, they also gained the ire 
  of the other gangs and the attention of the local authorities. The Tunnel Snakes 
  were sold out to the Underrock magistrate, and most - Marisa included - were caught.

  Sentenced to a corrective facility for young women, Marisa's punishment came in the 
  form of education and rehabilitation. Most of the lessons inflicted on her didn't
  stick - she hadn't much use for etiquette, housekeeping, or literature. But she
  felt right, working with her hands and learning the sciences of industry that were
  powering Underrock. She took to machinery better than she did to crime. She spent
  six years inside, learning the Ins and Outs of machining. While she was at it, 
  she rebuilt the Tunnel Snakes on the inside. Soon enough, Marisa and her cohorts
  weren't expected to attend their other lessons, having found enough pliable guards
  and administrators to let them have free reign of the labs and facilities 
  throughout. 

  Despite the alarming amount of illicit drugs and illegal weapons now floating 
  throughout the facility thanks to the effort of the Tunnel Snakes, Marisa and most
  of her gang were "graduated" early on the pretense of "good behavior". It was no
  secret what the Snakes were doing on the inside, but Underrock was in the midst of
  a technological renniasance, and bright, motivated individuals were badly needed
  regardless of their backgrounds. The Tunnel Snakes were forced into legitimacy. 

  Marisa's gang was split up out of necessity, spread throughout the various think-
  tanks, research firms, corporations and government agencies in Underrock. She made
  sure to keep tabs on everyone, but busy as she was with her own work and research
  into Mobius energy, she hardly had time to go back to crime. When an opportunity
  came up to move to Geareg as a researcher, her achievements and... "unique" 
  demeanor made her a natural choice for the job.

  Marisa was officially put "On Loan" to the dwarves twelve years ago, and while
  either her or the government of Underrock could end her residency at any time, 
  neither seems to have any inlination to do so. Her criminal record barred many
  doors for her in Underrock, but in Geareg, the Dwarves don't seem to trust 
  anyone who has never caused any trouble. The Dwarves have a love of fighting
  and drinking that would appeal to any resident of the lower tunnels, and despite
  her substantial differences, she had made a good home for herself in the city
  of Dwarves.

  

Description:
  http://i.imgur.com/ru7XhmZ.jpg
 
  Marisa is a Naga, a humanoid with the lower body of a snake. She is covered in
  tan scales with spots of brown mottling, with a pretty face by human standards,
  despite distinctly reptillian facial features. Her hair is long, but kept up in
  a bun, and usually dyed whatever color fits her fancy at a given time. Her
  natural hair color is a ~!mystery!~

  In her casual clothes, Marisa dresses for comfort, wearing a tank top and her
  Tunnel Snakes jacket. She has never been one for ornamenting her tail despite the
  current fashions in Underrock. She wears fingerless gloves, "because they're cool"

  When dressed for battle, she wears a suit of sleek mithral barding, carefully 
  crafted and fitted to protect her without limiting her mobility. The back of the
  armor is emblazoned with the Tunnel Snakes logo and motto, "Tunnel Snakes Rule" 



STR 18 / +4 / BAB 10/5 - MAB 19/14 
CON 14 / +2 / Fortitude +15 / HP 98/98 
DEX 12 / +1 / Reflex +12 / AC 26
INT 20 / +5 / Bonus Prototypes: 2/1/1/1/1
WIS 10 / +0 / Willpower +8 
CHA 16 / +3 

HP rolls (10, 5, 8, 2, 6, 6, 5, 6, 7, 5, 4, 5, 2) - +12 favored



Class Skills all  get +3 [A'int got time for no non-class skills]

  [STR]
    Climb - Rank 5 / Total 12
      CLS+3 - STR+4 - LUK+1 - ACP-1


  [DEX]
    Ride - Rank 14 / Total 18
      CLS+3 - DEX+1 - LUK+1 - ACP-1


  [INT]
    Craft (Armorsmithing) - Rank 8 / Total 25
      CLS+9 - INT+5 - LUK+1 - CRC+2

    Craft (Machinesmithing) - Rank 8 / Total 25
      CLS+9 - INT+5 - LUK+1 - CRC+2

    Craft (Weaponsmithing) - Rank 8 / Total 25
      CLS+9 - INT+5 - LUK+1 - CRC+2

    Knowledge (Arcana) - Rank 6 / Total 15
      CLS+3 - INT+5 - LUK+1    

    Knowledge (Engineering) - Rank 10 / Total19
      CLS+3 - INT+5 - LUK+1  


  [CHA]
    Bluff - Rank 14 / Total 18
      CHA+3 - LUK+1

    Diplomacy - Rank 14 / Total 18
      CHA+3 - LUK+1
  
    Intimidate - Rank 14 / Total 21
      CLS+3 - CHA+3 - LUK+1
    
    Use Magic Device - Rank 14 / Total 21
      CLS+3 - CHA+3 - LUK+1



Traits
  Armor Expert
    -1 to armor check penalties
  Inspiring Rush
    1/day - +1 trait bonus to attack and damage rolls on charge, allies who charge also get bonus
  



Racial Features
  http://www.giantitp.com/forums/showthread.php?t=138802
  
  +2 Dex / + 2 Cha / -2 Wis
  Medium creature
  30ft move speed
  Natural Climber - Take 10 on climb checks, climb speed 30ft
  Low-Light Vision - See twice as far as humans in poor illumination
  Keen Senses - +2 to Perception
  Bite - 1d4+str natural attack, inject venom 1/hr
    Poison (DC10+half HD+CON) - freq 1/round for CON rds, 1d2 Wis damage, 1 save
  Immune to own poison, +2 saves vs poison
  Weapon proficiency with shortspears, longspears, spears, javs, halberds
  Languages: Common, Draconic, Dwarven, Elven, Undercommon
  
  


Class Features
  Greatwork
    Black Mamba - Naga Steamcycle
      An odd example of Naga's technological variance from Geareg, steamcycles are currently
      all the rage in Underrock. While the dwarves favor armed and armored constructs for
      combat, and enclosed carriages for transport, the Naga favor mobility and speed, and
      to be unencumbered by walls of metal. Steamcycles contain a variety of different means
      of locomotion and holding their rider and passengers, ranging from sidecars to bowls.
 
      Outfitted with technology stolen from an eccentric talking dog, Black Mamba's frame 
      is now expandable on the fly. Compacting down to it's original profile as a street 
      bike, and expanding to it's powerful, mean profile as a war machine, Black Mamba's 
      third major revision is a pinnacle among steamcycles.

       Size Large
       Speed 50ft
       AC 23 (9 natural armor, 4 dex)
       Attack (Slam) 2d6+5 damage (1d8+4 if medium)
       STR 21 / DEX 19 / CON -- / INT -- / WIS 10 / CHA 01
       HP 88 (10, 9, 9, 3, 3, 9, 1, 10, 3 +30) - 9HD (78 hp if medium)
       BAB +9/+4 / Saves F3 - R5 - W3 (MAB 14/9 - 2d6+5) (13/9 - 1d8+4 if medium)
       DR 5/Adamantine

       Shared Combat Tricks: Spirited Charge, Weapon Focus, Power Attack

   
  Crafter
    1/2 Machinesmith class level to craft checks

  Prototypes
    Craft prototypes that can cast spells

  Repair 6d6
    Fix broken items on touch. Repair xd6 points of damage 3+int/day.    

  Crafting Expertise
    Craft wondrous item bonus feat. Use machinesmith levels to craft items. 
    
  Trapfinding
   half level to Per checks to locate traps and disable dev. checks. Disable magical traps.

  Machinist Trick - Repair Flesh
   Use Repair on living creatures to recover their HP, at 50% efficiency   
  
  Machinist Trick - Mobius Detonator
   Detonate Black Mamba's mobius core to destroy it, and do Clvl-d8 damage in a 20ft radius.
  
  Machinist Trick - Combat Trick 
   Bonus combat feat.

  Machinist Trick - Combat Trick
   Bonus combat feat.

  Machinist Trick - Combat Trick
   Bonus combat feat.

  Machinist Trick - Combat Trick
   Bonus combat feat.
   
  Axiom - Lose any prototype of 3rd level or high to cast Dispel Magic


Feats

  Mounted Combat (http://www.d20pfsrd.com/feats/combat-feats/mounted-combat-combat---final)
  Ride-by Attack (http://www.d20pfsrd.com/feats/combat-feats/ride-by-attack-combat---final)
  Spirited Charge (http://www.d20pfsrd.com/feats/combat-feats/spirited-charge-combat---final)
  Power Attack (http://www.d20pfsrd.com/feats/combat-feats/power-attack-combat---final)
  Trample (http://www.d20pfsrd.com/feats/combat-feats/trample-combat---final)
  Improved Overrun (http://www.d20pfsrd.com/feats/combat-feats/improved-overrun-combat---final)
  Charge Through (http://www.d20pfsrd.com/feats/combat-feats/charge-through-combat)
  Weapon Focus: Lance 
  Wheeling Charge (http://www.d20pfsrd.com/feats/combat-feats/wheeling-charge-combat-local) 
  Mounted Onslaught (http://www.d20pfsrd.com/feats/combat-feats/mounted-onslaught-combat-local)
  Furious Focus (http://www.d20pfsrd.com/feats/combat-feats/furious-focus-combat)


Prototypes Prepared
 1st level - 7/day
   Grease
   Obscuring Mist
   Empty slot x4

 2nd level - 5/day
   Blade Drones x2
   Bull's Strength x3
   Empty Slot

 3rd level - 4/day
   Stinking Cloud x2
   Keen Edge x1
   Empty Slot x2

 4th level - 2/day
   Air Walk x1
   Dimensional Anchor x2
   Cluster Bomb x1
 

Prototypes Known
 1st Level 
  Expeditious Retreat (http://www.d20pfsrd.com/magic/all-spells/e/expeditious-retreat)
  Feather Fall (http://www.d20pfsrd.com/magic/all-spells/f/feather-fall)
  Floating Disk (http://www.d20pfsrd.com/magic/all-spells/f/floating-disk)
  Hold Portal (http://www.d20pfsrd.com/magic/all-spells/h/hold-portal)
  Grease (http://www.d20pfsrd.com/magic/all-spells/g/grease)
  Magnify Vision (http://www.d20pfsrd.com/magic/3rd-party-spells/louis-porter-jr-design/magnify-vision)
  Obscuring Mist (http://www.d20pfsrd.com/magic/all-spells/o/obscuring-mist)
  Shield (http://www.d20pfsrd.com/magic/all-spells/s/shield)
  Spike Trap (http://forums.somethingawful.com/showthread.php?threadid=3530618&userid=0&perpage=40&pagenumber=32#post416250763)
  

 2nd Level -
  Blade Drone (http://www.d20pfsrd.com/magic/3rd-party-spells/louis-porter-jr-design/blade-drone)
  Bull's Strength (http://www.d20pfsrd.com/magic/all-spells/b/bull-s-strength)
  Levitate (http://www.d20pfsrd.com/magic/all-spells/l/levitate)


 3rd Level - 
  Stinking Cloud (http://www.d20pfsrd.com/magic/all-spells/s/stinking-cloud)
  Water Walk (http://www.d20pfsrd.com/magic/all-spells/w/water-walk)
  Keen Edge (http://www.d20pfsrd.com/magic/all-spells/k/keen-edge)  


 4th Level - 
  Air Walk (http://www.d20pfsrd.com/magic/all-spells/a/air-walk)
  Cluster Bomb (http://www.d20pfsrd.com/magic/3rd-party-spells/louis-porter-jr-design/cluster-bomb)
  Dimensional Anchor (http://www.d20pfsrd.com/magic/all-spells/d/dimensional-anchor)
  Solid Fog (http://www.d20pfsrd.com/magic/all-spells/s/solid-fog)
  Secure Shelter (http://www.d20pfsrd.com/magic/all-spells/s/secure-shelter)


Equipment

 Power Lance (http://i.imgur.com/7zjc715.png) - 2100 GP
  1d8 x3 damage, 10lbs, P(or B), Reach 

  This steel lance has a retraction mechanism powered on a small steam motor. When the motor is 
  engaged, the lance's end retracts. Originally designed to make the weapons more portable,
  Marisa has reinforced the engine's components to prevent decalibration when the weapon's
  compacted form is used as a bludgeoning weapon.

  Retraction mechanism (lance becomes a bludgeoning weapon w/o reach)

  Magic Weapon / +4 Enhancement Bonus
  +1d8 Acid Damage



 Battle Harness

  Initial trials in the fevered dream of powering a man's muscles with steam led to horrible 
  straining and unpleasant pulling of those muscles. Transferring the energy to magitech 
  pistons and letting the user call upon that power at a natural pace achieved satisfactory 
  results with only three tennis elbows and a charlie horse. It confers amazing benefits 
  within a breast-plate, a marked improvement over the original full plate + engine on back 
  prototype.

  +3 Armor, +6 Base AC, +5 Max Dex, -2 Armor Check Penalty, 30% Arcane Failure Chance

  +5 ft(1 Tile) Move Speed, +2 Str, +2 Dex, +2 Con, Additional +5 to Bull Rush/Breaking Down Doors.

  1/Day: Destroy a single terrain tile(becomes Difficult Train or Special(DM Judgement))
  Range 5 throw debris at Base Attack + Strength Mod + Armor Enhancement(+3) at Enemy's AC
  3d6+3+Str Mod Damage, Reflex Save DC 18 Half

  Counts as Machinesmith made for any Machinesmith class features.



 Animated Mithral Steel Shield +4
  
  This is a simple shield Marisa bought and has not had time to customize yet.

  Animated (http://www.d20pfsrd.com/magic-items/magic-armor/magic-armor-and-shield-special-abilities/animated)
  
  +4 Enhancement Bonus
  +2 Shield Bonus
  No ACP 


 
 Tunnel Snakes jacket
   
  This is a leather jacket emblazoned with the logo of an underrock street gang. The logo is
  a snake preparing to strike. It is surrounded by the text, "TUNNEL SNAKES RULE". The logo
  has recently been touched up and the leather's been oiled. It's time to get serious!
  
  +3 Resistance bonus to all saving throws


 
 Tunnel Snake Headband

  This bright red headband has the Tunnel Snakes logo embossed on the front. This isn't the 
  kind of headband you wear to a sneaking mission!

  +4 to Intelligence
  +clvl ranks to Diplomacy, Bluff (11)


   
 Shades

  Marisa's steely gaze is only made more intimidating by her badass shades. The legendary 
  stare of the striking snake has forced more than a few confessions out of people dodging 
  their protection payments, and the odd sticky-fingered snakes. 

  +5 competence bonus to Sense Motive checks
  Twice/day - Zone of Truth (http://www.d20pfsrd.com/magic/all-spells/z/zone-of-truth)  



 Belt of Hard Work

  +4 CMB to Overrun and Bull Rushes and +4 STR to any check made against Terrain



 The Stern Rebuttal
 
  +3 Mace, 1d8 20/x2 Damage. 

  Special: open fire on up to two targets adjacent to one another including one in 
  front/one behind. Range 20ft, Touch AC, DEX based attack roll. Deals 1d12+3 damage to 
  both targets, reload standard action. 20/x3 Critical



 The Net Gain Gun
  
  2/day Standard Action (free draw), fire a ranged (20ft) Grapple that targets 
  CMD (1d20+4+int) and Immobilized a target, rendering them grappled. Net HP is 10 and 
  is automatically hit by attacks. Nets have to be replaced. Once somebody is netted they 
  can be grappled again (standard action at +4) into a Pin and then Tied Up as another 
  standard action.

  

 Chip Off the Old Block

  Luckstone! +1 to Saves, Skills and Ability Checks. Found lodged in Marisa's scales after a night of arm wrasslin'.







 Steamcycle Saddlebags
  Potion of Cure Light Wounds x2 - 100gp
  Sunrod x19 - 40gp
  Trail Rations x20 - 10gp
  Hammock - 1sp
  Silk Rope, 50ft - 10gp
  Masterwork Weaponsmithing tools (+2 Weaponsmithing) - 55gp
  Masterwork Armorsmithing tools (+2 Armorsmithing) - 55gp
  Masterwork Toolbox (+2 Machining) - 55gp
   

  12715 Gold

Mirthless fucked around with this message at 00:21 on May 25, 2014

Mirthless
Mar 27, 2011

by the sex ghost
On the SRD wiki, magic items should all show the crafted price on the bottom of their entry. If you can't cast the spell it requires but you meet the spell level requirement, you can buy a spell scroll to cast the spell or pay a wizard to cast the spell for you. Crafting magic items costs no XP and about half as much gold, so if one of us has the feats and the ability to cast the spells there's no reason not to do it.

zachol posted:

Ooo, was hoping for some quick wondrous items to shore up the numbers.

With the crafting discount, Belt of Str +2 for 2k and Ring of Protection +1 1k for starters.
Doom, would you allow augmenting the ring of jumping with +1 deflection for 1,500 gp (+50%)? Would also add natural armor +1 to the amulet (which I think would increase the total price to 3,500 and be 1,250 for crafting?). Also, maybe add the Boots of Speed property to the Walkers for 9,000 gp? Or... less, depending on the price of their current property.

Depending on all that, possibly 13,750 gp of stuff.

e: Napkin math pegs the Walkers at around 22k. Even with the distance limitation, probably still more than 12k for Speed. So yeah, 13,750 gp, assuming the +50% stacking is kosher. If a second property always takes the +50% (instead of bumping out lower priced properties) then 14k total.

Provided Doom okays these Marisa should be able to make these the next time we're together unless Doom wants to retcon it. I'm gonna need arcane scrolls of all of those spells though, so make sure you factor the cost there as well. You don't have to have a specific intensity of a spell, so you only need to buy the base scroll of that level. The cost is pretty negligible but it's there. I can do Belt of Str+2 without a scroll and possibly the ring of protection or the ring of deflection depending on what spells those need. The Machinesmith list is kind of limited.

Mirthless
Mar 27, 2011

by the sex ghost
I can automatically cast any spell on the Machinesmith list, I shouldn't need to decipher spells (and I should be able to do it automatically with my skill level where it is) and I should automatically pass ability score replication, so the difficulty then arises at casting from the scroll. Helpfully, the DC is to cast from the scroll, not to execute the spell I cast, so I should be able to continually try to cast from the same scroll. Provided a 1 never comes up it shouldn't be a problem, and if a 1 comes up the scroll's still there, it just fizzles and I can't read from the scroll again.

Assume I automatically pass any craft DCs, because my bonus to craft skills (even ones I'm not trained in) is loving bonkers.

My DC to emulate a non-arcane spell is 20. I pass that on a 3 or better.
My DC to emulate a scroll is 20+caster level of spell. For a level 1 spell that should be 4 or better. For a level 11 spell, it should be 14 or better. If you want to reroll for that over and over again you can, it doesn't cost anything to re-cast from the scroll and it only costs time if I get a 1 on the roll.

The scrolls do have to be exhausted in the creation, because I have to cast the spell in the first place to create the item. I can't create anything that has a caster level requirement of 11 or higher though, so make sure your items are all correctly configured guys.

Mirthless
Mar 27, 2011

by the sex ghost

zachol posted:

Huh, weird. Usually someone crafting an item can just ignore a prerequisite by adding +5 to the final Spellcraft or Craft DC (which is usually just 5 plus the item's CL), but I guess machinesmiths can't do that?

quote:

Note that all items have prerequisites in their descriptions. These prerequisites must be met for the item to be created. Most of the time, they take the form of spells that must be known by the item's creator (although access through another magic item or spellcaster is allowed). The DC to create a magic item increases by 5 for each prerequisite the caster does not meet. The only exception to this is the requisite item creation feat, which is mandatory. In addition, you cannot create potions, spell-trigger, or spell-completion magic items without meeting its prerequisites.

HOLY poo poo WHAT

OH MY GOD PATHFINDER HOW ARE YOU THIS GOOD??????????


If anyone doesn't understand this like I didn't understand this: Literally anyone can craft magic items without either the spell scroll or spellcasting ability at all just by loving rolling 5 higher on the craft check. So yeah guys factoring spell scrolls nevermind Oh Wow I was so wrong.




Ok this changes everything. I should be able to soft pass anything you could relate to the categories of armor and weapons (but I don't have the magic item creation feats for armor/weapons yet, they're now on the priority list) which would include armor and weapon-like wondrous items I would think. Likewise with mechanical wondrous items. For normal craft checks of any type, my "soft" check for Crafting would be 15. (17 with tools) so a 10 would be 25-27. Crafting pretty much anything should be relatively trivial for Marisa.

Mirthless fucked around with this message at 02:35 on Jan 18, 2014

Mirthless
Mar 27, 2011

by the sex ghost
I can't loving wait until we kill that guy

Phous is such an rear end in a top hat.

edit: Oh holy loving poo poo you're right. I can craft magic weapons and armor too, apparently! ...And golems in 4 levels. Hell. loving. Yes.

Mirthless fucked around with this message at 02:54 on Jan 18, 2014

Mirthless
Mar 27, 2011

by the sex ghost

Hashtag Yoloswag posted:

Hey I'm also swapping Nonlethal Spell for Merciful Spell because apparently it does the exact same thing but without being limited to a single damage type. :psyduck:

Oh and also a reminder for Marisa, I think you have the magic psion gel or whatever so you should get that appraised probably (or I can do it next time we're all together).

That's what my entire sub-plot is all about! I'm off with a group of NPC mooks to do something with the psiplasm. I had pitched a plan to the group but nobody seemed interested so I have decided to take the plan up myself. We will be together in spirit. Or alternatively when our two groups meet up in the middle of both of them reaching the absolute disaster boiling point.

I'm betting it's gonna be the latter.

Mirthless
Mar 27, 2011

by the sex ghost
You should have played it straight, Plutonis. :colbert: Clearly they're your aunt and uncle. It'd be a great and hilarious backstory to find out your family's origins are in the hill people of Geareg. Moonshine built your family's name. Uh-hyuck.

Mirthless
Mar 27, 2011

by the sex ghost
B) Marisa's still cool

Just for the record I think the Hecate/Vanessa team-up really is the best in like a comedy duo kind way, except super grumpy all the time.

Mirthless fucked around with this message at 03:42 on Jan 23, 2014

Mirthless
Mar 27, 2011

by the sex ghost
Marisa is going to have to bail all of you guys out of jail, isn't she?

Mirthless
Mar 27, 2011

by the sex ghost
The best way to think of Marisa's character is like Mister T. Marisa used to be from the streets, but then she went legit and now she's a role model for the nation's youth. She always drinks her milk, she contributes to and promotes youth centers, and is more interested in fighting actual crime than being a part of it. If some occasional BA Baracus poo poo goes down and she has to build a bulldozer to steal money from oil tycoons, so be it. :colbert:

Mirthless fucked around with this message at 06:33 on Jan 28, 2014

Mirthless
Mar 27, 2011

by the sex ghost
Going to go ahead and recommend you don't go accusing Barnabus of anything until you have something other than hearsay. We don't need him knowing that any of us are gunning for him, and Marisa's plan kind of relies on us going under the radar. (I mean, he doesn't know that Marisa is gunning for him, but he's gonna be a lot more cautious about traps if he has the suspicion the society is getting in his craw.) You guys can do what you want but seriously, I doubt this is going to be that easy, and blood magic isn't exactly uncommon in Dwarftown. Phous said that himself.

Mirthless
Mar 27, 2011

by the sex ghost
Man all of our plans are going to poo poo at once. We're gonna need a montage, and soon.

Mirthless
Mar 27, 2011

by the sex ghost

zachol posted:

Just putting this out there: some freaky otherworldly demon thing said he's going to consume the world in fire and we're dicking around with this Barnabus chucklefuck, trying to help out Richard with something he really should be able to figure out himself.
I am still not entirely sure why we can't just go, kill Barnabus, and bribe the dwarves to ignore it. Barnabus is in a fairly privileged position to take over the Society that I don't think some other guy could repeat, and Richard is, like, an important hero person who should be able to smooth it over.

I mean, should we be escalating this "heads up the world is literally going to end" business up to someone... more important than Richard? Or what?

The whole point of us belonging to a benevolent but ultimately legal paramilitary organization, is that we kind of have to at least try to follow some vague interpretation of the laws of the society we're operating in. Marisa's working on a plan to skirt the law on it's edges, because that's what we were asked to do.

If you guys want to set the city on fire trying to stop a guy because you think he's a villain, and it turns out you were wrong, the rest of this game is probably going to end up with us running from marshalls. Even if you're right, I remember Doom particularly emphasizing how hard Richard had to work to keep everybody out of jail, and Barnabus is more connected than Carbon was. If you all want to be the A Team let's at least take a vote on it?

I do want to point out, though, we are kind of now and always have been working for Richard, and the devils we are chasing are a whole lot smaller in stature than Ostorn's wall. (The best thing you guys have right now is an overheard conversation and some vague insinuations, Doom could be throwing us a curveball) At the very least if you guys want to convince Marisa to get on board with this please come up with a plan that doesn't involve us all having a last stand in a barn on the edge of Geareg and 50 Dwarven Defenders with torches?

Mirthless
Mar 27, 2011

by the sex ghost
Sleeping on this post made me rethink it

Mirthless fucked around with this message at 12:47 on Feb 21, 2014

Mirthless
Mar 27, 2011

by the sex ghost
You guys all forgot you came to the lower city to find that Drow girl didn't you? :allears:

Mirthless
Mar 27, 2011

by the sex ghost
Thad pushed the wrong button

FTR doom; This should be the first that Margo and Kitten have ever heard of how Martin died.

Mirthless
Mar 27, 2011

by the sex ghost

Quornes posted:

How old is Marisa anyways that shes saying Thadius was in diapers? I never specified his age but I've been thinking of him as ~25

Marisa is around 90 years old and was living in Geareg before the war. She doesn't have a great grasp of human aging because you guys seem to go from being babies to being old men really rapidly. She's the equivalent of somebody in their late 20s or just into 30 by naga standards.

Having said that, most of it's snark. The point is that when you were a teenager still backtalking your mom she was working as a mechanical engineer helping Geareg's manufacturing corporations build and design heavy weapons, and she doesn't appreciate the condescension. I am going to warn you out of character - if you keep going down this road, one of us is going to end up dead. This is really bad territory to be walking with Marisa, the war is a sensitive issue for her.

Mirthless
Mar 27, 2011

by the sex ghost
Haha, fair enough. I'll exit Marisa from the situation.

Mirthless
Mar 27, 2011

by the sex ghost
You don't make a single in character post in days and the first post you make after coming back is loving up negotiations by attacking for no reason?

Are you loving kidding me, dude? This was our first and possibly ONLY opportunity to find out what was going on. You could have at least consulted us.

Mirthless
Mar 27, 2011

by the sex ghost

Doomykins posted:

Paging Ryuujin to remind/check on whether or not he wanted to regen.

So if Thor doesn't come back do the survivors get to split his filthy lucre?

If so, I intend to build a youth center with my portion of the proceeds.

Mirthless
Mar 27, 2011

by the sex ghost
Sheet's updated

Mirthless
Mar 27, 2011

by the sex ghost
oh god is Evil Vanessa back? :eek:

Mirthless
Mar 27, 2011

by the sex ghost
.

Mirthless fucked around with this message at 14:56 on Jul 18, 2014

Mirthless
Mar 27, 2011

by the sex ghost
:colbert:

We're not doing this court poo poo to lose it, guys. Start thinking back to things you did! Rereading the last twenty pages of thread sucks but c'mon some of this stuff would have been one session ago at most if this was a table game.

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Mirthless
Mar 27, 2011

by the sex ghost

Quornes posted:

Thadius

Thadius just continues to watch. Law has never been his strong suit, except for the bits applying to his profession. He's out of his depths here. For the most part he just sits quietly next to Hector



quote:

Bluff +11 = 10 + 1 Cha

Try faking it. Seriously guys the only thing that's making this a drag is how little everybody is trying.

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