Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Hero

Pages: 1 ... 157 158 [159] 160 161 162
2371
Constables of Icefia / Re: Warehouse
« on: December 10, 2011, 09:49:07 PM »
"I'll go to the dock ward watch station for backup. I have a spell to make it a quicker trip. I'll meet you at the warehouse."

Bryvis casts "expeditious retreat". The dock ward is by Lady Goldpath's residence, correct?

2372
Constables of Icefia / Re: Bad Company
« on: December 05, 2011, 10:05:10 PM »
Is that the same Marfanz that's on the Kingdom's "most wanted" list?

Isn't there a High Marshall responsible for these kinds of things that we should inform?

2373
Constables of Icefia / Re: Bad Company
« on: December 04, 2011, 09:50:07 PM »
Perhaps Vasili might be able to tell us something about the note or its author?

2374
Guide to Tinker / Re: New clickers
« on: November 21, 2011, 10:35:01 PM »
Incendiary Bolts

These crossbow bolts have a compartmentalized hollow tip, which are loaded with an epbul juice charge that detonates on impact.  The bolts can only be effectively manufactured for light and heavy crossbows, and deal the standard amount of damage for a crossbow of their type, plus an additional amount fire damage based on the size of the crossbow: +1d3 for small, +1d4 for medium, +1d6 for large, etc.  The blast radius is minimal and only affects the creature struck by the bolt.  Incendiary bolts require a larger bolt head for containing an adequate epbul juice charge, which effectively reduces the range increment of the crossbow by 10 ft and imposes a -1 penalty to attack rolls.  For example, an incendiary bolt fired from a medium-sized light crossbow deals 1d8+1d4 (fire) damage, with a 19-20/x2 critical, a range increment of 70 ft, and a -1 penalty to attack.

A single, successful craft check enables you to manufacture 5 bolts, and does not include the epbul juice charge. Once fired, the bolt is destroyed.

Type: Lesser Clicker

Energy Requirements: None.

Modifications: The additional damage dealt by the incendiary bolt may be increased up to a maximum of +5d4.  Each +1d4 increase in damage reduces the range increment by 10 ft and increases the penalty to attack rolls by -1 (maximum 50 ft reduction in range increment and -5 penalty to attack). Each +1d4 increase in damage also increases the craft DC by +2.

Design Type: Mechanics

2375
Constables of Icefia / Re: The Worst Laid Plans
« on: November 21, 2011, 10:26:35 PM »
I was hoping Grimdrek would answer that. I'll go find out what he meant. Wait here.

2376
Guide to Tinker / Re: New clickers
« on: November 21, 2011, 10:25:18 PM »
Mental Block
This is a simple alloy of lead and tin that provides a minor amount of protection from mental attacks when worn around the head. It is typically fashioned into a lining for open-faced helmets and hats. The alloy itself is too soft to offer any degree of protection from physical blows. The wearer gains a +2 equipment bonus to will saves against mind-affecting effects.

Type: Lesser Clicker

Energy Requirements: None

Modifications: The bonus to will saves increases when the head is more completely enclosed; headgear that covers the face and head increases the bonus to +4, and increases the craft DC by 2.

Design Type: Materials

2377
Guide to Tinker / New clickers
« on: November 21, 2011, 10:19:45 PM »
Chop Saw
A chop saw is a 2-handed power tool developed by tinkers originally for demolished scrapped clickers. The standard chop saw sized for a medium creature has a motor driven 8” circular blade mounted to a portable, hand-held housing. Crank and spring engines cannot generate the sustained speeds required for this clicker and are therefore never used for this application.

A chop saw, though intimidating to be confronted with, is not ideal for use as a melee weapon due to its awkward weight distribution, and is further complicated by the fact that the rotating saw blade is intended to be used to apply steady pressure to make a cut as opposed to being swung in combat. As such, the chop saw is considered an improvised weapon for the purposes of attack rolls when used in melee. A standard chop saw sized for a medium creature deals 3d6 points of damage (x4 critical) to the target on a successful attack. No bonus is gained to damage dealt from a high strength score, nor can the wielder apply feats that increase damage (such as Power Attack) to the chop saw.

The chop saw is much more effective against stationary objects where it can be used as designed. By spending a full round action to cut through an unattended object (no attack roll required), the chop saw is treated as having dealt a coup de grace to the object, automatically dealing critical damage. An object’s hardness applies as normal to the damage dealt.

A basic steel chop saw blade must be replaced after dealing damage on 50 separate instances. Once this limit is reached, the chop saw deals minimum damage (3 points of damage for a medium creature) and cannot confirm a critical hit. A DC 15 craft (clicker or any other metalworking) check must be made to construct a replacement steel chop saw blade, and cost 5 gc each.

Type: Clicker

Energy Requirements: 1 minembolt/round of operation.

Modifications: The craft DC increases by 2 for every size category greater than medium, and increases by 4 for every size category smaller than medium. The most common modification for a chop saw is using an alternative material of construction for the blade, such as adamantine, for bypassing an object’s hardness. This has no effect on the crfat DC of the chop saw or its replacement blades.

Design Type: Mechanics

2378
Constables of Icefia / Re: The Worst Laid Plans
« on: November 21, 2011, 10:04:28 PM »
No answer to my question about the eye? Who is Thigole?

2379
Constables of Icefia / Re: The Worst Laid Plans
« on: November 21, 2011, 09:54:21 PM »
"No sir, I am not the leader.  I do not know your order, although I have heard them mentioned.  It is good to meet you.  I am glad you were here, and your Astrek as well."  Assuming that Grimdrek is still within earshot, "Magic tends to make mistakes when relied on for such important matters."
Perhaps that is true, but without it we would have arrived here a few days from now, too late to provide aid. Who is in command of your squad?

2380
Constables of Icefia / Re: The Worst Laid Plans
« on: November 21, 2011, 09:50:12 PM »
I posted this earlier but it didn't take. 

In order "No we will seal them in and let the underdark take care of them. "

"I have no orders but it seems unlikely. Even the army doesn't venture into the underdark unnecessarily."

Yes a few.
Bryvis chimes in, who had creeped up within earshot of the conversation: "Do you suppose a sealed tunnel will contain them? They managed to tunnel through solid rock into Phiam. And I doubt there are many dangers of the Underdark that would tangle with 200+ wug."

2381
Constables of Icefia / Re: The Worst Laid Plans
« on: November 21, 2011, 09:44:01 PM »
"Lord Arisimoto, do you know anything of the Chosen in the area?"
I have heard they have been seen in Phiam, but I have not encountered them.

2382
Constables of Icefia / Re: The Worst Laid Plans
« on: November 21, 2011, 09:41:11 PM »
Ari to Grimdrek: "Just Ari will do, Master Grimdrek...Sir Arishimoto if you feel the need for formality. I did see the eye symbol on the cleric, but I do not recognize it...is it some type of Loomashyn subgroup?"

Turning to Rob: "You are the commander of your squad, I presume? I am Arishimoto Udanaru, Feyalin of Tfop and Knight of the Order of the Banished Hero. Astrek (gesturing to the badger) and I are here at the request of your chief deputy, who was concerned about what you and your men were about to walk into. We arrived magically, a little off our mark apparently as we arrived in the midst of this."

2383
Guide to Tinker / Re: Tinker Feats
« on: November 11, 2011, 10:05:42 PM »
Attention to Detail

Your thoroughness in planning ahead makes your designs easier to construct.

Prereq: Tinkering 4, Knowledge(any tinker category) 4, Craft(clicker) 4, Int 15+

Benefit: When designing a new clicker, you may add a number up to your Tinker level to the Design DC check for the clicker. If this check is successful, the Craft(clicker) DC to construct this design is reduced by the same number; construction cost and time are reduced by a percentage equal to this number, while design time is increased by this same percentage.

2384
Constables of Icefia / Re: The Worst Laid Plans
« on: November 11, 2011, 09:50:12 PM »
Ari hustles over to the constables once the remaining wug are dispatched.  "Good constables of Phiam, you have earned Tfop's favor this day driving off a such an overwhelming force. Who is in command?" As Ari walks among the constables heading towards Grimdrek, he uses his sacred healing feat to give everyone within 60' burst fast healing 3 for 8 rounds, doing this multiple times as necessary to cover everyone.


2385
Constables of Icefia / Re: The Worst Laid Plans
« on: November 11, 2011, 09:31:50 PM »
Where are we exactly? Are there dwellings here or is this just an open cavern?

Bryvis makes a know(religion) check on the loomashyn symbol with the black iris...14+6=20.

Pages: 1 ... 157 158 [159] 160 161 162