Demonmoose's Iron Gods AP Blue (Inactive)

Game Master GM Demonmoose

Set in Numeria using the Iron Gods Adventure Path.
Forest
Jevik's farm
Blue Aurora

Tower Map 1

Tower Map 2


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Female Human

Boss fight? Boss fight.


Female Human (Kellid) Bard (Archaeologist) 7 (HP 47/47 | AC 20 | Fort +2 Ref +5 Will +5 | Initiative +0 | Perception +13)

Damn, that was a nice shot, Ibuki.


Male shirren priest mystic 4 | SP 28 HP 30 | RP 6 | EAC 16; KAC 16 | Fort +3; Ref +2; Will +8 | Init: +1 | Perc: +11, blindsense (vibration) 30 ft.;SM:+4 | Speed 30ft | Active conditions: None.

Hey guys,

I've spoken with GM Demonmoose and I'll be switching from the Orange group over to this one once you guys are done with Book 2. Glancing at everyone's characters I noticed that you guys are lacking a divine caster (Chakos is a healer but mostly Paladin right now.)

I'd like to make a character that fits in thematically with the campaign and with the group. My original idea is for a Revolutionary Cleric of Brigh....

Someone who works to end the Technic League, perhaps he was a former member. Someone allied with individuals such as Cythul and Lady Altouna from Hajoth Hakados.

The Cleric of Brigh would be fully invested in technology, possessing the Technologist feat along with probably Exotic Weapon proficiencies...

On the other hand, if you guys didn't want a Cleric...I had an idea for a Fighter (Cyber Soldier) with a similar background and skillset.

My way into the party would be that I would be sent to investigate the strange goings on in Torch and Scrapwall by my patrons in Hajoth Hakados.

I'd love some feedback and ideas!


Male Human Medical Doctor - Steadfast Hit Points: 26/26; Dodge: 50/25/10; Listen: 20/10/4; Spot Hidden:58/29/11; Luck: 21; Sanity: 45; Default Reaction: Dodge

I've no problem with the Cleric of Brigh concept myself.

I will warn you that Chakos is a bit of a technophobe, but Astra and Liz are our tech-geeks, so I'm sure you'll all get along famously.


While Ibuki like shis share of technic and actually was made to become a technomancer and summon robots or undead (or both) to his command, the rest of the group has high prejudice to the point where they stated they would attack on sight or summoning. Unfortunately.
Also quite some characters have the technologist feat here already i believe, so that niche is occupied, what doesn´t mean there´s not another space free.

Also, we don´t know Cythul and Lady Altouna from Hajoth Hakados yet.
Please refrain from spoilers and/or too much meta.

Otherwise, be welcome!


Male shirren priest mystic 4 | SP 28 HP 30 | RP 6 | EAC 16; KAC 16 | Fort +3; Ref +2; Will +8 | Init: +1 | Perc: +11, blindsense (vibration) 30 ft.;SM:+4 | Speed 30ft | Active conditions: None.

Those two NPC's aren't part of the AP...at least not as far as I've gotten with it. They are part of Numeria, I got their names and the idea of being sent by them from the Numeria Gazteteer.

Well, since the campaign is centered around technology it would be a shame to play a character not devoted to that...I mean in what other AP does a laser pistol toting cleric who casts spells and repairs robots seem viable?

I'll post some crunch later for you guys to check out.

In the meantime, is there any sort of background stuff that might make my Cleric fit in better with the group?


Male Human Medical Doctor - Steadfast Hit Points: 26/26; Dodge: 50/25/10; Listen: 20/10/4; Spot Hidden:58/29/11; Luck: 21; Sanity: 45; Default Reaction: Dodge

Go on with your technology loving self, really!

As for background stuff, not trusting dark elves seems popular.


Female Human (Kellid) Bard (Archaeologist) 7 (HP 47/47 | AC 20 | Fort +2 Ref +5 Will +5 | Initiative +0 | Perception +13)

Elizabeth and I are pretty heavy on the tech skills already, to the point where it feels redundant sometimes between just the two of us as it is already.

Chakos has been doing a pretty amazing job at heals so far, but I think the party could do with some more melee ability, so I might recommend the fighter instead of the cleric.

Niche-wise, I feel we sort of lack a party face. If I were to make a whole new character to round out this specific party, I think I would make it a Cha-based melee combatant, which I suppose would be a swashbuckler.


Yeah come and embrace technology!
Have some ways to convert elves and paladins to that and all is fine ;)

Background talk to demonmoose or if you wanna be attached to someone, just ask. You could have something to do with the Brigh cleric where we are?


Female Elf Fighter (Archer) 7 | HP 57/57 | AC 20 T 13 FF 17 | Ft +7 Rf +6 Wi +2* | Init +6 | Perc +13 l CMD 23

Everything sounds good ^^


Male shirren priest mystic 4 | SP 28 HP 30 | RP 6 | EAC 16; KAC 16 | Fort +3; Ref +2; Will +8 | Init: +1 | Perc: +11, blindsense (vibration) 30 ft.;SM:+4 | Speed 30ft | Active conditions: None.

Yea there are two Brigh clerics in the AP that I've known, I planned on tying myself to both of them.

@Chakos I wasn't aware that most in Golarion even knew what a Dark Elf was...my character would probably treat you like a dark skinned elf, that is no different than anyone else.

@Astra I understand you guys feeling redundant (However Aid another means even higher skill checks), and the character I'm building will have Diplomacy as a class skill as well as all the knowledges (Knowledge domain). However, I'll do both characters and let you guys see what I've come up with.

I've decided on the Iron Priest archetype for the Cleric, which will me less useful vs undead but much more useful vs constructs and robots.


Female Human

Welcoem to the group!


Uh my arcanist is set on debuffing, dominating and if that doesn´t work destroying robots and constructs.
That might create some super-redundancy with that archetype where we even step on each others toes more than we already do.


Also Iron Priest archetype doesn´t really add healing, since channel is different aas well as spontaneous casting. Just saying.


Female Human (Kellid) Bard (Archaeologist) 7 (HP 47/47 | AC 20 | Fort +2 Ref +5 Will +5 | Initiative +0 | Perception +13)

We seem to have healing pretty well covered though, unless Chakos feels he is hard pressed.


Male shirren priest mystic 4 | SP 28 HP 30 | RP 6 | EAC 16; KAC 16 | Fort +3; Ref +2; Will +8 | Init: +1 | Perc: +11, blindsense (vibration) 30 ft.;SM:+4 | Speed 30ft | Active conditions: None.

The Iron Priest archetype just swaps the word undead with the word Construct all other functions of channel are the same IE if you channel positive energy you can heal constructs and everything else if you channel negative energy you can harm constructs and everything else. Also, the change to spontaneous casting is worded as can spontaneously cast make whole and greater make whole in place of cure/inflict moderate wounds and cure/inflict critical wounds so it only adds make whole and greater make whole it doesn't take anything away.

The Cleric wouldn't be a healer...it would be a divine spellcaster that could heal.

I see though there is some reluctance to add a divine caster....no matter the character it will be tech focused though.

I'll work on a Fighter also.


Don´t wanna discourage you from going cleric.
Just want to point out that depending on how it´s played we might have too many people fishing for the same area.


Male Human Medical Doctor - Steadfast Hit Points: 26/26; Dodge: 50/25/10; Listen: 20/10/4; Spot Hidden:58/29/11; Luck: 21; Sanity: 45; Default Reaction: Dodge
Astra Picard wrote:
We seem to have healing pretty well covered though, unless Chakos feels he is hard pressed.

I defer to your judgment, you're the only one that has died!


Male Human Medical Doctor - Steadfast Hit Points: 26/26; Dodge: 50/25/10; Listen: 20/10/4; Spot Hidden:58/29/11; Luck: 21; Sanity: 45; Default Reaction: Dodge

I say bring it! Bring the Iron Cleric thingy, but build your Iron Cleric to melee on the front line. Maybe take Heavy Armor proficiency and Power Attack?

Can you "turn" robots? Or just Channel to damage them? Or if you took the Turn Undead feat, would it Turn Robots instead?


Female Human (Kellid) Bard (Archaeologist) 7 (HP 47/47 | AC 20 | Fort +2 Ref +5 Will +5 | Initiative +0 | Perception +13)

Does hardness work against channel? It seems like hardness works against *everything*.


Hardness probably works against channel. More adamantine will also probably start appearing soon. Maybe.


Female Human

More adamantine swords, arrows, daggers, toothpicks!


Female Elf Fighter (Archer) 7 | HP 57/57 | AC 20 T 13 FF 17 | Ft +7 Rf +6 Wi +2* | Init +6 | Perc +13 l CMD 23

An Adamantine Bow!!

Wait...


Female Human (Kellid) Bard (Archaeologist) 7 (HP 47/47 | AC 20 | Fort +2 Ref +5 Will +5 | Initiative +0 | Perception +13)

Before we go running off back to Torch, I want to remind people that there was one unexplored place in Scrapwall that I still wanted to check out before we leave. Something about a valley of mists or something? I'll look it up later, just saying there's <columbo>"One more thing..."</columbo>


Female Human

Sorry, it was destroyed when Hellion's explosion caused the Scrapwalls to shift and fall on it.


Female Human (Kellid) Bard (Archaeologist) 7 (HP 47/47 | AC 20 | Fort +2 Ref +5 Will +5 | Initiative +0 | Perception +13)

:( :( :( What if it had Chakos' adamantine greataxe?


I´m all for exploring that.
Wanted to do that before actually.


Male Human Medical Doctor - Steadfast Hit Points: 26/26; Dodge: 50/25/10; Listen: 20/10/4; Spot Hidden:58/29/11; Luck: 21; Sanity: 45; Default Reaction: Dodge
Astra Picard wrote:
:( :( :( What if it had Chakos' adamantine greataxe?

Which I'm pretty sure I've been looking for since we first had sandwiches back in Torch!


Female Human

He can use Astra's adamantine longsword!


Female Human (Kellid) Bard (Archaeologist) 7 (HP 47/47 | AC 20 | Fort +2 Ref +5 Will +5 | Initiative +0 | Perception +13)

Says who!!


Male Human Medical Doctor - Steadfast Hit Points: 26/26; Dodge: 50/25/10; Listen: 20/10/4; Spot Hidden:58/29/11; Luck: 21; Sanity: 45; Default Reaction: Dodge
Astra Picard wrote:
Says who!!

Right!

Besides that thing is so small, it could never do any real damage.


It can be twohanded. Got a character that thinks quite different there Chakos^^


Male Human Medical Doctor - Steadfast Hit Points: 26/26; Dodge: 50/25/10; Listen: 20/10/4; Spot Hidden:58/29/11; Luck: 21; Sanity: 45; Default Reaction: Dodge
Ibuki Surtova wrote:
It can be twohanded. Got a character that thinks quite different there Chakos^^

Bahh, but it's 1d8 x2 on a crit

Chakos likes the 1d12 x3 !!!


1d10x4 might be better then ;)


Male shirren priest mystic 4 | SP 28 HP 30 | RP 6 | EAC 16; KAC 16 | Fort +3; Ref +2; Will +8 | Init: +1 | Perc: +11, blindsense (vibration) 30 ft.;SM:+4 | Speed 30ft | Active conditions: None.

Hey guys!

Congratulations on defeating Hellion

Here is an early look at my Iron Cleric of Brigh

Iron Cleric:

"Uriah Lewis
Male Human Cleric 6
NG medium humanoid
Init +2 Senses Normal Vision Perception +4
DEFENSE
AC 23, touch 12, flat-footed 21
hp 39
Fort 6 Reflex 4 Will 9
OFFENSE
Speed 20 ft
Melee Adamantine Mace, light +5 (1d6+1/x2)
Space 5 Reach 5
STATISTICS
STR 12 DEX 14 CON 13 INT 14 WIS 18 CHA 12
BAB 4 CMB 5 CMD 17
Feats Combat Casting, Technologist, Shield Focus, Craft Wondrous Item
Skills Acrobatics -2, Appraise 2, Bluff 1, Climb -3, Mechanical 11, Diplomacy 9, Disable Device 2, Disguise 1, Escape Artist -2, Fly -2, Heal 8, Intimidate 1, Knowledge (arcana) 6, Knowledge (dungeoneering) 6, Knowledge (engineering) 11, Knowledge (geography) 6, Knowledge (history) 6, Knowledge (local) 6, Knowledge (nature) 6, Knowledge (nobility) 6, Knowledge (planes) 6, Knowledge (religion) 7, Linguistics 6, Perception 4, Ride -2, Sense Motive 9, Spellcraft 8, Stealth -2, Survival 4, Swim -3
Languages Common
Gear Adamantine Mace - light, +1Breastplate, +1Heavy Wooden Shield, Headband of Inspired Wisdom +2

Human Traits (Core 27)

• Bonus Feat (Core 27): You gain 1 bonus feat at 1st level*.

• Skilled (Core 27): You gain 1 additional skill rank at each level*.

Traits

• Against the Technic League (Spells) (APIG 8): You increase the save DC of your spells by 1 when you target those you know are associated with the Technic League

• Nimble Fingers, Keen Mind (FoB 20): You gain a +1 trait bonus on Disable Device checks, and Disable Device becomes a class skill for you.

Class Features

• Armor and Shield Proficiency: You are proficient in Light and Medium Armor. You are proficient with shields (except Tower Shields).*

• Weapon Proficiency: You are proficient with all Simpleweapons. Additionally you are proficient with the following weapons: Hammer, light

• Aura (Core 39): A cleric of a chaotic, evil, good, or lawfuldeity has a particularly powerful aura corresponding to the deity’s alignment

• Favored Weapon (Core 39): You gain proficiency with the favored weapon of your deity (Hammer, light)

• Channel Energy (Su): When an iron priest channels energy to heal or harm living creatures, she heals or harms constructs with the clockwork or robot subtypes as well. Constructs without those subtypes are also affected, but gain only half the normal amount of healing or take only half the normal amount of damage, as appropriate. An iron priest cannot harm or heal undead with channel energy. This ability alters channel energy. You can release a wave of positive energy which either heals 3d6 of damage to living creatures or constructs (Will Save DC 14). You can use this ability 4 times a day.

• Spontaneous Casting (Core 41): You can channel stored spell energy into cure spells. An iron priest can spontaneously cast make whole and greater make whole in place of cure/inflict moderate wounds and cure/inflict critical wounds, regardless of whether she channels positive or negative energy. This ability alters casting.

Domains

• Knowledge

• Lore Keeper (Sp) (Core 45): You can touch a creature tolearn about its abilities and weaknesses. With a successful touch attack, you gain information as if you made the appropriate Knowledge skill check with a result equal to 25.

• Remote Viewing (Sp) (Core 45): You can use clairvoyance/clairaudience at will as a spell-like ability using your cleric level as the caster level. You can use this ability 6 times a day.

• Construct (Artifice)

• Artificer's Touch (Sp) (Core 41): You can cast mending at will. You can cause damage to objects and construct creatures (1d6+3) by striking them with a melee touch attack.This attack bypasses 6 points of damage reduction and hardness. You can use this ability 7 times per day.

Feats

• Combat Casting (Core 119): You get a +4 bonus on concentration checks* when casting on the defensive or while grappled

• Technologist (Custom): 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 subjects, you must still have ranks in that skill in order to gain the benefit of Technologist.

• Shield Focus (Core 133): Increase the AC bonus granted by any shield you are using by 1.*

• Craft Wondrous Item (Core 120): You can create magic wondrous items

• Armor Proficiency, Medium (Core 118): You are proficient wearing medium armor.

• Armor Proficiency, Light (Core 118): You are proficient wearing light armor.

• Shield Proficiency (Core 133): When you use a shield, the shield's armor check penalty only applies to Strength- and Dexterity-based skills.*

Favored Class Bonus
+6 Skill points

I'm not sold on feat selection(outside of technologist) just yet...and of course I put some gear just because, I've not been told what items he has access to. I'm welcoming of any ideas you guys have! I really want my character to mesh well with the group. I don't mind overlapping a bit, because that is going to happen with a larger group, but I don't want there to be any direct conflict with anyone.

Also working on a fighter/barbarian...


Any special reason you want craft wondrous item?
Ibuki here already has that, so arms and armor or something else might be a better spread^^


Female Human (Kellid) Bard (Archaeologist) 7 (HP 47/47 | AC 20 | Fort +2 Ref +5 Will +5 | Initiative +0 | Perception +13)

I have craft magic arms and armor.


Cool you could craft me a magic lasergun later then :D

Uriah Lewis could take another feat then, perhaps some tech crafting soon or something wand or ring or rod?
Personaly i would love rods!


Male shirren priest mystic 4 | SP 28 HP 30 | RP 6 | EAC 16; KAC 16 | Fort +3; Ref +2; Will +8 | Init: +1 | Perc: +11, blindsense (vibration) 30 ft.;SM:+4 | Speed 30ft | Active conditions: None.

Hmm, interesting. I wouldn't take a Crafting feat someone else already has....I plan on taking Craft Technological item and Craft Tech Weapons and Armor also...

Ok, so Rods are out as you must have CL9...perhaps Craft Wand? Or something else non item creation...


Female Human (Kellid) Bard (Archaeologist) 7 (HP 47/47 | AC 20 | Fort +2 Ref +5 Will +5 | Initiative +0 | Perception +13)

I'm also planning on taking Craft Technological Item, but not Technological Weapons/Armor.

I think Elizabeth may have Craft Wand.


Female Human

I do, how much to craft a 6th level wand of lightning bolt? With my double damage against robots, it will be useful.


Female Human (Kellid) Bard (Archaeologist) 7 (HP 47/47 | AC 20 | Fort +2 Ref +5 Will +5 | Initiative +0 | Perception +13)

Boomstick.

Spell level x caster level x 750gp / 2 for self crafting.

For a CL6 wand, I think that would be 6750gp.


Male shirren priest mystic 4 | SP 28 HP 30 | RP 6 | EAC 16; KAC 16 | Fort +3; Ref +2; Will +8 | Init: +1 | Perc: +11, blindsense (vibration) 30 ft.;SM:+4 | Speed 30ft | Active conditions: None.

Hey guys!

Here is my Fighter (Cyber Soldier)/Barbarian (Savage Technologist), I think you might like it.

A couple things, I don't have any gear on him but he would carry a couple melee weapons and a ranged weapon (he's proficient with Tech pistols so probably one of those). Quick draw means he would be a viable switch hitter, and Armor Training plus fast movement means he would be able to move around the battlefield pretty quickly.

Fighter/Barbarian:

Male Human Barbarian 2/Fighter 4
CN medium humanoid
Init +3 Senses Normal Vision Perception +5
DEFENSE
AC 13, touch 13, flat-footed 10
hp 60
Fort 9 Reflex 4 Will 1
OFFENSE
Speed 40 ft
Special Attacks Rage
Space 5 Reach 5
STATISTICS
STR 17 DEX 16 CON 14 INT 12 WIS 10 CHA 8
BAB 6 CMB 9 CMD 22
Feats Technologist, Point-Blank Shot, Quick Draw, Two-Weapon Fighting, Precise Shot, Power Attack, Toughness
Skills Acrobatics 8, Appraise 1, Bluff -1, Climb 7, Mechanical 10, Diplomacy 9, Disguise -1, Escape Artist 3, Fly 3, Heal 0, Intimidate 10, Knowledge (dungeoneering) 5, Knowledge (engineering) 10, Perception 5, Ride 7, Sense Motive 0, Stealth 3, Survival 5, Swim 7
Languages Common, Kelish
Human Traits (Core 27)
• Bonus Feat (Core 27): You gain 1 bonus feat at 1st level*.
• Skilled (Core 27): You gain 1 additional skill rank at each level*.
Traits
• Against the Technic League (Weapon) (APIG 8): You gain a +2 trait bonus on all damage rolls made against targets you know are associated with the Technic League.
• Influence [Diplomacy] (UCa 60): You gain a +1 on this skill* and it is a class skill* for you.
Class Features
• Armor and Shield Proficiency: You are proficient in Light, Medium and Heavy Armor. You are proficient with shields (including Tower Shields).*
• Weapon Proficiency: You are proficient with all Simple and Martial Weapons.
• A savage technologist is proficient with all simple and martial weapons, all firearms, light armor, and shields (except tower shields)
• Fast Movement (Core 31): Your land speed is faster than the normal by +10 feet. This benefit applies only when you are wearing no armor, light armor, or medium armor, and not carrying a heavy load.*
• Rage (Core 32): You can call upon inner reserves of strength and ferocity, granting you additional combat prowess. You can rage for a total of 8 rounds per day. You can enter a rage as a free action. While raging, you gain a +4 morale bonus to Strength, a +4 bonus to Dexterity and a +2 bonus to Will saves and cannot use skills or abilities requiring patience or concentration. You can end a rage as a free action - when you do you are fatigued for twice the time you were raging. You cannot enter a rage while fatigued or exhausted. A savage technologist can enter rage as a barbarian, except she gains a morale bonus to Strength and Dexterity instead of Strength and Constitution, and she does not take a penalty to Armor Class. She retains the bonus on Will saving throws. When a barbarian ability would increase the savage technologist's Strength while raging, it increases her Dexterity instead. This ability alters rage.
• Sword and Gun (Ex): At 2nd level, when a raging savage technologist wields a one-handed firearm in one hand and a light or one-handed melee weapon in the other, she can make ranged attacks with the firearm without provoking attacks of opportunity. She also gains the benefits of the Two Weapon Fighting feat, but only if all attacks are made with those weapons. This ability replaces Uncanny Dodge.
• Rage Powers (Core 32): You have learned to use your rage in new ways. • Intimidating Glare (Core 33): You can make an Intimidate check against one adjacent foe as a move action. If you succeed, the foe is shaken for 1d4 rounds + 1 round for every 5 points by which the barbarian's check exceeds the DC.

• Bravery (Core 55): You gain a +1 bonus on Will saves against fear.
• Armor Training (Core 55): You have learned to be more maneuverable in armor. You reduce your armor check penalty by 1 (to a minimum of zero) and increase your maximum Dexterity bonus by +1.* Wearing medium armor does not reduce your speed.

Feats

• Technologist (ACG 146): You are considered to be trained inany skill used against a technology-based subject. If the skill in question requires training to use even against non-technological subjects, you must still have ranks in that skill in order to gain the benefit of Technologist.
• Point-Blank Shot (Core 131): You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.
• Quick Draw (Core 131): You can draw a weapon as a free action instead of as a move action. You can draw a hidden weapon as a move action.
• Two-Weapon Fighting (Core 136): Your penalties on attack rolls for fighting with two weapons are reduced. The penalty for your primary hand lessens by 2 and the one for your off hand lessens by 6.*
• Precise Shot (Core 131): You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard–4 penalty on your attack roll.
• Power Attack (Core 131): You can choose to take a –2 penalty on all melee attack rolls and combat maneuver checks to gain a +4 bonus on all melee damage rolls. This bonus to damage is increased to +6 with two-handed weapons, a one handed weapon using two hands, or a primary natural weapon. This bonus to damage is decreased to +2 if you are making an attack with an off-hand weapon or secondary natural weapon.
• Toughness (Core 135): You gain 6 hit points*.
• Armor Proficiency, Heavy (Core 118): You are proficient wearing heavy armor.
• Armor Proficiency, Medium (Core 118): You are proficient wearing medium armor.
• Armor Proficiency, Light (Core 118): You are proficient wearing light armor.
• Shield Proficiency (Core 133): When you use a shield, the shield's armor check penalty only applies to Strength- and Dexterity-based skills.*


Male Human Medical Doctor - Steadfast Hit Points: 26/26; Dodge: 50/25/10; Listen: 20/10/4; Spot Hidden:58/29/11; Luck: 21; Sanity: 45; Default Reaction: Dodge

Also a good choice.

Concerns: the Cleric candidate seems loaded with magic items, and an adamantine weapon. None of us are quite as well equipped. I suspect the Fighter candidate will also be similarly equipped.

Guys, we haven't pulled in that kind of cash, right?


Female Human

I do have a treasure list on my pc


Female Elf Fighter (Archer) 7 | HP 57/57 | AC 20 T 13 FF 17 | Ft +7 Rf +6 Wi +2* | Init +6 | Perc +13 l CMD 23

That's true, we have a mountain of stuff to sell


Male shirren priest mystic 4 | SP 28 HP 30 | RP 6 | EAC 16; KAC 16 | Fort +3; Ref +2; Will +8 | Init: +1 | Perc: +11, blindsense (vibration) 30 ft.;SM:+4 | Speed 30ft | Active conditions: None.

Any equipment on the sheets is for viewing purposes only. I'll equip the characters per GM Demon's discretion and based on you guys total WBL. I know AP's run a little low on WBL...

The background for both characters would remain similar

They are "fixers" for a group of Aliens(A Witchwyrd named Cythrul and the ruler of Hajoth Lady Altouna, a Lashunta) in Hajoth Hakados that routinely defy the Technic League and smuggle Androids/Aliens and Tech out of Numeria. They would have been sent to investigate the mysterious "Iron God" of Scrapwall and the goings on in Torch. The Cleric would be tied to Dinvaya and Joram Kyte, I'll plan on tying the Fighter with someone else....is there a PC that might qualify?


Probably don't need to be tied to anyone from Torch. You can be waiting for them at the Town Hall or purchasing armor, as Torch has pretty high level weaponry and armor for sale.

You could also be connected to Dolga Freddert, the dwarven councilor and foundry owner. You could know the rich Otterbie family, perhaps buying arms from them. Or the bleachling gnome, Garritt Burrwaddle, the junkmaster of the junkyard.


Male Human Medical Doctor - Steadfast Hit Points: 26/26; Dodge: 50/25/10; Listen: 20/10/4; Spot Hidden:58/29/11; Luck: 21; Sanity: 45; Default Reaction: Dodge

Watch out for Dolga! The bearded lady still owes us money!


Female Human

For shame paladin! Good deeds are their own reward.

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