Demonmoose's Iron Gods AP Orange (Inactive)

Game Master GM Demonmoose

Set in Numeria using the Iron Gods Adventure Path.
Forest 1

Jevik's Farm

Tower Part 1

Tower Part 2
Under Well



Pathfinder Rulebook Subscriber

This is a private game. Please do not send any applications at the moment.


Pathfinder Rulebook Subscriber

Currently looking for 2 to 3 players to add to Team Orange.

Starting on Book 3, Iron Gods AP.

Please submit a Level 6 character, 20 pt buy. Any Paizo classes and races are available, including unreleased stuff, like Occult classes. I will also consider third party stuff if it connects with the fiction.

You may choose 2 traits, or 3 with a drawback. Purchasing is wealth by level, so 13000 gp. You may also purchase technological items if you are from Numeria or a technology region, like Alkenstar.

Current characters are a paladin/skald of Ragathiel, an *Oracle of Life* and a samurai. You can take a look at the characters and message me or post here for questions.

Should be starting in a week or two, depending on current roleplaying.


The Cleric is an Oracle of Life.. not a Cleric.


Hmm... any particular combat roles you're looking for? (I assume at least one Arcane, but...)

I've always wanted to play a chainsaw-wielding Barbarian, but a savage technologist gunner could also work well at this level.


Well I know that Both I and the Samurai are melee based and frontline, that may change. The Oracle of Life is healer+ support but she could smack a face or two.

An Arcane is needed obvious and likely you are not the only one who would want to use/will use a chainsawlike weapon. With the gunner Charges would become an issue.


Well... Savage Technologist, unlike Gunslinger, gets Gun Training with all firearms instead of just one, and thus can cycle effectively between weapons when the fancy ones run out of ammo. I'm also trying to decide between going TWF or Two-Handed Vital Strike, with the latter option using only one weapon charge each round.

A Technologist can also fight half-decently with a melee weapon, in a pinch, but would most likely have less interest in chainsaws.

So, here are my questions...

@Yvell (or other group members): If I created a half-orc character and was considering taking Amplified Rage, should I dip a level into Cavalier so that I can Tactician it to the rest of y'all during a Raging Song? That seems like it could be a neat trick, if more than one character would benefit from it (there's easier ways to do these things if it's only one character).

@GM (sorry, hope this isn't too many questions—I think they're generally applicable to everyone):

1. Are you looking for full crunch, or just description and story?

2. Any special house rules I should know about regarding technology, feats, or skills?

3. Do the normal rules for starting wealth (no more than 1/4 on one item, I believe) apply, or are you waiving that since we have the opportunity to buy big honking tech items?

4. How do you feel about retraining before game start, if I do it within the Ultimate Campaign retraining rules and spend some of my starting gold on it (specifically, since feat retraining is the only way for a non-fighter to get Vital Strike at level 6)

5. Should I expect access to advanced or modern firearms, or is that not the sort of technology we'll find lying around in Numeria?


Pathfinder Rulebook Subscriber

1. Full Crunch please

2. No special rules

3. You can ignore the 1/4 rule

4. Retraining is fine.

5. Firearms tend to be more advanced than modern, like energy weapons that use batteries. If you want modern firearms, you probably will need to make them yourself as a gunslinger.


Assuming a similar case with the older players the rule were no more than 1/2 can be spent on one item is mainly to stop a character coming in with a weapon or item other existing ones would have had to decide to go the Entire game up to that point without. I believe we can restructure as well.

As far as your Idea it wouldn't really work all that well because tactician only lasts about 4 rounds, so anytime you would want to use that you would have to worry about bouncing up and down in con and possibly losing it for the bossfight or whatever you would use.
I would at last Advise Quick Draw.


Fair enough. I'm interested in using a Ring of Tactical Precision to share Amplified Rage instead of Tactician, but after talking with the GM that'll be a wishlist item for further down the line.

Meanwhile, Quickdraw is excellent and definitely an important part of the concept.


Annnd here's thunderbeard, with a character proposal.

Grammanar Gun-Runner
NN Half-Orc Barbarian 5 (Savage Technologist, Breaker), Gunslinger 1 (Techslinger)
- Combat switch-hitter, tech weapons expert, trapfinder, scout -
"More Dakka"

I don’t know the exact story of the campaign so far, so I’ve tried to create a backstory that I assume fits as someone the party would bring in to help with their goals—feel free to offer advice or changes

Personality and Description:

Grammanar is something of a cross between an orc and a porcupine. Standing over six feet tall, his armor—scratched and dulled to hide the sheen of mithral, but still in excellent condition—is criss-crossed with weapon belts and bandoliers. On his back, he carries two forked spears, one long and one short; a quiver holds three shorter throwing spears, and two long knives are strapped to the outsides of his boots, with two more hidden inside. From his belt dangle the ends of a whip, net, and grappling hook, while twin shoulder holsters sport a large pistol and a short blunderbuss. The tall trail pack he carries has been heavily modified, and the spindly legs of a tall gun carriage peek out of the top.

This, at least, is what he looks like when he wants to make an impression. Most of the time, Grammanar travels with a long brown cloak thrown over his shoulder, his face hidden under a hat and several dusty shawls. When he travels, he is a speck on the landscape, quickly hunching down into a large clod of dirt hidden behind a nearby boulder whenever he spots movement, following game trails and forgotten roads back and forth across Numeria. If possible, he prefers to fight from cover, taking carefully aimed shots with his carriage gun, but when cornered he fights with whatever’s at hand, flying into a blind rage as he hurls spears and gunfire alike, using the whip he carries to quickly snatch any advanced weapons his attackers might carry—in a pinch, he’s even learned to protect himself with rocks and sticks when his ammo runs out. He’s had only a few run-ins with robots, preferring to sneak past their predictable patrol routines, but he’s found that they go down eventually, as long as he slows down to aim for weak spots in their armor.

Grammanar is not cruel; but he is also generally untrusting, working alone so far since the death of his mentor. He has seen enough hardship to find small gestures of kindness a waste of time, and he has little patience for prayer or procedure. Carrying tusks of impressive size, his laser-scarred face and leather eyepatch are a bit of a grisly sight, though they tend to earn him grudging respect from the hardened barbarians of Numeria’s lowlands.

Backstory:

Grammanar was born on the borders of last wall, the unlucky child of an orcish raid from Belkzen. Raised in a series of crusader barracks, he learned weapon skills for an early age, though his heritage quickly earned him enough mistrust to rarely train in the same place for long, instead picking up a mixed and undisciplined fighting style that served him well when he was old enough to serve in the army. Rather than fitting into a regular regiment, his superiors in Vigil employed the young Grammanar as a scout and skirmisher, foraging unseen into Orcish territory where, in the worst case, his brutish appearance helped him avoid suspicion from scattered patrols.

One day, an aging commander asked Grammanar to try out a new weapon; a curious and foreign object that appeared to kill, at range, without sound or projectile, only a ray of light. The weapon was part of a set of Numerian artifacts the commander had acquired, and Grammanar soon discovered he had a knack for dealing with such devices; an intuitive understanding rather than an intellectual one, perhaps aided by his years of practice with a wide variety of weapons and tools of all sort. With Grammanar quickly demonstrating the proper use of a laser pistol, his commander offered up a confession—as new recruits to the crusader nation continued to dwindle, he had been tasked with the quiet project of finding new and better weapons to use against the encroaching orc hordes.

Soon, Grammanar had been set up with Clockfather Riley, a young and ambitious priest of Brigh convinced that victory for the orcs of Belkzen would strike a worrying blow against technology and progress across Avistan. With Grammanar commissioned as his bodyguard and scout, the Clockfather led an operation to bring skymetal weapons and adamantine armor from Numeria to Lastwall, occasionally smuggling the occasional artifact out from under the gaze of the Technic League. The dangers of Ustalav and the Upper Sellen bothered the experienced scout little, and he learned to craft his own primitive firearms for use in self-defense. Over the next few years, Grammanar and Riley, the Gunrunners of Lastwall, moved far more adamantine—and the occasional smith who knew how to work the stuff—out of Numeria than anyone had expected. In the town of Torch, they found a powerful ally—the wizard Khonnir Baine, sympathetic to the church of Brigh and the spread of technology, who provided the two with information on Technic League patrols, sealed weapon vaults to raid, and tips on forging skymetals and evading robots and ancient traps.

And then, on their most recent trip to Torch, Khonnir was nowhere to be found, with foul play suspected. Troubled, Grammanar and the Clockfather found themselves returning from a trip mostly empty-handed, and decided to investigate an underground cache of weapons near the town. It was here that the two were caught by a Technic League ambush—dour sorcerers who shot before asking questions, bringing down the old priest in a barrage of sudden laser-fire and gravely injuring Grammanar in the process.

Since then, he’s been on the run. With his extensive skills and experience in scouting, fighting, and evading traps and robots, he’s looking for work, answers, and revenge.

Character Role:

- Grammanar is a ranged switch-hitter, able to fight at close range or far range, fire many quick shots or a few powerful slow ones against resistant enemies. His damage output is pretty good, and with Quick Draw and Vital Strike, he can easily switch between the weapons he carries as needed, conserving the costly ones for single powerful shots.

- Good at disabling technological traps. Highly skilled at Perception and Stealth, he can also make a decent scout.

- Can use most technological weapons extremely well, able to avoid the penalties for broken objects and avoid consuming charges or causing glitches several times per day. While he doesn’t have any tech weapons with him at the moment, he’ll be quick to make use of any such spare gear the group picks up.

- With decent defenses and excellent saves, Grammanar is less frail than a normal ranged character; while not a massive tank, he can provide melee back-up as needed. Reasonably self-sufficient as a character, and eventually (with teamwork feats and rings at some higher level) be able to buff everyone else who’s raging.

- Superstition, Witch Hunter, and readied range attacks make him a pretty effective anti-caster character, for picking off those pesky Technic League Sorcerers from a safe distance.

About the Player:

- I’m a relatively active player, and have never left a PbP game in which I was a PC. I’ve got a bit of a fondness for fantasy games in post-apocalyptic or forgotten-technology settings, but with the massive rush of interest a few months back I decided I didn’t want to be part of the manic land-rush that was the recruitment for the first online Iron Gods games. Looking a bit at this game, it looks like you’ve got an awesome group going of active players and dedicated role-players whom I would enjoy being a part of.

- This character's appearance—but not his personality—may be slightly inspired by the classically absurd Warhammer 40k orks.

Character Stats (will format better if picked):

Feats: Rapid Reload (Double Pistol) (1), Quick Draw (3), Vital Strike (5, retrained)
Bonus Feats: Gunsmithing (Gunslinger 1), Two-Weapon Fighting (Technologist 1, only with certain weapons)

Feat Plans: Point-Blank Shot (7), Precise Shot (7, with Fighter dip), Rapid Shot or Deadly Aim (9), Furious Finish (eventually?), eventually Amplified Rage + Ring of Tactical Precision; possibly Butterfly’s Sting with a Keen weapon

Traits: Local Ties (Disable +1, class skill, pseudo-Technologist), Coherent Rage (Stealth while raging), Deadeye (Orcs of Golarion; +2 Perception); Burned (Drawback)

Str 14
Dex 18 (20 with belt)
Con 14
Int 10
Wis 14
Cha 8

Offense:
Speed 30’, Init +5
Gains Two-Weapon Fighting with gun and melee weapon
Gains +2 damage vs spellcasters or monsters with SLAs
CMB +8, or +10 whip disarm
No penalties for using improvised or broken weapons

Guns:
+1 Double-Barreled Pistol +12/+7 or +14/+9 raging (1d8+6/+8 raging), 20’ increment
+1 DB Pistol, rapid discharge +8/+8/+3/+3 or +10/+10/+5/+5 raging
+1 DB Pistol vital strike +12 or +14 raging (2d8+6/+8 raging)
Double Hackbut +12/+7 or +14/+9 raging (2d12+6/+8 raging), 50’ increment, requires set-up
D Hackbut vital strike +12 or +14 raging (4d12+6/+8 raging), 50’ increment, requires set-up
Broken Blunderbuss +9 or +11 raging vs. 15’ cone (1d8+6/+8 raging), 10’ increment

Melee:
Attack bonus (for all current melee weapons):
Melee attack +8/+3, or +10/+5 raging
Thrown attack +11/+6 or +13/+7 raging
Damage:
Trident (1d8+2/+4 raging), Whip or Dagger (1d4+2/+4 raging), Shortspear (1d6+2/+4 raging), Ranseur (2d4+3/+6 raging)

Defense:
HP: 66 (5d12+1d10+20 con)
AC: 21 or 22 raging, 23 with shield (Dex +5 or +6, Armor +6, Shield optional +1)
T: 15 or 17 raging, FF: 16 or 17 with shield
CMD: 23 or 27 raging
Fort: +8, or +12 vs spells while raging
Ref: +8, or +10 raging, +14 vs spells while raging
Will: +3, or +5 raging, +9 vs spells while raging

Rage:
16 rounds/day
+4 Str, +4 Dex, +2 Will
Superstition (+4 bonus with favored class)
Witch Hunter (+2 damage vs anything with spells or SLAs)
Spend 2 rage rounds for +2 Diplomacy

Deeds:
1 grit to use 1 fewer charge when firing *any* technological weapon
1 grit to prevent a firearm glitch

Racial Abilities:
Beastmaster (+2 to Handle Animal, proficient with nets and whips), Darkvision 60’, Scavenger (+2 Appraise, Perception vs traps/secret doors), Fey Thoughts (Diplomacy and Stealth as class skills)

Favored Class:
3 to increase superstition bonus; 2 to increase rage rounds

Languages: Common, Orc, Hallit, Androffan

Skills:
Skill points: 24 (Barbarian 20, Gunslinger 4)
* Denotes class skill

*Acrobatics +9 or +11 raging (1 point)
Appraise +2 (+2 racial)
*Bluff
*Climb +6 or +8 raging (1 point)
*Craft (alchemy) +4 (1 point)
*Disable Device +17 (6 points, +1 trait, +2 masterwork)
*Diplomacy +3 or +5 vs “primitives" (1 point, +2 Str vs primitives)
*Handle Animal +5 (1 point, +2 racial)
*Heal
*Intimidate
*Knowledge (engineering) +4 (1 point)
*Knowledge (nature)
Linguistics +2 (2 points)
*Perception +13 or +15 vs traps, secret doors (6 points, +2 trait, +2 racial vs traps)
*Profession
*Ride
*Sleight of Hand
*Stealth +11 or +13 raging (3 points)
*Survival +6 (1 point)
*Swim

Equipment:
Belt of Dex +2
+1 Mithral Chain Shirt + Mithral Kilt
Handcrafted hackbut
Handcrafted double-barreled pistol (enchanted +1 at normal cost)
Broken Blunderbuss
40x Alchemical Cartridge
2x Adamantine-Blanched Bullets
5x Silver-Blanched Bullets
5x Cold Iron-Blanched Bullets
Whip
Trident
Shortspear x 3
Dagger x 4
Spiked Quickdraw Shield
Net
Ranseur
Masterwork Thieves’ Tools
E-Pick, Brown
Gunsmith’s Tools
Masterwork Backpack
Grappling Hook, rope, standard adventuring supplies

Equipment Wishlist: Ring of Tactical Precision, Blinkback Belt + Furious/Courageous melee weapon


Maybe I'll throw together a wizard or arcanist. I need to try spellcasters more. You seem to be lacking in arcane support.


OK, here he is.

Perdix the Scholard

background:

Perdix is a scholar out of Oparra who has traveled extensively studies the ruins of the many ancient civilizations of the Inner Sea region. Jistka, Ancient Osirion, Thassalon, and even ancient Azlant are all familiar to Perdix, in his researches. He is well known in the museums of his home city, often hired as an expert in authenticity of artifacts. One day he was summoned to the Blackrose museum to inspect some new artifacts. They were completely foreign to Perdix, which was a first for him. asking where they had come from, he learned they were tech artifacts from Numeria. This was a whole new vista of investigation opened up before him, and he immediately organized an expedition to the far north land. He has been poking around in Numeria for some time now, and has only barely managed to avoid severe punishment from the Technic League for probing into places he should not go. Their evident disfavor of his efforts has caused his supply of henchmen to dry up, and currently he is looking for some support so he can resume his investigations.

personality:
He looks to be the absent minded professor type, with his hair askew, his clothes disheveled, and spectacles perched on the end of his nose. He doesn't always notice things around him, but he can react with alarming alacrity nonetheless. His best friends are generally his books and his pet scorpion, kept in it's pouch. He doesn't particulary like to use his arcane abilities for violence, rather for protecting himself and his expedition members, or to reveal secrets he wishes to know. He is genial in a rather forgetful sort of way.

stats:

Perdix the scholar
Male human (Taldan) diviner 6
N Medium humanoid (human)
Init +15; Senses Perception +2
--------------------
Defense
--------------------
AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 38 (6d6+12)
Fort +8, Ref +6, Will +7
--------------------
Offense
--------------------
Speed 30 ft.
Arcane School Spell-Like Abilities (CL 6th; concentration +11)
. . 8/day—diviner's fortune (+3)
Diviner Spells Prepared (CL 6th; concentration +11)
. . 3rd—arcane sight, dispel magic, haste (2)
. . 2nd—glitterdust (2, DC 17), mirror image, see invisibility, see invisibility
. . 1st—abundant ammunition[UC], comprehend languages, feather fall, grease (2), mage armor
. . 0 (at will)—detect magic, ghost sound (DC 15), mage hand, prestidigitation
. . Opposition Schools Enchantment, Evocation
--------------------
Statistics
--------------------
Str 10, Dex 14, Con 14, Int 21, Wis 10, Cha 10
Base Atk +3; CMB +3; CMD 15
Feats Alertness, Arcane Builder[UM], Combat Casting, Craft Wondrous Item, Great Fortitude, Improved Initiative, Scribe Scroll
Traits numerian archeaologist, reactionary
Skills Appraise +9, Fly +9, Knowledge (arcana) +14, Knowledge (dungeoneering) +10, Knowledge (engineering) +14, Knowledge (geography) +9, Knowledge (history) +12, Knowledge (local) +12, Knowledge (nature) +10, Knowledge (nobility) +9, Knowledge (planes) +13, Knowledge (religion) +13, Linguistics +14, Perception +2, Sense Motive +2, Spellcraft +14
Languages Abyssal, Androffan, Azlanti, Celestial, Common, Hallit, Infernal, Jistka, Osiriani, Ancient, Shoanti, Skald, Thassilonian, Varisian
SQ arcane bond (daedalus, scorpion, greensting), forewarned
Combat Gear wand of infernal healing (50 charges); Other Gear cloak of resistance +2, gloves of reconnaissance, handy haversack, headband of vast intelligence +2, candle (2), chalk, everburning torch, hammer, piton (4), sack (2), silk rope (50 ft.), sunrod (3), tindertwig (4), 120 gp
--------------------
Special Abilities
--------------------
Arcane Builder (Wondrous Items) You have an exceptional understanding of the theory behind creating magical items. Select one type of magic item (potions, wondrous items, and so on). You create items of this type 25% faster than normal, and gain a +4 bonus on Spellcraft checks (or
Combat Casting +4 to Concentration checks to cast while on the defensive.
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Divination Diviners are masters of remote viewing, prophecies, and using magic to explore the world.
Diviner's Fortune +3 (8/day) (Sp) As a standard action, touch grants ally +3 insight bonus to many checks for 1 round.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Enchantment You must spend 2 slots to cast spells from the Enchantment school.
Evocation You must spend 2 slots to cast spells from the Evocation school.
Familiar Bonus: +4 bonus on initiative checks You gain the Alertness feat while your familiar is within arm's reach.
Forewarned 3 (Su) Can always act in surprise rounds.
Gloves of reconnaissance (10 rounds/day) Can see and hear though up to 15 ft of solid materials.
Numerian Archeaologist Roll twice when a timeworn item glitches and choose the result.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Speak with Familiar (Ex) You can communicate verbally with your familiar.


@drbuzzard – You might want to add Recharge to your spellbook (though it is a rather costly spell).


Yeah, 500 GP a shot isn't cheap exactly.


True, but neither are batteries. Technomancy and Protection from Technology are also pretty neat, though I don't know whether or not you're planning to go into the Technomancer PrC.


Hey ho, Dapper. I be the angsty Samurai.


Yeah, I saw. Hello there!


I wanted to give our two new applicants a fair once over so this net post will be a bit longer.

Theother question I'd like to ask is if you can post like.. 1/day.


Posting once a day is well below my level of postaholic condition.


You are gunna like here for the most part then. On you Scholard.. what do you overall plan for the man? I see you have craft feat investment.

I myself post until I dont need to.


Name was suppose to be Perdix the Scholar, didn't get back to fix it in time.

He's going to be support/crafting. Eventually he will load up a couple of the mean save or suck type spells.

Basically his normal battle plan will be
A) Win initiative
B) Haste the party
C) ????
D) profit

(there may be a need for B.5 Steal underpants, but that is subject to the monsters having them)


Oh lord thats hilarious

I meant more like are you going to make Golems/Robots or something

Also how would Perdixreact to a catlike greater-than-thou living plant?


Oh, he might try his hand at constructs. He's a very inquisitive sort. That's really his main motivation.

A catlike plant? A source of curiosity to look into. He's not particular as to who imparts new information as long as it is new information.


1 person marked this as a favorite.

Catlike as far as personality.. expect to be called a servant... Alot.


Meh. He'll just ignore people who are annoying. He is from Oparra after all. It can't be any worse than normal Taldan nobility.


You just described our entire party save like one person.. I hope it goes well for you then

Yvell is a General/Militaristic A#@!$+$
Valtyra is like the Motherly one.. She recently Smacked Yvell
Muga is the Bloodknight who like to crack jokes at Yvell's Expense
Phylla is the Alien Plant Cat-like Mascot.


I do still recommend the Technomancer PrC for anyone interested in creating robots.

Grammanar is someone with local ties to the mysteries of Numeria, and probably won't be too weirded out by anything that's not actually trying to kill him.

Anycow, yeah. I have a lot of access to computers during downtime at work—usually at unpredictable times, and often for only 15-30 minutes at a time (but several times per day). Which has made me a very reliable player, and a somewhat unreliable GM (as hallows can attest), though my schedule in that regard has been getting steadily better over the last few months.


Righteous


Endoralis' friend checking in, I assumed 7th level so I need to adjust down to 6th which I will do tonight after I get off work, just wanted to get a post in to express my interest.


@ GM Demonmoose As promised here is my entry. Bron, follower of Brigh. Still working on the backstory, isn't finished yet.


GM I just noticed Something.

Quote:
Purchasing is wealth by level, so 13000 gp.

Wealth By level for 6th level characters is 16,000 gp


Ok character sheet is updated. Getting backstory down now.


Backstory is up, let me know GM if there are any time lapses I might have missed there or anything you'd like to see changed, added, etc.


drbuzzard wrote:

Basically his normal battle plan will be
A) Win initiative

Juxt doesn't trust Perdix's ability to win initiative, ergo, I must supply you with Seize the Initiative, to be on the safe side.


Eh... Seize the Initiative comes at a higher level, and is generally nice for everyone but can certainly benefit from higher Wisdom.


Pathfinder Rulebook Subscriber

Wonder where I saw 13000.

Anyway, wealth for Level 6 is 16000 gp.


Phylla is not a mascot. When she wants to help she does very well.

Hi all im the Life Oracle in the party. Just wanted to introduce myself here. Looks like we have some good applicants. Feel free to ask questions if you have them.


Phylla is incredibly useful when paired with only party members with high Will. And a very subpar buff machine otherwise.


I was mostly kidding about the mascot. I cant tell if Muga is being serious but Phylla is actually a good buffer and soon after equipment, a nice fighter. She is also quite durable. If you all have a smewhat decent will save she has a Debuff ability along the lines of Save or Sucks.


Wacky! Gear updated to 16k.


Lucky dog, I've got less than half that, because the loot still hasn't been split. :P


Eh, APs tend to be stingy with loot—but there shouldn't be much difference between any characters in a few level anyway.


THis one.. not so much. Its more dependent on use and concept than anything. Muga won't be poor thats for sure. That loot difference can be a Big BIG factor. You should be aware considering you are a martial character.


Absolutely—I just meant the wealth we get in book 3 will probably be more than books 1+2 together, as generally more loot is given out to everyone at higher levels.


I'd like to submit a sorcerer named Tazwell. He'll fill roles as an arcane caster and a partial rogue substitute.

The intention would be to change him over to the Technomancer prestige class at 7th level.

He's very good at disable device and engineering and can deal with traps and locked doors fairly well.

The requirements for Technomancer ending up spreading his feats around in a odd fashion for an arcane (Technologist, Skill Focus, and Fast Learner for more skill points), but he's pretty good at doing the things he's supposed to do.

I haven't purchased equipment yet or generated the stat block for his familiar.

Backstory:

Tazwell was born and grew up in torch. His parents were small-time merchants that died in a fire when he was eight years old.

Taz has always thought that there was foul-play involved in his parent’s death, although there was never any proof.

After his parents died, his care was given over to the church of Brigh.

Taz was a constant source of trouble. Acting out, running away, and committing petty crimes. His constant nervous energy and troublemaking exasperated the church priests.

After one extended absence, the local priest found the young man living in a hollowed tree trunk with a raccoon. Taz named the raccoon bandit and despite all efforts, the two have been inseparable since that time.

At around age 14, his magical talent expressed itself when he spontaneously cast a spark cantrip while in the midst of an argument.

In order to prevent any accidents resulting from an untrained magical talent, the church asked Khonnir Baine to help with his education. The kindly wizard did what he could, helping guide the young man’s interest in magic and technology.

Once he reached adulthood, Taz signed on with a band of traveling merchants led by a dwarf named Rorrik Cloverhelm. The merchants traveled between towns in Numeria in their large, six-wheeled wagons, peddling all manner of goods.

Their main source of profits was scavenging and reselling lost items of technology. Tazwell has seemed particularly gifted at finding and cleaning up such items. Rorrik has spent years balancing Taz’s usefulness against Bandit’s mischievousness.

Last year, during a barbarian raid on the caravan, Taz saved Rorrik’s life with a timely spell. The dwarf showed his gratitude by gifting Tazwell with one of his silver-chased, masterworked pistols and teaching him how to use it.

Recently, Taz heard of Khonnir’s disappearance and troubles. Having flash-backs to losing his parents and feeling the need to help, Taz left Rorrik’s caravan and hurried back to Torch to see if he could help.

When he arrived, he heard the story of Khonnir’s rescue and the continued adventures of his rescuers. Not being employed by Rorrik any longer, Taz has decided to track down these adventurers and seek his fortune with them.

Stat Block:

Tazwell
Male human sorcerer (seeker) 6 (Pathfinder Campaign Setting: Pathfinder Society Field Guide, Pathfinder Player Companion: Animal Archive)
NG Medium humanoid (human)
Init +2; Senses Perception +9
--------------------
Defense
--------------------
AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 43 (6d6+12)
Fort +3, Ref +4, Will +5
--------------------
Offense
--------------------
Speed 30 ft.
Sorcerer (Seeker) Spells Known (CL 6th; concentration +14)
. . 3rd (4/day)—lightning bolt (DC 17)
. . 2nd (6/day)—glitterdust (DC 16), invisibility, mirror image
. . 1st (7/day)—identify, jury-rig[UC], mage armor, shocking grasp, technomancy
. . 0 (at will)—detect magic, jolt[UM], light, mage hand, message, open/close (DC 14), read magic
. . Bloodline Arcane
--------------------
Statistics
--------------------
Str 10, Dex 14, Con 12, Int 14, Wis 10, Cha 18
Base Atk +3; CMB +3; CMD 15
Feats Exotic Weapon Proficiency (firearms)[UC], Fast Learner[ARG], Skill Focus (Knowledge [engineering]), Technologist
Traits local ties, magical knack, seeker
Skills Acrobatics +3, Bluff +8, Disable Device +16, Knowledge (arcana) +6 (+10 spells), Knowledge (engineering) +17, Knowledge (local) +6, Linguistics +3, Perception +9, Sleight of Hand +3, Spellcraft +11 (+15 spells), Stealth +3, Survival +1, Use Magic Device +12
Languages Androffan, Azlanti, Common, Gnome
SQ arcane bond (bandit, raccoon [pilferer]), bloodline arcana (+1 DC for metamagic spells that increase spell level), nervous, seeker lore, trapfinding +3
Other Gear masterwork thieves' tools, 15,900 gp
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Special Abilities
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Bloodline Arcana: Arcane (Ex) When a spell level is increased by a metamagic feat, it gains +1 DC.
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Familiar Bonus: +3 to Sleight of Hand checks You gain the Alertness feat while your familiar is within arm's reach.
Magical Knack (Sorcerer [Seeker]) +2 CL for a specific class, to a max of your HD.
Nervous When you take 10 on a skill or ability check with a penalty besides wasted time, treat it as an 8.
Seeker Lore (Ex) +4 to Knowledge (arcana) and Spellcraft checks related to bonus spells.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Speak with Familiar (Ex) You can communicate verbally with your familiar.
Technologist You are familiar with the basic mechanics of technology.

Benefit: You are considered to be trained in any skill used against a technology-based subject. If the skill in question requires training to use even against non-technological su
Trapfinding +3 Gain a bonus to find or disable traps, including magical ones.


Err... Isn't Fast Learner just a less beneficial Toughness, though? I'd think you'd want Toughness if you want to go with a PrC anyway.


You're right. lost focus on the fact that he'll stop being a sorcerer as soon as he levels.


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