GM Deekan's Iron Gods AP

Game Master Valeron De Stinzite

Init,Perc,Saves
Handouts,Notes
Campaign Tracker
Tactical Maps
Torch Map


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@GM Deekan- just pick the most balanced party, or those with the best backstories.;)


Like the backstory?


SOLDIER-1st wrote:
Drat. Ok then, next concept. Will there be adequate time for me to craft constructs? Thinking about a wizard or arcanist who will go into Arclord of Nex, and focuses on clockwork creations, and perhaps eventually robots. Drawn to the area because he's fascinated by technology, and wants to learn more about robots and improve his clockwork creations.

I think this might have gotten lost in the hubbub.


Backstory:
Dann is the latest in a long line of Sanitation Engineers working for arcane researchers. While great wizards and alchemists go about their great work and receive all the credit, the TRUE heroes behind magical discoveries are the ones who clean up the messes. When he was a young man he found his dream job under the employ of the great wizard Khonnir Bainen. Cleaning up potions,
scrubbing castle walls, dusting, polishing, replacing and managing inventory of consumables. Dann was truly fulfilled! Sure he was exposed to the occasional mysterious spell effects from ruined magical experiments, but Dann is probably fine. A little itchy skin won't ruin his cheery outlook.

Until the day Khonnir Bainen went missing. Now Bainens lab will be unused and Dann is left with nothing to clean. But worse, no one to pay him! He will have to leave Torch and find new employment, and that simply will not do. Who will watch over his tortoise? He'll never get to tell the homely girl from that one shop in town how he feels! Khonnir must have gotten himself into some pretty big mess wherever he his, and its time for Dann to clean it up.

Spoiler:
Dann
N Human Commoner
Init +2; Senses ; Perception +4
---DEFENSE---
AC 15, Touch 12, flat footed 13
(+2 Dex, +2 Armour, +1 Natural)
hp 10 (1d6+3+1);
Fort +3, Ref +2, Will +0
---OFFENSE---
Speed 30
Improvised Weapon 2h +4 (1d8+3)
Improvised Weapon 1h +4 (1d6+2)
Dagger +2 (1d4+2/19-20)
---STATISTICS---
Str 14, Dex 14, Con 16, Int 10, Wis 10, Cha 10
Base Attack 0 CMB 2 ; CMD 14
Feats: Armour Prof Light, Catch off Guard, Weapon Proficiency Dagger
Skills: Climb 2, Craft 0, Knowledge (Engineering) 5, Perception 4, Profession Janitor 4, Ride 2, Swim 2
Traits: Local Ties, Surprise Weapon, Blighted Physiology
Drawback: Provincial
Languages Common


Ha ha... that is awesome. :)


All right, here's my evoker wizard, Varro and his faithful companion, Pinchy. He's obviously built to take advantage of Evocation/Admixture, but I think he still can provide quite a bit more than just that. He's not built to be the all-powerful, supremely versatile optimized wizard, but I think he'd be pretty fun to play. What's not to love about chucking spells at giant robots? Character-wise, he's definitely more on the academic and learned side, but throwing in a dash of "Indiana Jones with blasting magic and robots" might be fun too.

Anyway, please feel free to double-check my math or offer feedback.

Crunch:

Varro Aesernas
Male Human Wizard (Evoker/Admixture) 1
NG Medium humanoid (human)
Init +5; Senses Perception +2 (+4 w/ Alertness)

----------------
Defense
----------------

AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 8 (1d6+2)
Fort +1, Ref +1, Will +3

----------------
Offense
----------------

Speed 30 ft.
Ranged light crossbow +1 (1d8/19-20)
Melee dagger -1 (1d4-1/19-20)
Special Attacks intense spells
Wizard Spells Prepared (CL 1st, concentration +5):
.1st—burning hands (DC 16), color spray (DC 15), mage armor
.0 (at will)—prestidigitation, ray of frost, detect magic

----------------
Statistics
----------------

Str 8, Dex 12, Con 13, Int 18, Wis 12, Cha 10
Base Atk +0; CMB -1; CMD 10
Feats Magical Lineage, Scribe Scroll, Spell Focus (Evocation), Spell Specialization (Evocation) (Burning Hands)
Skills Knowledge (Arcana) +8 , Knowledge (Dungeoneering) +8 , Knowledge (Engineering) +8 , *Knowledge (Geography) +8 , *Knowledge (History) +8 , Knowledge (Nature) +8 , Knowledge (Planes) +8 , Perception +2(+4 w/ Alertness) , Sense Motive +0(+2 w/ Alertness), Spellcraft +8
(* indicates background skills)
Traits magical lineage (fireball), numerian archaeologist
Languages Androffan, Celestial, Common, Draconic, Hallit, Orc
SQ arcane bond, versatile evocation (7/day)
Gear light crossbow, dagger, traveler's outfit, familiar satchel, crossbow bolts (20), scroll case, spellbook, backpack, bedroll, belt pouch, flint and steel, ink, inkpen, mess kit, soap, spell component pouch, torches (10), trail rations (5 days), waterskin

----------------
Special Abilities
----------------

Arcane Bond (Su) You have selected to establish a powerful arcane bond with a creature.

Cantrips You can prepare a number of cantrips, or 0-level spells, each day. These spells are cast like any other spell, but they are not expended when cast and may be used again. You can prepare a cantrip from a prohibited school, but it uses up two of your available slots.

Enchantment Opposition School You have chosen enchantment spells as an opposition school. Preparing an enchantment spell takes up two spell slots of the same level. You take a -4 penalty on any skill checks made when crafting a magic item that has an enchantment spell as a prerequisite.

Evocation School You have chosen to specialize in evocation spells.

Familiar A familiar grants special abilities to its master. These special abilities apply only when the master and familiar are within 1 mile of each other.

Intense Spells (Su) Whenever you cast an evocation spell that deals hit point damage, add +1 to the damage. This bonus only applies once to a spell, not once per missile or ray, and cannot be split between multiple missiles or rays. This bonus damage is not increased by Empower Spell or similar effects. This damage is of the same type as the spell.

Magical Lineage (Fireball) One of your parents was a gifted spellcaster who not only used metamagic often, but developed many magical items and perhaps even a new spell or two--and you have inherited a fragment of this greatness. When you apply metamagic feats to Fireball, treat its actual level as 1 lower for determining the spell's final adjusted level.

Necromancy Opposition School You have chosen necromancy spells as an opposition school. Preparing an necromancy spell takes up two spell slots of the same level. You take a -4 penalty on any skill checks made when crafting a magic item that has an necromancy spell as a prerequisite.

Numerian Archaeologist Numeria is a land ripe for archaeological exploration, since so many of the strange technological dungeons have been either avoided by the superstitious barbarian tribes or have been locked down by the Technic League, leaving many of them untouched and ripe for exploration. You've studied the strange language associated with these eerie technological ruins, and are eager to start exploring them-you suspect that Torch's namesake is in fact part of a larger buried ruin, and you hope to enter these ruins and learn their original purpose by exploring the caves below town. You gain Androffan as an additional language. In addition, you possess a knack for technological items; when you use a timeworn technological item, roll twice when determining any glitches the item might cause and choose which result to use as your actual result. Talk to your GM for more information about resolving glitches.

Versatile Evocation (Su) When you cast an evocation spell that does acid, cold, electricity, or fire damage, you may change the damage dealt to one of the other four energy types. This changes the descriptor of the spell to match the new energy type. Any non-damaging effects remain unchanged unless the new energy type invalidates them (an ice storm that deals fire damage might still provide a penalty on Perception checks due to smoke, but it would not create difficult terrain). Such effects are subject to GM discretion. You can use this ability 7 times per day.

Familiar:

Pinchy
N Tiny animal/magical beast
Init +3;Senses darkvision 60 ft., Perception +5

----------------
Defense
----------------

AC 19, touch 15, flat-footed 16 (+3 Dex, +4 natural, +2 size)
hp 4 (1d8)
Fort +2, Ref +3, Will +2

----------------
Offense
----------------

Speed 30 ft.
Melee sting +5 (1d2–4 plus poison)
Space 2.5 ft.; Reach 0 ft.
Special Attacks poison(DC 12)

----------------
Statistics
----------------

Str 3, Dex 16, Con 10, Int 6, Wis 10, Cha 2
Base Atk +0; CMB +1; CMD 7(19 vs. trip)
Feats Weapon Finesse
Skills Climb +7 , Perception +5 , Stealth +15
SQ alertness, darkvision, empathic link

----------------
Special Abilities
----------------
Alertness (Ex) While a familiar is within arm's reach, the master gains the Alertness feat.

Darkvision (Ex) Range 60 ft.; Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise-invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision.

Empathic Link (Su) The master has an empathic link with his familiar to a 1 mile distance. The master can communicate emphatically with the familiar, but cannot see through its eyes. Because of the link's limited nature, only general emotions can be shared. The master has the same connection to an item or place that his familiar does.

Familiar A greensting scorpion familiar grants a +4 bonus on Initiative checks so long as the familiar is within 1 mile of the spellcaster. A greensting scorpion familiar loses the mindless trait and has an Intelligence score appropriate for its master’s level.

Improved Evasion (Ex) When subjected to an attack that normally allows a Reflex saving throw for half damage, an animal companion takes no damage if it makes a successful saving throw and only half damage if the saving throw fails.

Poison (Ex) Sting-injury; save Fort DC 10; frequency 1/round for 6 rounds; effect sickened for 1 round; cure 1 save.

Share Spells (Ex) The master may cast a spell with a target of "You" on her animal companion (as a spell with a range of touch) instead of on herself. A master may cast spells on her animal companion even if the spells normally do not affect creatures of the companion's type (animal). Spells cast in this way must come from a class that grants an animal companion. This ability does not allow the animal to share abilities that are not spells, even if they function like spells.

Background:

Varro was born in Absalom into a middle class family full of magic. Both his parents had training in arcane magic, and his mother in particular was quite skilled. This shaped his childhood, and early on Varro knew he wanted to be a mage just like his parents. Fortunately for him, he showed the sort of aptitude one might expect of someone with his pedigree. Thanks to this, as well as having excellent tutoring from the start, he enrolled in the Arcanamirium in Absalom at 16. Much to the consternation of some of his peers and professors, Varro began to favor the study of Evocation magic during his time there. After all, he would say often say only half jokingly, why waste time trying to fool beasts when lighting them on fire is often just as effective at getting rid of the problem?

Toward the end of his time at the school, Varro found himself drawn to books written about Numeria. The alien technology, the strange ruins, the chances for discovery of new artifacts, all of it called out to him. As soon as he finished his preparations, he set out from his home and made his way to Numeria.

The journey was long and difficult, but eventually Varro arrived in Torch. He's been using the town as a base of operations for the last few months. He makes occasional trips out into the surrounding region, always looking to make new discoveries. Varro has had little luck so far, but with his study of Androffan recently completed, he's been eager to delve into the ruins in the region. The recently-discovered caves beneath Torch's namesake intrigue him, and he's been eager to explore them, hoping there's more to them. With Khonnir Baine's disappearance, the need to go in after him has only intensified.


My character will be a sort of buffer/debuffer tank

Liberty's Edge

To give the back story

Halia was simply bored. She had grown up different from her peers, not because of a lack of connection, but because she always felt choosen. She tried her hand as a priestess of Calistra, and found she liked it. She felt a calling towards the darker aspects, hiding in the shadows and leaving warnings, rather that the open love some had come to claim with her Goddess. She was re-securing a few Elven artifacts from a few homes, when she overheard about this wonderous suit that allowed one to breath without having to worry about what was around them. She followed her leads, hearing of the far away land of Numeria. Once there, she traveled for a bit, before spreading the message of Calistra in the town with the purple flame. When the flame died however, she took it as a sign that she needed to look harder and faster for that suit, for surely it would allow her access to ancient hidden faults...


Should be complete. If you see any changes I should make, just let me know. Added to the backstory and took a more interesting drawback:

Attached:

You have a strong emotional attachment to a person or object that you’re terrified of losing.

Effect: The GM chooses the object of your attachment. Whenever the object of your attachment is either threatened, in danger, or in someone else’s possession, you take a –1 penalty on Will saves and a –2 penalty on saves against fear effects. If the person or object to which you’re attached is ever lost, killed, or destroyed, exchange this drawback for the Doubt drawback.

Since it is GM-chosen, thought that might be a fun challenge. :)

Liberty's Edge

Attached is my submission for Graz Razortooth, half-orc, half-Kellid barbarian. A former slave of the Technic League, Graz is now out for revenge against them in any way possible. He is will not be a technology hound, but will be a heavy hitter -- using his former slave chains as weapon, hopefully against his former masters.

Crunch:

Graz Razortooth
Half-orc unchained barbarian 1 (Pathfinder Campaign Setting: People of the River 6, Pathfinder Unchained 8)
CG Medium humanoid (human, orc)
Init +1; Senses darkvision 60 ft.; Perception +0
--------------------
Defense
--------------------
AC 15, touch 11, flat-footed 14 (+4 armor, +1 Dex)
hp 15 (1d12+3)
Fort +4, Ref +1, Will +0
--------------------
Offense
--------------------
Speed 40 ft. (30 ft. in armor)
Melee brass knuckles +5 (1d3+4) or
dagger +5 (1d4+4/19-20) or
spiked chain +5 (2d4+6) or
bite +5 (1d4+6)
Ranged longbow +2 (1d8/×3)
Special Attacks rage (6 rounds/day)
--------------------
Statistics
--------------------
Str 18, Dex 13, Con 14, Int 8, Wis 11, Cha 8
Base Atk +1; CMB +5; CMD 16
Feats Power Attack
Traits against the technic league (weapons), outcast
Skills Intimidate +5, Knowledge (nature) +3, Survival +5; Racial Modifiers +2 Intimidate
Languages Common, Orc
SQ fast movement, orc blood
Combat Gear alchemist's fire; Other Gear hide armor, arrows (40), brass knuckles[APG], dagger, longbow, spiked chain, backpack, belt pouch, blanket[APG], flint and steel, hemp rope (50 ft.), pot, soap, trail rations (5), waterskin, 31 gp, 1 sp
--------------------
Special Abilities
--------------------
Darkvision (60 feet) You can see in the dark (black and white only).
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Rage (Unchained, 6 rounds/day) (Ex) As a free action, gain temp hp, bonus to melee att/dam, thrown dam, will saves, but AC penalty and limited actions. 1 min fatigue when ended.

Fluff:

BackgroundGraz was born into slavery. Never knowing his parents, his mixed race heritage is mystery to him. Working in the mines of Starfall, the young half-orc broke free from his chains, dragging them into the wilderness with him.

Graz found a way to survive despite the hardship of being a runaway slave. Avoiding patrols, he stumbled on a Kellid village where his chains were forged into his main melee weapon by a friendly blacksmith. It wasn't long before his mixed heritage and ferocious appearance had him on the run again.

At the time, he is wandering from place to place, ekeing out a meager existence that is far superior to bondage. Seeking an opportunity to strike against the Technic League whenever he can, the barbarian has joined up with a group set to explore the caves below Torch, hopefully in search of wealth, power, or the ultimate opportunity to strike back.

Appearance A hulking brute with large pointed tusks, Graz cannot hide his feral appearance and has a hard time fitting in normal human society. He wears worn hide armor, and carries a heavy iron chain with brutal spikes fitted on the end -- the same chains he wore in bondage to the Technic League. His body still shows the scars of the whip, especially his back and shoulders.

Role Graz will not be an investigator or the technology found. Instead he is focused on building his own power, that might include wealth, allies, or magic items, towards the end of striking blows against the League.

He will be a hard-hitting front-line player, but will otherwise be soft-spoken and withdrawn as befitting his low Charisma and limited intelligence. He is a bit socially inept and prone to falling prey to tricksters or those who would use him for their own ends.


This is my submission. Holg, the valiant Kellid fighter scavenger.

It is open to modifications if filling a different role in the party is needed.

Background:

The Whispering Hawk tribe was wiped out by the White Scars when Hold was just twelve. It was chance he survived and was adopted by a pair of scavengers when he was lost and half-dead in the Numerian wastes.

Beld and Korwyn were rude explorers of the plains, but they were kinder than most of what Holg had met during his childhood. Despite his initial distrust on technology, deeply carved in his mindset during years of Kellid tribalism teachings, the interactions with Ryder, an android that worked with the scavengers, built up a true interest on technology on himself. For years, he learned Andorffian, discovered the uses of power supplies and built up experience on generally appraising the technological components the group extracted from old Numerian ruins and sold to the best bidder.

Holg grew up and strong, finally becoming the protector of the group as his mentors became old. The Kellid learnt to fight the dangerous creatures of the wilds and the guardians of surface Numerian ruins. But he also learnt the art of technology dealing, becoming a scavenger of himself.

When Beld and Korwyn retired in Torch years ago, Holg and Ryder kept working together. They had then to deal with merchants, Kellid and Orcish tribes by their own.

Income is sometimes unestable, and so Holg has been forced to sell his blade as a mercenary in the last years. But he has kept recovering technology from the plains dungeons and selling it to different merchants in Torch. One of his best clients so far has been the wizard Khonnir Baine. The kellid is worried about the recent rumours about the wizard's destiny.

Personality:
Survival is something important for Holg, although pride and honor from his tribe is still deeply buried inside him. He has a place on his hate for the White Scars, from whom he would like to claim revenge one day. In the same way, he hates the Technique League as he understands they are the hand behind the White Scars, and he sees them as the utmost reason of his tribe collapse and fall.

From his tribe and mentors he learned survival depends on working together. And so he relies and gives himself to his teammates despite his sometimes rude manners.

Description:

Holg wears multiple scars in his body with pride. The most important for him, the Whispering Hawk that identifies him as a member of the now disappeared Kellid tribe.

Crunch:

HOLG
Male human (kellid) fighter 1
NG Medium humanoid (human)
Init +1; Senses Perception +6
DEFENSE
AC 18, touch 11, flat-footed 17 (+5 armor, +1 Dex, +2 shield)
hp 15 (1d10+1+1+3)
Fort +4 (2 class, 2 Con), Ref +2 (0 class, 1 Dex, 1 trait), Will +3 (0 class, 1 Wis, 2 feat)
OFFENSE
Speed 20 ft (30 ft without armor)
Melee battleaxe +4 (1d8+3) 20/x3 slashing [power attack +3 (1d8+5)], or
battleaxe [2-handed] +4 (1d8+4) 20/x3 slashing [power attack +3 (1d8+7)], or
heavy shield +4 (1d4+3) 20/x3 bludgeoning
Ranged cold iron dagger +3 (1d4+3) 19/x2 slashing piercing cold iron,
sling +2 (1d4+3) 20/x3 bludgeoning
STATISTICS
Str 17, Dex 12, Con 14, Int 12, Wis 12, Cha 7
Ability increments +2 Str (racial)
Base Atk +1; CMB +4; CMD 15
Feats Toughness, Power Attack, Iron Will
Traits
Numerian Archaeologist (campaign): Numeria is a land ripe for archaeological exploration, since so many of the strange technological dungeons have been either avoided by the superstitious barbarian tribes or have been locked down by the Technic League, leaving many of them untouched and ripe for exploration. You’ve studied the strange language associated with these eerie technological ruins, and are eager to start exploring them—you suspect that Torch’s namesake is in fact part of a larger buried ruin, and you hope to enter these ruins and learn their original purpose by exploring the caves below town.
Benefit: You gain Androffan as an additional language. In addition, you possess a knack for technological items; when you use a timeworn technological item, roll twice when determining any glitches the item might cause and choose which result to use as your actual result. Talk to your GM for more information about resolving glitches.
Deft Dodger (combat): Growing up in a rough neighborhood or a dangerous environment has honed your senses. You gain a +1 trait bonus on Reflex saves.
Pride (drawback): You can't abide challenges to your dignity, authority, or honor. When someone threatens, accuses, or challenges you, you take a —2 penalty on Diplomacy checks and Sense Motive checks involving that creature until the creature apologizes to you.
Seeker (social): You are always on the lookout for reward and danger. You gain a +1 trait bonus on Perception checks, and Perception is always a class skill for you.
Skills (4x1=4; ACP=-4) Climb +3 (3 Str, 1 rank, 3 class, -4 ACP), Perception +6 (1 Wis, 1 rank, 3 class, 1 trait), Stealth -3 (1 Dex, -4 ACP), Survival +5 (1 Wis, 1 rank, 3 class), Swim -1 (3 Str, class, -4 ACP)
Background skills (2x1= 2) Appraise +2 (1 Int, 1 rank), K. engineering +5 (1 Int, 1 rank, 3 class)
Languages Common, Halit, Androffian, Orcish

SPECIAL ABILITIES AND RACIAL TRAITS
Ability score +2 Str
Bonus Feat Toughness
Skilled Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Weapon and Armor Proficiency: A fighter is proficient with all simple and martial weapons and with all armor (heavy, light, and medium) and shields (including tower shields).

EQUIPMENT
Worn
Scale mail, 50 gp [+5 AC, -4 ACP]
Shield, heavy wooden, 7 gp [+2 AC, -2 ACP]

Weapons
battleaxe, 10 gp
cold iron dagger, 4 gp
sling, 0 gp
sling bullets, 1 gp

Waterproof bag
-

Belt
-

Bandolier 1 (2/8)
-

Bandolier 2 (4/8)
Alchemist fire [x2], 20 gp
Acid flask [x2], 10 gp

Backpack
Climber's kit, 80 gp (+2 Climb)
Crowbar, 2 gp (+2 to open Str checks)
Flint and Steel, 1 gp
Silk rope, 10 gp (50' break 24 DC)

Gold spent: 175 gp
Gold remaining: 125 gp
Total gold: 300 gp


Ryder-XIII wrote:
One change, scrapping the variant multiclass.

Change of plans again. VMC Gunslinger is back in.


1 person marked this as a favorite.

Completing my character into a single post for conviniency.

Crunch:
Vik'richir
Male
NG Deep One Hybrid Blight druid
humanoid(deep one)
Init +1
Senses low-light vision
----------------
Defence
----------------
AC 19 Touch AC 11 Flat-footed 18(+1 Dex +1 Natural Armor +4 Armor +2 shield +1 Dodge)
hp 11 (1d8+3)
Fort +5, Ref +2 Will +6
----------------
Offense
----------------
Speed 15ft. swim 30ft.
Meele stainless steel skimitar (1d6+2;18-20/2x)
----------------
Statistics
----------------
Str: 14 Dex: 12 Con: 15 Int: 7 Wis: 18 Cha: 7
BAB +0 CMB +2 CMD 13
SQ Nature bond(Earth domain,Caves subdomain), Nature Sense, Vermin empathy -2;

Traits Deft dodger,

Feats Dodge

Special Abilities

Sea Longing (Ex) Every 24 hours a deep one hybrid spends in an area more than 10 miles from the sea, it must succeed at a DC 20 Will save or take 1 point of Wisdom drain.

Take to the Water (Ex) A deep one hybrid can hold its breath 10 times longer than a human can, and gains a +2 bonus on Initiative checks and Reflex saving throws while swimming
Languages Common ,Druidic, Aklo
----------------
Skills
----------------
Heal +7 Perseption +7 Handle Animal +2 Knolege[Nature]+2 Swim +8(racial)
Other Gear Hide armor, Heavy wooden shield, Hoc, Backpack, Chalk, 10-foot pole, Log, 82gp.

background:
"If it doesnt kill you, it makes you stronger"
Tis was he told when the experiment started. Obviously, IT didnt. What was it? The elders say it's just a swarm of high energy particles,:but he saw IT, IT spoke to him. They say he had wild ravings. He left.
"If it doesnt kill you, it makes you stronger". This has become his motto. To live where no one else dares to tread. He wasnt alone. There were others like him, not like him, they had "ears" weirdness was everywhere they treaded. But he learnt from them he became the servant of IT. The Glow, they called it that, mesmerising and musterious to others, but to him, it was IT, IT was everywhere he looked, even in normals, he had changed, the fishy maw of his former form has become an eight of withering tentackles, his skin lost its few scales and became more rubbery, his eyes turned into bulbous, pitch-black orbs. He heard of a place where IT dwelt. He came to Numeria. IT was there, but he wanted more, he will have more, untill all he sees becomes a searig, exalted light, he knew IT's name, he called it the Glow.

tactics:
He's going to be an are a defender that blocs chokepoints after using spells to disable enemies, gonna buy stone plate later with the wild enchantment, early game he is going to have a harder time defending but using spells is going to help, as wildshape isnt availible yet, but at 5-th level, he bevomes a serious roadblock and his spells will keep enemies that got past him a hard time, note that later on he's going to need somebody to cast mage armor anf fly on him. Preffered form - octopus,
Giant Squid( for giant reach and protecting allies)

What do you think?


Recruitment will close tomorrow. After that I will begin the process of choosing the party.


I would like to submit myself. All the information is contained in my profile. I plan to advance this character from level 2 forward with an eldritch archer magus. If you have any questions or concerns with this character, let me know.


Thought a list of characters might be helpful
Player - Character - Race/Class
-------------------------------------------------
Slayde77 - Kanek - Human Gunslinger(siege gunner) into Magus(eldritch archer)
Bohdan Maksmenko - Vik'richir - Deep One Hybrid Blight Druid
Talomyr - Ryder XIII - Investigator (Empiricist)(VMC Gunslinger)
Balacertar - Holg Zenkar - Human Fighter
DM DoctorEvil - Graz Razortooth - Half-Orc Unchained Barbarian
Zanbabe - Azalia - Human Seeker Nanite Sorcerer
Fatmanspencer - Halia Silverleaf - Elf Unchained Rogue
Redac - Varro Aesernas - Male Human Wizard (Evoker/Admixture)
GM-Gathrix - Brennen Timeforger - dwarf cleric of Brigh
zaarbuc - Klynt - Human Slayer
Woran - Iantha Narili - ratfolk Iron Priest of Brigh
Keeg - Bronte Novid - Human Inquisitor of Ragathiel
Brunoreturns - Simon Hollybaker - Half-Orc Investigator (Empiricist)
Usmo - Ralleck - Human Magus
Grumbaki - Kelad Steelbreaker - Half-Orc Savage Technologist Barbarian

I think that's everyone who I saw a submission from in this thread


Thanks. You made it a little easier on me.


Slayde77 forgot my entry.


Update of Slayde77's List

Player - Character - Race/Class
-------------------------------------------------
Slayde77 - Kanek - Human Gunslinger(siege gunner) into Magus(eldritch archer)
Bohdan Maksmenko - Vik'richir - Deep One Hybrid Blight Druid
Talomyr - Ryder XIII - Android Investigator (Empiricist)(VMC Gunslinger)
Balacertar - Holg Zenkar - Human Fighter
DM DoctorEvil - Graz Razortooth - Half-Orc Unchained Barbarian
Zanbabe - Azalia - Human Seeker Nanite Sorcerer
Fatmanspencer - Halia Silverleaf - Elf Unchained Rogue
Redac - Varro Aesernas - Male Human Wizard (Evoker/Admixture)
GM-Gathrix - Brennen Timeforger - dwarf cleric of Brigh
zaarbuc - Klynt - Human Slayer
Woran - Iantha Narili - ratfolk Iron Priest of Brigh
Keeg - Bronte Novid - Human Inquisitor of Ragathiel
Brunoreturns - Simon Hollybaker - Half-Orc Investigator (Empiricist)
Usmo - Ralleck - Human Magus
Grumbaki - Kelad Steelbreaker - Half-Orc Savage Technologist Barbarian
SkaTalon - Dann - Human Commoner


Ah. Very good!


Are you seriously going to play a commoneer? And go against giant robots?


We'll see. It's not my decision.

My first level is commoner. I'll see where the story takes me.

Quote:
commoneer

Thank you for that.


Okay. Here is what I have. Just have to add some gear. Emilio Deivon


Quick qwestion, GM, how long will you run the campaign? Till what level? I hope youll extend it to 20th level.

Contributor

Unfortunately, it was an unexpectedly busy week. I don't think I'll have the time to create a character after all.


Recruitment is closed. I will read over all the submissions and make my decision. Hopefully I will have a team picked out my Monday.

Liberty's Edge

Good luck to everyone, even if I dont make cut.


Yeah, good luck.


Looks like a lot of good characters to pick from. I don't envy GM Deekan. Good luck everyone!


Yeap, good luck to all.

Sovereign Court

Good luck to everyone.


Can i change the caves subdomain for the radiation subdomain?


Hello?

Scarab Sages

Maybe wait to see if your character gets selected?


Dang missed the deadline by 1 day, good luck to you all!


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Before I announce the party for my Iron Gods Ap game I would like to say a few things.
1. Thank you all for the submissions. You put a lot of thought and work into them and they were great.
2. Picking the party was no easy task because of what I said above. The following characters stood out among the rest and will help with a well balanced party.
3. Once again, thank you for the submissions and I hope to see you all at the tables in the future.

The party I have picked is of the following characters.
Azalia
Holg Zenkar
Ryder XIII
Graz Razortooth
Brennen Timeforger

Thanks
GM Deekan


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Thanks for the selection!


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Looking forward to it. :)

Liberty's Edge

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Thanks for the selection. Looking forward to the game. While I own this entire AP, I have not read a single word of it so far, nor have I played any part of it. So I am excited to try something unknown.

Let us know when you open up the Discussion and Gameplay and i'll check in over there.


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Thank you for the selection.
Let's make together a great game of it.


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Sounds good


Would the selected characters post in discussion.


I will get something up in 24 hours

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