GM Demonmoose "Lords of Rust" Campaign

Game Master GM Demonmoose

The second book in the Iron Gods AP. Super science, barbarians, and robots.


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Pathfinder Rulebook Subscriber

Welcome to GM Demonmoose “Lords of Rust” Recruiting.

This is the second adventure path in the Iron Gods' Numerian setting, with super science, barbarians and robots.

Looking for a few members to fill campaign slots.

Character Requirements:

Please apply with a Level 4 character, 20 pt buy, 2 traits or 3 traits with flaw, any Paizo races and classes. Also please apply with a character you would like to roleplay, as roleplay > optimization.

You may have 6000 gp to spend. If your character is from Numeria, or has the Technologist feat, you may purchase 1-2 technological items. If you are from Torch, please do not be an adopted child/student of Khonnir Baine (you may instead be related/connected to some other denizen of Torch). Please post crunch, bio and desired role. No need to post crunch or bio if from my previous games with returning characters. Returning players may post new characters, if they’d like to try something new.

For a more enjoyable experience you should participate in Exploration (looking around, making decisions, knowledge, etc.) Combat(ranged, melee, knowledge rolls, strategy, etc.) and Role Playing (talking, thoughts, emotions, diplomacy, voting, deciding on a course of action or path, interacting with your party members, etc.).

Posting:

Please try to post at least once a day, more is preferable. I tend to post from night time US until morning (this is due to being in another country at the moment) and several times.

Recruitment Time and Game Start:

Recruitment ends January 1, 2014. Games will begin sooner if the current campaigns are ready. Book 2, Lords of Rust, should last until the end of March-April, though this approximation is likely to change.

Please post if you have questions.


I have a samsaran investigator I'd love to run through Iron Gods. He's a skill monkey with a heavy focus on linguistics and knowledge skills, being driven mad by the memories of his past lives always fighting for dominance. He has a tendency to blank out in conversations, forget who he's talking to, and talk in bizarre accents when in situations of extreme stress, such as combat.

If he interests you, I can re-stat him next time I'm at HeroLab.


I would be interested in playing this devout Bard archer. While she is starting with a composite shortbow, it may transition into a two-handed ranged technology build if appropriate. This will be my first ever play by post, but I work from home and can post very frequently if necessary.

Made her in Hero Lab already; have used the Stargazer trait from the Iron Gods Player's Guide, is that okay? Let me introduce the character to you.

Sarainy is a Varisian wanderer and worshipper of Saranrae, who is fascinated by the prospect of meeting those who also bathe in our Sun from other worlds. She arrived in Numeria only six weeks ago, and has been fascinated with the local 'technology' ever since.

Her father was a paladin of Saranrae who left to fight in the latest Mendevian Crusade many years ago. The stories her mother told of his deeds inspired her. After her mother passed away from long-term illness Sarainy decided to go forth to not only spread stories of hope but also to forge her own.

Supporting herself by singing and storytelling, she does so both in taverns and in churches. While a strict believer in the goodness of people, it is her opinion that laws are there purely as a guide to morality - and sometimes need to be broken for the greater good.


Dot of interest here. I was wondering what your view on the Android race was. I had an Android bladebound/kensei I would like to pitch. Due to the setting, I figured it would be interesting to have an emotionally challenged android with a black blade bent on feeling the emotions normal sentient beings experience. I thought it could add a lot of interesting RP for the char personally and those around him. On top of anything I have been REALLY wanting to make a magus... lol... Thanks in advance.


Pathfinder Rulebook Subscriber

You may make Android characters, if you wish.


Any suggestion of what the party might need?

Liberty's Edge

I have a gnome gunslinger (experimental gunsmith) who is working towards becoming a shieldmarshal, who started the first adventure, but it has since died out. If I could I would like to level him up and play in this next book, if possible.


is any 3pp stuff being used. Realy been wanting to play an Aegis


I'd like to put forth a Brawler for this. Not only does the idea of sundering robots with bare hands sound awesome, the back story idea I came up with him is this; He's part of a select (though large) group of people trained to combat robots and machinations through martial prowess alone. A contingency by Khonnir in case they gained full control over magic, there would still be people who could effectively fight back.

My character, Will Gestros, is one such person.


Dotting with interest. I'm feeling an elven druid on the way


Here's my metal elemental its wizard I've been wanting to play in this AP. Thanks for the consideration.


Working on the crunch and background. I should have everything up by Christmas. I am getting all giddy over making this char.

How in depth do you want our background?

EDIT:

Also, how are we doing HP?


Questions:
- What are the rules/availability of firearms in this game?
- Would you consider a crafting based character effective?
- Do you allow the crafting of technological items?
- Where can we access the player's guide and other relevant materials?

Thanks very much!


Stupid autocorrect. My last post should have said, "Here is the metal elementalist wizard..."

Envoy's Alliance

remaking him a little, as he will be a sorceror instead of a wizard as well as a race chance, will let you know when he is complete for the remake.

Still keeping personality and a lot of him the same though.


Pathfinder Rulebook Subscriber

There are actually four parties, which will have 6 members each. They have a chance to change their characters if they are continuing, so no outstanding class picks.

Groups:

Blue: (Life)Oracle/Paladin, Archaeologist Bard (Skill), Ranger/Rogue (melee), Wizard (buff)

Red: Vermin Hunter(with beetle), Freedom Cleric of Desna, Nature/Freedom Bard of Desna, Sorcerer (changing from Metal Wizard), Psychic Gun (3pp)

Green: Brawler, Fighter (ranged), Summoner (angelic eidolon), Duelist Bard (singer)

Orange: Paladin , Waste Druid, Shield/Mutagen Brawler, Life Oracle, Techno Wizard

Remember some of these may change. So you don't need to try to fit, but maybe try to avoid something already there.

-3pp classes are fine if you can roleplay it and it makes sense.
-At least a paragraph for background. Maybe small biography and goals. Why you are in Numeria. Why you are your class.
-You may use half + 1 for HP, or roll.
-You won't find firearms. Most of the firearms are energy/laser/high tech weapons, so if you make a gunslinger you'll have to make weapons/bullets yourself.
--Crafting is probably not effective. You have some time to craft things, as well as time between books, but not a lot of time during an adventure.
-I believe tech crafting starts in Book 3. As such, you won't be able to craft technology in this book. But I will allow tech crafting later, should I continue with Book 3.
-You should be able to download the player's guide on this Paizo site, and PRD has tech gadgets/equipment if you want to purchase some of that. Remember, you may only purchase up to two items, if you are from Numeria.


Introducing, Will Gestros! Brawler, good with animals and kids, bearer of a symbol of omen, and fully prepared to demolish any evil machinations!


Thanks for the heads up.

Understanding that we are starting this off in the second book, Would we still be able to select a campaign trait? I was looking at stargazer for this char, but don't know if that would be an issue.


Greetings, human. I am called Syvlara, from the MoonWillow clan. You may call me Lara, if your tongue cannot pronounce our noble language. Understand that working with your kind displeases me, however there are much more important things at stake.

Brief Story:

Do not think me soft for being a woman. I have led my people to fight off an entire orc raid when our soldiers were away for war. We were not fighters, then, but simple artisans, hunters, and gatherers. My father runs the best bow making circle of any of the elven tribes. However, we lost many in our defence, including my mother and elder brother. Now that the soldiers have come home, I set out with a different task.

I will not tolerate the blighted creations of metal and lightning that linger in my people's lands and threaten their homes. Recently I learned that more of these "Robots" are lurking beyond my people's borders. While the rest of the clan waits for the destroyers to approach, I will stand against them, even if I must do so alongside the pitiful races of man and dwarf. In the long run, the safety of my people is worth it.

Crunch:

Female elf Fighter (Archer) 4
CG Medium humanoid (elf)  
Init +6; Perception +9 
-------------------- 
Defense 
-------------------- 
AC 18, touch 14, flat-footed 14 (+4 armor, 4Dex) 
hp 36
Fort +5, Ref +5, Will +1   
-------------------- 
Offense 
-------------------- 
Speed 30 ft.
Melee -
Ranged Conserving Composite +2 Longbow: +9 (1d8+8(x3))
-------------------- 
Statistics 
-------------------- 
Str 14, Dex 18, Con 12, Int 15, Wis 10, Cha 10 
Base Atk +4; CMB +5; CMD 20  
Feats elven accuracy, point blank shot, precise shot, rapid shot, focused shot, run
Traits eternal grudge (racial), fleet footed (racial), reckless, seeker, robot slayer, xenophobic
Racial Modifiers elven immunities, low light vision
Languages Common, Elven, Orc, Hallit

Skills:
 
Acrobatics +12,
Appraise +2,
Bluff +0,
Climb +7,
Craft Bows +9,
Craft Alchemy +7,
Diplomacy +0,
Disguise +0,
Escape Artist +4,
Fly +4,
Handle Animal +0,
Heal +0,
Intimidate +4,
Knowledge Dungeoneering +2,
Knowledge Engineering +2,
Knowledge Geography +3,
Knowledge Nature +3,
Perception +9,
Ride +4,
Sense Motive +0,
Stealth +5,
Survival +5,
Swim +6

Other Gear:

 
Weapons, Armor, Ammo
Conserving Composite +2 Longbow: 2200gp

+1 Studded Leather Armor: 1175gp

20 Common Arrows: 3sp
1 Bleeding: 120gp
20 Blunt: 7sp
3 Iodestone: 10gp
3 smoke: 10gp
3 splintercloud: 25gp
3 tanglefoot: 20gp
3 trip: 25gp

Misc.
Portable Alchemist's Lab: 75gp
3 flasks of Acid: 10gp
3 thunderstones: 30gp
3 tanglefoot bags: 50gp
3 smokesticks: 20gp
Fighter's Kit: 9gp
Masterwork Artisan's Tools (Bows): 55gp
Potion of Shield of Faith +2: 50gp

Boots of the Cat: 1000gp
Quick Runner's Shirt: 1000gp

Remaining Gold: 115gp

Your consideration is appreciated. I shall return upon your summons.


Hey! I have to admit, while I'm DMing a Iron Gods game (So I'm spoiled, unfortunately), I'd still like to play a character, though I do suffer a minor issue: She's somewhat reliant on something of a homebrew archetype and spell:

The spell:
Least Animate Dead (Wizard 1):
This is exactly the same as Animate Dead, except You can animate 1 hit die worth of undead per caster level.
The Archetype in Question::

Prerequisite: A wizard must be a Necromancer to take this archetype.

Spellcasting Slowment (Su):
You are considered one level lower per five wizard levels for the purpose of spells per day and spells known.

Play with that in Nature (Ex):
You can spend thirty minutes with your undead to add Evolutions to your undead equal to half your Wizard level. To do so requires a corpse of a creature of equal or greater hit dice.

Undead Minion:
A 1st-level necromancer using this variant can begin play with an undead minion (a human warrior skeleton). Obtaining this minion takes 24 hours and uses up magical materials that cost 100 gp.

This creature is a loyal servant that follows the necromancer's commands and accompanies her on adventures if desired. If the skeletal minion is destroyed, the necromancer suffers no ill effects and may replace it by performing a ceremony identical to the one that allowed her to obtain her first servant.

At 1st level, the skeleton is completely typical, but it gains power as the necromancer gains levels. The skeleton has a number of Hit Dice equal to the necromancer's class level. Add one-half the necromancer's class level to the skeleton's natural armor bonus. Add one-third of the necromancer's class level to the skeleton's Strength and Dexterity scores.

Early Access:
You may add Animate Dead and Lesser Animate Dead at the cleric level, rather than the Wizard level.
This replaces the Life Sight ability.

Animator (Su): You can animate and control 6 hit dice of undead when you cast Animate Dead at the fifth level
This replaces the fifth level bonus feat.

Enhanced Undead (Ex)
Any time a necromancer using this variant creates an undead creature (such as with animate dead, create undead, or create greater undead), all undead creatures created gain a +4 enhancement bonus to Strength and Dexterity, and two additional hit points per Hit Die. This ability does not affect the number or Hit Dice of animated creatures that the necromancer can create or control.

A necromancer using this variant does not gain additional spells per day for being a specialist wizard.

Just a concept I've had in my mind for a while. A neutral necromancer Wizard of Nethys, seeking to use her necromorphic minions to the utmost use. She views necromancy as just a tool to get stuff done.


Not submitting an application as this AP just does not really start my creative juices flowing. However, I must once more say that DM Demonmoose gets my vote for the best DM name on the boards.
(Yeh, I live in moose country, so I might be bias.)


Pathfinder Rulebook Subscriber

You may select a campaign trait from the Iron Gods campaign. Again, please avoid being Khonnir's adopted child unless you have a good reason not being in Torch recently. If you want that campaign trait, I can help you pick any number of different Torch residents to be connected with.

@Syvlara, I believe your bow is costed incorrectly. It would have to be a +1 Conserving Composite (+2) bow. Which would be 8600 gp (+1 2000, +1 ability 6000, +masterwork 300, +composite bow +300). You can change it to a +1 Composite (+2) bow, which would cost 2200 gp (ignoring the masterwork cost and standard weapon cost).

@Vagabonds, I would need to see a class/archetype development "table", or all skills for levels 1-7, unless these are the only changes. It might also need some adjustments to make it on par with other classes. Play with that in Nature (Ex)/Undead Minion and Enhanced Undead (Ex) should replace wizard abilities like, Arcane Bond and Scribe Scroll. I also think Play with that in Nature should be called Undead Evolution or something else, and only be usable once per day, or once per every two wizard levels. This is just a quick glance.


GM Demonmoose wrote:


@Syvlara, I believe your bow is costed incorrectly. It would have to be a +1 Conserving Composite (+2) bow. Which would be 8600 gp (+1 2000, +1 ability 6000, +masterwork 300, +composite bow +300). You can change it to a +1 Composite (+2) bow, which would cost 2200 gp (ignoring the masterwork cost and standard weapon cost).

Changing it now to a +1 Composite (+2) Longbow. I missed a rule in magic weapons.


GM Demonmoose wrote:
@Vagabonds, I would need to see a class/archetype development "table", or all skills for levels 1-7, unless these are the only changes. It might also need some adjustments to make it on par with other classes. Play with that in Nature (Ex)/Undead Minion and Enhanced Undead (Ex) should replace wizard abilities like, Arcane Bond and Scribe Scroll. I also think Play with that in Nature should be called Undead Evolution or something else, and only be usable once per day, or once per every two wizard levels. This is just a quick glance.

Well, Spellcasting is kinda on par with a feat +, just that you can't get it via feats (I mean, cantrips are considered, Iduno, either a feat, or half a feat for price. Minor magic is a rouge talent, while Trifler is a trait, or half a feat.

Another point of Reference is the arcanist, to whom losing a single one at level 1 is worth... Well, complete control over your picks, 10 metamagic feats MINIMUM, or 10 class features, along with picking and choosing spells as you level up. Admittedly, the Arcanist is a fair bit powerful (Some call it overpowered), but even if you make it so that it's just spells known, it's still fairly powerful. Now, keep in mind, I'm losing four times as much. That might help you consider whether this archetype's balanced. That's pretty much my best argument for this archetype.

Enhanced Undead is directly from 3.5, under Specialist Wizard Variants. That is something to consider (Remember: Spells are class features that you can swap around, too.)

And I like arcane bonds. They give my character someone to bicker with in their own time without using up other players time, and grant me someone to talk to, along with being fairly versatile, while the undead minion is a beatstick with little to no flavor. I'd be... Relucatant, to say the least, to give up something I can talk to (I like my characters to have a friend to talk to).

Play with Nature might be a bit much. It's meant more as a "I like to customize my undead" type of feature. She tries to change her minion to something helpful for folks (Skilled Trait is amazing for this, so I can take a regular skeleton and add Skilled several times. Skilled (Profession) is fun). Think of it like Evolved Evolution, only for undead.
Here, mind if I change it to 1/3rd my Wizard level, instead of half my Wizard level? Seems a bit more balanced.

Anyway, the primary reason for not replacing the core class features is to make it so that she is still, UNDENIABLY, a Wizard. She's a Wizard through and through, she's just a bit into the Macabre.

Also, the only thing that's missing is swapping Appraise for Disguise.


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Muga, Statblock:

Male Human Samurai (Sword Saint) 4
TN Medium Humanoid (Human) Perception +0
XP: ???
--------------------
DEFENSE
--------------------
AC 16, touch 12, flat-footed 14. . (+4 armor, +2 Dex)
hp 39 (4d10+12)
Fort +7, Ref +4, Will +2
Resist Fire 2
--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee +1 Fire-Forged Steel Nodachi +10 (1d10+7/18-20/x2/S or P/Brace) and
. . Dagger +8 (1d4+4/19-20/x2/P or S) and
. . Unarmed Strike +8 (1d3+4/20/x2/B/Provokes)
Ranged Mwk Composite (+4) Longbow +7 (1d8+4/20/x3/P/110 ft)
. . Dagger +6 (1d4+4/19-20/x2/P or S/10 ft)
Special Attacks Challenge 2/day
--------------------
STATISTICS
--------------------
Str 18, Dex 14, Con 14, Int 8, Wis 10, Cha 14
Base Atk +4; CMB +8; CMD 20
Feats Intimidating Prowess, Equipment Trick, Weapon Focus (Nodachi)
Traits Bestial Fury, Killer, Signature Move
Skills Bluff +9(10 with weapon), Climb +11(10 with armor), Diplomacy +9, Intimidate +13(14 with weapon), Sense Motive +6, Survival +4
Languages Common, Tien
Combat Gear +1 Fire-Forged Steel Nodachi, Mwk Composite (+4) Longbow, dagger, Fire-Forged Chain Shirt, 80 arrows.
Other Gear Cloak of Resistance +1, combat scabbard, 20 Black Powder Doses,
Encumbrance 51 lbs of stuff vs light load of 100 lbs.

Coin: 6000 - 2000 (sword enhancement, base sword gotten from trait) - 1000 (cloak) - 1 (scabbard) - 800 (longbow) - 200 (Powder) - 4 (Arrows) -1100 (Armor) = 895
--------------------
SPECIAL ABILITIES
--------------------
Challenge- 2/day, swift action, challenge target within sight, deal 4 extra damage per melee attack, -2 AC vs other targets, lasts till target is unconscious or combat ends. If target challenges, smites, quarries, ext in return, +2 morale attack and AC towards that target.
Weapon Expertise- Draw Nodachi as a free action, as though has quick draw, +2 to confirmation on critical hits, treats Samurai level as Fighter levels for feat prerequisites for Nodachi.
Resolve-2/day, regain 1 per successful defeat of challenged opponent. As a standard action, remove fatigued, shaken, or sickened for one hour. Or, as an immediate action, roll twice and take the better result on a Fortitude or Will save. or, as an immediate action, stabilize and remain conscious when at 0 or less HP but not dead, without losing HP if taking a standard action, still staggered.
Iaijutsu Strike- As a full round action vs a target of his challenge before he has attacked them, when his sword is in his sheath, deal +2d6 damage, and take -4 to AC until his next turn.
Brutal Slash- +2 to confirm critical hits with iaijutsu strike.
Self Reliant- Get second will save vs ongoing effects on the end of the second round of the effect. On turn after being dropped below 0 hp, roll twice to stabilize.
Intimidating Prowess- Add Str modifier to Intimdiate checks
Reserved feat slot for equipment trick-
Weapon Focus (Nodachi)- +1 to hit with Nodachi.

Edicts:

Ronin Edicts:
"Those willing to draw blood will have their own drawn in return"- Muga believes that anyone who plots the death of another will some day have it return on them. Muga has no moral compunctions against killing anyone who would fight. Likewise, he doesn't hold other's slaughters on the battlefield against them either. Those who would kill, in his opinion, have thrown away all rights to mercy or justice, instead choosing to depend on their own strength. However, the counterpoint to this is one of the few shreds of decency Muga still has. Those with no will to fight or kill, whether by their hand or their machinations, do have the right to expect mercy and should not be killed, perhaps even protected.
"The first tool of mankind truly designed just for warfare and slaughter, the sword has acquired our taste for blood"- Muga has a reverence for the sword and other similar cultural weapons that explicitly originated for combat, unlike bows or spears originally for hunting. He will respect the blade of an opponent as part of that opponent, not something to be stolen or weakened by treachery, but to be met head on in colliding battle. He will never attempt to disarm or steal a "true" weapon from an opponent, whether in battle or out of it. If he chooses to spare someone for being a worthy opponent, for example, he will allow that opponent to leave with his "true" weapon regardless of how stark raving stupid it is to do so.
"We walk our path to death alone."- Muga does not believe in fighting as a unit. He fights alone. He's not so prideful as to reject healing when wounded or magical assistance when he fights an opponent similarly assisted. Still, he's not a team player. If you change your plan to coordinate with his actions, he can't do anything about that, but he won't likely go along with plans to double team any warrior he believes is worthy of respect. (Has Loner Drawback)

Traits:

Bestial Wrath- Something inside me feels like it slows down as the critical moment approaches, giving me all the time in the world to savor the surge of wrath and joy that flows over me, awaiting the blood tide. (+2 bonus on critical confirmation rolls, Religious)
Killer- Death is the only thing with meaning left to me, the beauty of flawless stroke. (+1 damage on criticals, multiplied by modifier, Combat)
Signature Moves- My master wanted me to become an element of fear and terror to cow his enemies, spreading word of the bloodthirsty samurai with a demon possessed Nodachi that springs forth from its sheath wrapped in flames with a hellish roar. I'd hate to disappoint, it's a good rumor. (Has Mwk Fire-forged Steel Nodachi, and gains +1 to Bluff and intimidate while wielding it, Social)

Background:

Theme-The only thing I know for Real - Metal Gear Rising: Revengeance

Muga's birth name was Takahashi Tsuyoshi, born second son to a Tian-Min Daimyo. As the first son was intended to inherit the father's position, Tsuyoshi was groomed to become a terrifying and ruthless general to secure his brother's power. Unlike normal samurai training, Tsuyoshi was encouraged to focus entirely on his sword skills, neglecting the balanced mix involving arts. Between his trainings, he often played sticks-as-swords with boys from the nearby village, teaching them what he learned via the teaching method of hitting them until with the technique until they mimicked it. They becamge great friends.

Later in life, Tsuyoshi's father decided to test whether his second son's skills could hold up in real battle, and to immunize him to empathy, sending him alongside an elite force to mop up bandits in the local countryside. Two bloodstained years of hectic slaughter later, Tsuyoshi was everything his Father wished for, with only one mission left to cement him as a terrifying legend to keep the peasants in line. His father sent their force against the same village that Tsuyoshi had played in as a boy, which had since become a hotbed of anti-Daimyo sentiment, and Tsuyoshi, so caught up with the campaign, didn't even realize what village they come up against. As the Takahashi clan's elite forces were wealthy group that utilized gunpowder to disorient the targets, soldiers used firebombs, smokebombs, and primitive grenades, Tsuyoshi was not sent into the fray until the battle was choked with smoke. Tsuyoshi marched into battle with the same swagger he always did, eager to slay opponents in a tide of blood with his oversized blade.

It was quite unknowingly when Tsuyoshi slew his best friend. But as his other friends from the village fell upon him, screaming his name and declaring their vengeance, Tsuyoshi knew quite well who they were as he cut them down mercilessly. It was a religious experience for Tsuyoshi. Looking back, this is the point when he began calling himself Muga. He came to view himself as was a product of man's desire to kill, just as he viewed his sword as the avatar of his own desire to kill. He would not disappoint. He left the battle, cutting his way out through the rebels and his father's forces with equal joy and vigor. His father's forces were far harder prey than the rebels, and Muga still carries a bullet torn through his armor into his upper chest on the right side, the long-cooled metal a strange splat pattern from the heat and speed it originally hit and deformed against his armor with.

It would likely be that Muga would be some sort of bogeyman in the night, a tale of a warrior showing up at battlefields and fighting both sides if it were not for a small child that had followed the path Muga cut out of that battle. With no desire to fight, simply wishing to escape and survive, Muga had compassion, taking care of the child. Leaving Minkai and then Tian Xia enterily, Muga took Mitsu to Numeria, a land where the harsh struggle for survival resonated with him. He now acts as a mercenary to provide for the two of them, willing to take on any mission for any side as long the victims of his actions are "warriors".

If you'd like us to have ties to Torch, it could be Muga's home, and where Mitsu currently is, so if anything threatens that place, it would motivate the normally loner Muga to work with any group to safeguard Mitsu's home. Of course, he was recently on a trip to earn money, which is why he wasn't around for previous group's adventures. :P

Custom Things:

Demon Blade's Roar*- (Equipment Trick- I'd like an equipment trick that allows Muga to load his sheath with gunpowder, blasting his sword out of his sheath and into his hand instead of drawing it normally, fully heated so that his Fire-Forged Steel Nodachi is aflame, this being his Signature Move. It would cost a dose of Black Powder per use, and it would take a full-round action to refill the sheath and sheath his weapon. Only combat effect being heating his blade so the Fire-forged ability takes effect when he draws his blade by this trick.)

If I may, I'd like to Mwk the scabbard (price at your digression), for +2 to intimidate checks against those that hear the Demon Blade Roar.

May my character use a Nodachi as his samurai weapon, representing a really heavily weighted and long Katana?

And, I'll get the Player's Guide shortly to see if there are any special modifications I should make to the character.


Pathfinder Rulebook Subscriber

@Iron Vagabond, well you do lose a lot of spells with your archetype. I suppose that makes it okay. You could always have the undead have the ability to talk. But its not too big a difference to keep Arcane Bond.

Spellcasting Slowment is a little confusing. At level 5, you become a level 4 amount of spells, then at level 10, you have level 8 spells. Then at Level 15 you have level 12 spells, finally at level 20 you have level 16 spells? Could be okay. Every five levels, you don't learn new spells or gain new spell slots.

Have you thought about having four enemy schools like the spellslinger archetype, or do you think this is significantly better/worse than your homebrew?

--

@Illia

Custom things look okay. Nodachi looks fine and the masterwork scabbard should cost 200 gp.

If you have 3 traits you have to take a flaw also. Or stick with 2 traits.

Muga doesn't have to be from Torch or Numeria. He should have a reason to be there, even if he's a wanderer. I'd like to know where he is from, who trained him. Why he wants to help out Torch. Who Mitsu is.


dot
Just a current player lurking.


GM Demonmoose wrote:


Custom things look okay. Nodachi looks fine and the masterwork scabbard should cost 200 gp.

If you have 3 traits you have to take a flaw also. Or stick with 2 traits.

Muga doesn't have to be from Torch or Numeria. He should have a reason to be there, even if he's a wanderer. I'd like to know where he is from, who trained him. Why he wants to help out Torch. Who Mitsu is.

3 Traits: Has Loner Drawback (-1 AC when adjacent to allies/aiding another), it was just placed under his edicts because one of his edicts is the cause of it.

Reason to be there-Where he is from-Who trained him-Why he wants to help-Who Mitsu is: As explained in the four paragraph background of doom, he is from Minkai, he was trained by tutors and his father in Minkai, Mitsu is a child that he is taking care of, his reason to be there is fleeing from Minkai to keep Mitsu and himself safe and he liked the savage nature of Numeria, he wants to help because he's made his home for himself and Mitsu here, and anyone who threatens torch threatens Mitsu.


Pathfinder Rulebook Subscriber

@Illia: That's weird. I must have missed that spoiler.


GM Demonmoose wrote:
@Iron Vagabond, well you do lose a lot of spells with your archetype. I suppose that makes it okay. You could always have the undead have the ability to talk. But its not too big a difference to keep Arcane Bond.

Indeed. I like talking to my minions.

GM Demonmoose wrote:
Spellcasting Slowment is a little confusing. At level 5, you become a level 4 amount of spells, then at level 10, you have level 8 spells. Then at Level 15 you have level 12 spells, finally at level 20 you have level 16 spells? Could be okay. Every five levels, you don't learn new spells or gain new spell slots.

Indeed, that is exactly how it works. Admittedly, caster level still advances, just not spells per day and spells known.

GM Demonmoose wrote:
Have you thought about having four enemy schools like the spellslinger archetype, or do you think this is significantly better/worse than your homebrew?

Well... Depends on how much you would value having a character, in essence, being capable of having up to six semi-eidolons (Undead Minions with 5 hit dice with a evolution a piece, or two a piece) (Note: I'll try to keep the quantity down) is worth 4 banned schools. Personally, I don't like it that much, and would prefer the Casting slowment.

And, yeah, those are the changes for now.

Though, May I request a few small things?

The Things::
Feat:
Fell Robot
Prerequisite: Technologist, must be able to animate dead.
You're understanding of Robotics and the undead grant you insight to creation. By weaving the bodies of the Deceased into it's circuitry, you can raise Robots as your undead Minions.

You can use a number of corpses, with hit dice totaling the hit dice of the robot (Or Construct), to be able to animate the robot as if it was a undead creature. When casting Animate Dead, you may add the skeleton or zombie template to a destroyed construct, even though it does not meet the prerequisite. It gains bonus hit points as if it was a undead creature, rather than from it's size.

In addition, if you have the remains of a robot with integrated weapons, you may spend the cost of crafting that weapon to add it to your undead minion.


I want to put forth Kharmell before it gets too late. He still needs some work, but he's an android Wizard (Spellslinger). Have gun, will travel.
He's been in conflict with the Technic League from the moment of his first memory.


Pathfinder Rulebook Subscriber

@IronVagabond, Fell Robot is too strong. Robots raised need to lose Defensive Abilities, otherwise you have an army with Hardness 5 or 10, can't be flanked, force fields, etc. It probably should lose any non-combat feats, as well as intelligence, as they are now undead as well as constructs. It should keep the robot/construct subtype and be undead.

Paying the cost of integrated weapons is fine. But it should probably need batteries and have charges like normal weapons, as their bodies are not completely robotic/construct anymore.

Probably needs some more revision.


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GM Demonmoose wrote:
@IronVagabond, Fell Robot is too strong. Robots raised need to lose Defensive Abilities, otherwise you have an army with Hardness 5 or 10, can't be flanked, force fields, etc. It probably should lose any non-combat feats, as well as intelligence, as they are now undead as well as constructs. It should keep the robot/construct subtype and be undead.

I was just gonna go with losing all combat feats, the undead replacing the AI that used to control the bot. And the skeleton and Zombie templates specifically state that they lose intelligence and feats, gaining only a handful of feats. Defensive Abilities are already removed by both the Zombie and the Skeleton templates. It's type already turns into an undead, as per the Template described.

GM Demonmoose wrote:
Paying the cost of integrated weapons is fine. But it should probably need batteries and have charges like normal weapons, as their bodies are not completely robotic/construct anymore.

I think you misunderstood: I was thinking more adding Integrated Weapons to my non-robot undead. Like just ripping the whole bottom part of a collector robot and implanting it into the center of my (Non-robot) undead minions to function as emergency defense. The robo-zombies still get their integrated weapons, because that's the robot equivalent of a natural attack. It's basically "That's a nifty weapon. Let's add the entire right arm to my zombie."

GM Demonmoose wrote:
Probably needs some more revision.

By Sounds like it. Still, in a campaign that contains so many robots, it's gonna be useful to be able to animate them.

Also, a quick little story I just wrote:

The Discovery:
The table was cold, the walls, table, and worstations sanitized with fire and sodium hypochlorite.
And she stand there, looking at my creation.
It was worrying, it. It was a robot, one that came to collect her. Why, she didn't know, maybe it was these experiments that made these robots seek her out.
She just looked at it, broken and beaten.
She slowly walked forward, placing three finely cut onixes into the robots eyes.
And she turned to the cadaver.
The cadaver had been raided of muscle mass, it's head cut open and brain tissue removed.
She looked at the robot again, it's circuitry and broken parts overlayed with Muscle and Brain Tissue.
She breathed in, pulling out the silverdust, and sprinkling it around the robot. Pulling out the vial of unholy water, she walked to her gods altar, and desecrated the area.
And she begun her chant, feeling the necromorphinc energy flow through her hand, flowing through it into the onyx...
The robot flickered.
The robot flinched.
She watched as the robots servos slowly whirred to life, as it began to float.
"Yes..."
And fly...
"YES..."
And work.
"YES!"
She stood up, and danced like a fool, the sound of joy in her voice slightly louder than the sound of stampeding elephants.
She smiled, slowly walking to the undead collector.
"You're my... Most wonderful creation..." she said, slowly stroking it, tears flowing down her eyes. She felt... Accomplished. So many tries she's tried this, and now? Now she may use those robots that are unused to use. She had mastered them... Now what she will do...
She smiled, gesturing the robot to sit down next to her. That it did, and she got to work imparting the materials necessary for her work.
---
She sat down, a zombie slowly cleaning the floor to her right. She heard the tapping of a hammer on the roof, as her newly animated robot worked on roofing.
And a few more requests::
May the archetype add Disguise and Heal to the list of class skills, and add Desecrate to the spell list?

Also, would a robot's flight be considered magical (Generally speaking, Magic and Technology are only a hair throw away)

Thirdly, may I gain Animate Dead as a second level spell until I obtain third level spells? This is primarily because I'd rather not miss out on Necromancy, and I just realized I wouldn't be able to cast Animate Dead until level 6.

And, finally, may I have a pre-game undead minion? Her first undead minion, in fact:


Minion.:
Collector Robot CR 1
N Medium Undead (robot)
Init +8; Senses darkvision 60 ft., low-light vision; Perception +4
Defense
AC 18, touch 16, flat-footed 16 (+6 Dex, +2 natural)
hp 21 (2d8+12)
Fort +0, Ref +6, Will +0
Defensive Abilities; DR 5/Bludgeoning, Immune Undead Traits, Cold
Weaknesses vulnerable to critical hits and electricity

Offense
Speed 10 ft., fly 60 ft. (perfect?)
Melee 2 slams +6 (1d4+5)
Ranged integrated stun gun +7 (1d8 nonlethal)
Special Attacks integrated stun gun

Statistics
Str 21, Dex 23, Con —, Int -, Wis 10, Cha 14
Base Atk +1; CMB +4; CMD 18
Feats: Improved Initiative (B)
Skills Perception (4), craft Carpenter +8 (Evolution Point); Racial Modifiers +4 Perception, +4 Survival to identify tracks.

Integrated Stun Gun (Ex) A collector robot has an integrated stun gun slung beneath its body. This weapon uses a powerful sonic amplifier to produce powerful lowfrequency blasts of energy that pummel targets. This weapon has a range increment of 20 feet, and it deals 1d8 points of nonlethal damage. On a critical hit, the robot can attempt a free trip combat maneuver (CMB +12) against the target, which does not provoke attacks of opportunity.

Grand Lodge

Why not just go with Animate Object?


Pathfinder Rulebook Subscriber

@Iron Vagabond,

Still trying to balance your feat out.

-Amount of integrated weapons should be limited. I don't want you putting 10 integrated lasers on a robot or something weird. Probably 1 per 3 CR or 1 per 2 CR of the base robot, including ones it already has. Or maybe just a flat 3 integrated weapons.

-I don't know why you'd have disguise. But you should have Heal. You can add Heal if you remove another skill. You can have Desecrate (maybe as a level 3 spell?) to the spell list, if you remove some other same level spell.

-Robot's flight is not magical. Too bad.

-You can't use your Lesser Animate Dead as a crutch until then? I think you can wait. Oh, you should give up some Level 1 spell for Lesser Animate Dead.

-Your first minion could be fine (That minion should be CR 2, at least) if you don't start with a familiar/bonded object. You can obtain one of those later.

Feat Example:

Let's say you are Level 4. You use Lesser Animate Dead to raise a Gearsman. The gearsman gets the skeleton template. That seems okay. You can mutate it with 1 evolution point (probably a skill). (I guess as a skeleton since there's no flesh.)

But then you get to Level 8 (Have Level 7 spell slots, now you have Level 4 spells) with Animate Dead, and you can raise 4HD per level (8) = 32 HD of undead robots. They last forever, you can evolve them with 2 points of mutations (just uses up time), and put weapons on them (for a lot of gold). You can raise 4 gearsman (2 per spell, you have 2 castings of Animate Dead) or raise 4 8HD monster robots. The second case effectively adds 4 more near-pc-strength characters to the party, while the first adds 2 near-pc strength characters.

If that's correct, that's very overpowered.

They should not be permanent, and/or you should raise less HD (maybe 2HD per level, from the base), and/or the robots raised have only 1/2 their HD (adjusted by undead template), and/or something else to compensate. Maybe the total undead robots you raise is equal to your wizard level. I think this is the most balanced. Robots/constructs are much stronger than skeletons/zombies.


Human cleric of Desna .... returning character, will make some changes to the build.


Pathfinder Rulebook Subscriber

Current Teams Revision:

Blue: (Life)Oracle/Paladin, Archaeologist Bard (Skill), Ranger/Rogue (melee), Wizard (buff)

Red: Vermin Hunter(with beetle), Freedom Cleric of Desna, Warpriest (Changing from Freedom/Nature Bard), Sorcerer (changing from Metal Wizard), Psychic Gun (3pp)

Green: Brawler, Fighter (ranged), Summoner (angelic eidolon), Duelist Bard (singer)

Orange: Paladin , Waste Druid, Shield/Mutagen Brawler has left. , Life Oracle, Techno Wizard


GM how do you feel about the Psionic Bloodline it is 3pp from the Wayfinder magazine. It was made by Neil Spicer the author of Fires of Creation.

My plan is to make a "Psion" using the sorceror base class but refluffing some of the spells/abilities.


Pathfinder Rulebook Subscriber

@@GNiles, Psionic Bloodline looks okay.


Fixing to reapply Linpul. With 6k it looks like she might pick up a belt of con or simply enchant her weapon and get a few random magical items. Spell wise shell have bulls strength and a few uses of it per day.


Yvell will obviously be joining though I dont plan to change or reapply him.


GM Demonmoose wrote:

@Iron Vagabond,

Still trying to balance your feat out.

-Amount of integrated weapons should be limited. I don't want you putting 10 integrated lasers on a robot or something weird. Probably 1 per 3 CR or 1 per 2 CR of the base robot, including ones it already has. Or maybe just a flat 3 integrated weapons.

A complete max of three is fine by me (Though having it limited to the max number of attacks as a eidolon would be a more rule-supported one). Also: Zombie with laser armada.

GM Demonmoose wrote:
-I don't know why you'd have disguise. But you should have Heal. You can add Heal if you remove another skill. You can have Desecrate (maybe as a level 3 spell?) to the spell list, if you remove some other same level spell.

Primarily to prevent myself from getting stabbed in all civilized locations by disguising my undead as living creatures, disguise is for. I can swap Apraise for heal, don't know what I can swap for Disguise. Removing a spell from the Wizard's list is kinda a futile effort, since they kinda can't get everything, and they have a huge list of spells, and they don't work off of spells known.

GM Demonmoose wrote:
-Robot's flight is not magical. Too bad.

Alright, understood- Was mostly just a hope.

GM Demonmoose wrote:
-You can't use your Lesser Animate Dead as a crutch until then? I think you can wait. Oh, you should give up some Level 1 spell for Lesser Animate Dead.

Well, I'd still like to point out what the Arcanist gains, and removing a spell from the wizard list is kinda foolish (Since I can cast any spell on the list), but if I must, I'd go with Defoliate for lesser animate dead, and Toxic Gift for Animate dead.

GM Demonmoose wrote:
-Your first minion could be fine (That minion should be CR 2, at least) if you don't start with a familiar/bonded object. You can obtain one of those later.

Aw. Well, I'll just drop the minion, then (I like having something to talk to too much.). And I suppose it would be a CR higher, since it has 32k gold equivalent of items in it (Enhanced Undead is nice, I love it.)


Dotting for extreme interest. I had a game die out after the end of the first book and I would love to continue the adventure.

I have an aspiring arcane archer who is a great fit. I'll get her crunch updated and be back later with the alias.


I am back with my aspiring arcane archer.

Tessara Yandalëra and her owl familiar Altlan

In combat, she will serve as stealthy ranged DPS and buffer.

Out of combat she will be a stealthy scouter, knowledge base, translator, and utility caster.

If you have any questions don't hesitate to ask. I love feedback, from anybody!


I'm in the group with Yvell. Excited to see who we'll be getting!


I have a Level 4 Sorceror made up.

Backstory:
Ghiv Masdara is a strange man. At least that is what all the people of Torch say. He hears things, whispers in his mind. The truth is somewhat more than that...Ghiv is descended from humans who served the Dominion of the Black, evil spellcasters with weird psychic powers. Ghiv's ancestors crashed to Numeria thousands of years ago in a Dominion Ship. Since that time, Ghiv's bloodline has been rife with madmen and seers. Ghiv wandered around Numeria, providing mystical assistance and doing small tasks for people, and dodging the eyes of the Technic League just like his parents before him and their parents before them. The Technic league would love to vivisect Ghiv to see what makes his strange mind tick, family lore holds that this has happened several times in the past.

Ghiv's Appearance and Personality:
Ghiv looks as odd as he is, he is tall and gangly with a shaven head. His piercing grey eyes show the depths of his psychic powers. Ghiv is driven, focused and obsessed with perfection. He has taken to worshiping Irori because of the deity's pursuit of mental and physical perfection. He also worships the Goddess Brigh because he finds clockworks match his minds need for order.

How Ghiv can enter the campaign:
Ghiv has had dealings with Joram Kyte in the past and considers him a friend. Recently Ghiv was assisting Kyte with delivering some items to a far flung Temple of Brigh. Ghiv only recently arrived in Torch, to hear that someone had relit the Torch and restored Khonnir Baine.

Crunch:
"
Male Human Sorcerer 4
LN medium humanoid
Init +2 Senses Normal Vision Perception +0
DEFENSE
AC 13, touch 12, flat-footed 11
hp 23
Fort 2 Reflex 3 Will 6
OFFENSE
Speed 30 ft
Melee +1 Dagger +4 (1d4+2/19-20/x2) or Ray +4 (Varies/x2)
Space 5 Reach 5
STATISTICS
STR 12 DEX 15 CON 12 INT 12 WIS 10 CHA 18
BAB 2 CMB 3 CMD 15
Feats Spell Focus (Enchantment), Combat Casting, Iron Will
Skills Acrobatics 2, Appraise 5, Bluff 10, Climb 1, Diplomacy 4, Disguise 4, Escape Artist 2, Fly 2, Heal 0, Intimidate 9, Knowledge (dungeoneering) 6, Linguistics 2, Perception 0, Ride 2, Sense Motive 6, Spellcraft 8, Stealth 2, Survival 0, Swim 1
Languages Common, Orc, Androffan
Gear +1 Dagger, Bracers of Armor +1, Ring of Sustenance
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*.

Favorite Class Options

• Add 2 spell known from the Zero Level Sorcerer spell list.

• Add 1 spell(s) known from the 1st level Sorcerer spell

list.*

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

• Focused Mind (APG 329): You gain a +2 trait bonus on

concentration checks*.

Class Features

• Weapon Proficiency: You are proficient with all Simple

weapons.

• Eschew Materials (Core 71): You gain Eschew Materials as a

bonus feat.*

• Psionic Bloodline (Custom): Your bloodline provides you

with unique abilities

• Bloodline Arcana (Custom): Whenever you cast a spell

of the compulsion subschool, increase the spell’s DC by

+2.

• Hand of the Psion (Su) (Custom): At 1st level, you can

cause a melee weapon to fly from your grasp and strike a

foe before instantly returning. As a standard action, you

can make a single attack using a melee weapon at a range of

30 feet. This attack is treated as a ranged attack with a

thrown weapon, except that you add your Charisma modifier

to the attack roll instead of your Dexterity modifier

(damage still relies on Strength). This ability cannot be

used to perform a combat maneuver. You can use this ability

a number of times per day equal to 3 + your Charisma

modifier.

• Mental Resistance (Ex): (Custom): At 3rd level, you gain a

+2 bonus on saving throws against enchantments and

illusions. At 9th level, your bonus on saving throws

against enchantments and illusions increases to

+4.

Feats

• Spell Focus (Enchantment) (Core 134): Add +1 to the

Difficulty Class for all saving throws against spells from

the school of enchantment.*

• Combat Casting (Core 119): You get a +4 bonus on

concentration checks* when casting on the defensive or

while grappled

• Iron Will (Core 129): You get a +2 bonus on all Will

saving throws.*

• Eschew Materials (Core 123): You can cast many spells

without needing to utilize minor material components.

Spells Known
0 at will
Acid Splash Disrupt Undead Detect Magic Message
Read Magic Light Prestidigitation
1 7/day
Magic Missile Cause Fear Delusional Pride Hypnotism
Ear-Piercing Scream
2 4/day
Oppressive Boredom


Pathfinder Rulebook Subscriber

@CampinCarl9127,

I don't believe Magical Knack adds spell slots or add more spells known. Otherwise that would be a pretty powerful feat. It only increases your effective caster level, which makes the spells that you can cast stronger or last longer. It should only be 3 1st level and 2 2nd level based on your INT score.


GM Demonmoose wrote:

@CampinCarl9127,

I don't believe Magical Knack adds spell slots or add more spells known. Otherwise that would be a pretty powerful feat. It only increases your effective caster level, which makes the spells that you can cast stronger or last longer. It should only be 3 1st level and 2 2nd level based on your INT score.

You are absolutely correct, Magical Knack only allows you to treat your caster level as higher for certain effects. However, you are forgetting about the bonus spells granted by Arcane School.

Core Rulebook wrote:
Each arcane school gives the wizard a number of school powers. In addition, specialist wizards receive an additional spell slot of each spell level he can cast, from 1st on up. Each day, a wizard can prepare a spell from his specialty school in that slot. This spell must be in the wizard's spellbook.

Source


Pathfinder Rulebook Subscriber

@CampinCarl9127,

Oh, of course. My mistake. Forgot about schools.


ACK! Paizo forum goblins ate my post. Well, I guess it is time to put him... her... (Do androids have genders?) Here is Aeron, the Android Bladebound Kensai. I am still working on the background. I can be a bit particular when it comes to that sort of thing. I apologize for the delay. The character's role is going to be dps and SOME battle field control through... dps? lol. At least I hope. I am building the character more through RP experience than anything else. I have a route in mind but I tend to veer from that course depending on character interaction and environmental influences. With that being said, I should have the background done and sent in by tomorrow night at the latest. On another note, if anyone has any comments or ideas about the character, I am always open to constructive criticism.

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