GM Shady's Iron Gods

Game Master shady18

Current date: Sarenith 8, 4710 AR; XP - 1368 each; Roll20 Link


1 to 50 of 78 << first < prev | 1 | 2 | next > last >>

Thousands of years ago, the Rain of Stars scattered the debris of an exploding starship across the land that now forms the country of Numeria. The ship’s fragmented remnants can now be found in Numeria’s many mysterious and perilous ruins, feared by the local barbarian tribes and coveted by the sinister spellcasters of the Technic League. Now, something new has risen to power in these hidden technologic halls. The Iron Gods are ready to make their presence known. Who will stand against them?

Hi. This is an open recruitment for the Iron Gods adventure path. Some places have been pre-allocated to players on an existing campaign I'm running. We have 3 spare slots for a total party of 6. Slots currently taken:

- Half Elf Summoner (unchained)
- Dwarf Bloodrager
- Human (Kellid) Investigator

Requirements/constraints:

- Expect to post at least once a day, preferably more often; if there is an extended break I may run your character (or ask another player to do so) to move things along.
- All characters begin at level one.
- 20-point ability buy.
- No evil alignments.
- Races: Core, plus Aasimar, Android, Changeling, Orc, & Tiefling. Variant heritages for Aasimar & Tiefling are permitted. And that, my friends, is it. No exceptions.
- Archetypes fine as long as they can be justified within the background
- Classes: Core/Base/Hybrid/Occult. No Alternate. Where Unchained variants exist, I expect them to be taken.
- No third party content.
- Two traits, one of which must be a campaign trait (see the campaign guide). Drawbacks may be used to acquire a further trait.
- Average gold for your class.
- Maximum HP at level one, roll or 1/2 HD + 1 thereafter.
- Brief (1-2 para) back-story to link your character to the scenario background. See the campaign guide for background.

Process: if selected I’ll reconfirm with you before going ahead (in a recent campaign for 6 people, even this didn’t work - two people confirmed but dropped out without even posting in the Gameplay thread). I’ll also check your character sheet against the rules. I do expect the sheets to be rules-legal and will request changes if not.

Getting selected: the process on these groups strikes me as kind of weird and slightly frantic, especially when the number of candidates exceeds the number of slots.

In general and personally, I prefer RP to competitive gaming; I’ll look for people who look like they can commit - both to the game and to their characters, who write well (and succinctly), who act maturely and who will play nice. Party mix, in terms of what roles need filling, is also a consideration (so note the slots already taken - I'll also check with those individuals on their preference). There are only so many of one particular class that a party can, or should, accommodate.

In terms of feedback during the process, I can't say whether making a particular tweak will guarantee selection. I can rule on any controversial choices - so feel free to check. It's not a question of getting in early. Anyone who submits a character before the closure of submissions will, I promise, get fair consideration.

Finally, if not selected, it seems to be common for players to drop out so don’t despair; if we do have people drop out and the slot is appropriate, you may yet get an invite at a later date.

I will probably leave recruitment open through to February 8, at which point I'll start contacting those who've been short-listed. If that deadline changes I will post the change on here.


Hello! This is Ulok, the human investigator. I am really looking forward to this!


Ulok wrote:
Hello! This is Ulok, the human investigator. I am really looking forward to this!

Ulok, get thee to the discussion thread :-)

Scarab Sages

I have a character idea that I've wanted to use for a while in an Iron Gods campaign. An Aasimar Warpriest (or possibly Inquisitor) of the Empyreal Lord Bharnarol. He's all about making sure dangerous inventions don't wind up in people's hands. "It belongs in the Unflawed Vault!"

I'll get him worked up!

Liberty's Edge

Is Variant Multiclassing on the table?


Orannis wrote:
Is Variant Multiclassing on the table?

No, sorry. I don't (as a generic answer) expect to be running any optional rules.

Liberty's Edge

GM Shady wrote:
Orannis wrote:
Is Variant Multiclassing on the table?
No, sorry. I don't (as a generic answer) expect to be running any optional rules.

Ah, okay. I've got a complete character, but she doesn't work without VMC.

I'll draw something brand-new up, then. To the drawing board!

Silver Crusade

Consider me interested!

Might be a bit unorthadox, but I've actually got an idea for an Android Oracle that I'd love to bring to the table. Her quirk is that she suffers the Shattered Psyche curse, which I believe actually comes from Iron Gods itself (and can be found on Archives of Nethys under its list of Oracle Curses). If that's permitted, I'd love to get to work on making something more concrete for your consideration; perhaps with the "Time" mystery to play into the whole "Memory Jaunt" issue my character will no doubt suffer!

Of course, if that's off the table, I'd be more than happy to figure something else out! (^∇^)/


I'd like to sign up with Mystiel 'Myst' Trange, the techslinger.

If you find the backstory compelling, sign me up! =)

Cliffnotes version:

Single-classed techslinger who travels Numeria searching for the parts he needs to repair a defective device before it claims his life, all whilst trying to escape the notice of the Technic League. Former assistant and apprentice to his late grandfather (who was a tinkerer and gifted scholar in the Technic League), he is far more knowledgeable on the subject of Numerian technology than his youthful demeanour might suggest.

If you permit, Myst will start play with a defective robotic arm that grants no mechanical benefit (it is mainly there to explain his grit mechanic and to be his reason for adventuring). We can work out when he finds the necessary parts to repair the arm, at which point I will pay the cost of a full robot arm to 'repair' it.

I will be simulating the covet charge deed mechanic as Myst channeling a bioelectric charge through his robotic arm. As the charge comes from his heart, he can only do so a limited number of times per day (limited by his grit) without endangering his life. Bursts of adrenaline (i.e. when he regains grit) allow him to stretch that limit, but until he perfects the arm (hitting level 11 and getting the signature deed), he knows he needs to use it sparingly.

Mechanics-wise, Mystiel will be very straight-forward, being a single-classed techslinger. He will be hoping to someday find a rail gun that he will use liberally with the dead-shot deed.

Full Backstory:

Myst's grandfather, Graeme, was a scholar in the Technic League who had been researching a way to improve the usability of technological firearms by solving the problem of their limited ammunition. The solution he came upon was a bioelectric charge generated by the user's body and channeled into the firearm via a port in a cybernetic arm. For years he labored on the concept and after years of tinkering finally completed a working prototype.

Although Graeme had attempted to keep his research a secret, jealous competitors in the League took notice of his research and the materials streaming into his laboratory, and deduced the nature of his research (though not its form). Graeme came under pressure from the upper echelons of the League's hierarchy to reveal the full nature of his research and surrender it to the league for 'safekeeping', for whilst the mages of the League possessed a rare few methods of maintaining the charges in the technological weapons, they jealously resented the prospect of such a resource being made available through a device that could find its way into non-League hands. His laboratory was placed under surveillance and he knew that it was only a matter of time before they came knocking.

Reluctant to give up his life's work, Graeme sought a solution. In his desperation, he looked to his grandson, Myst, who had served as his apprentice and assistant. After Graeme himself, there was no one who knew more about the arm and its inner workings. Moreover, the prototype arm had a flaw - the device drew its bioelectric charge directly from the user's heart, but without proper calibration and due to several inefficiencies in the circuitry, it could not be used extensively without endangering the user (grit limits how often it can be used). But reasoning that Myst's young heart would be better-able to cope with the strain, Graeme installed the arm on his grandson and cremated the original arm. When the league eventually forced their way into the laboratory, they did not think to look under the sleeve and gloves of the young lad who looked in fear as his grandfather was interrogated, then brutalised and finally murdered. Myst himself was beaten to within an inch of his life and left for dead.

As Myst struggled to pull together what was left of his life after that traumatic experience, he found that the flaw in his grandfather's prototype arm was greater than previously thought, for the arm had the potential to glitch and draw a massive charge from his heart, leading to a fatal heart attack. Furthermore, due to the arm's direct link to his heart, there was no way to safely detach the arm without triggering the glitch and risking a fatal heart-attack. Whilst Myst was able to jury-rig a temporary fix for the problem using the materials left behind in Graeme's laboratory, most of the materials that he needed for a more permanent fix were taken by the League.

Thus did Myst find the life of an adventurer thrust upon him. After gathering what provisions he could from his grandfather's laboratory, he set off into the harsh Numerian wastelands, praying to whatever gods of fortune that might be listening that he would find the components needed to fix his arm before the next glitch claims his life.


This looks like fun. I'd like to play an android technophile, not sure what class but basically a gearhead that thinks biological-only people are somehow "less" than the tech-enhanced. He's gained this prejudice, for lack of a better term, from the persecution he's experienced from the Technic League. He's better, faster, smarter, etc, so why are they in power?

I obviously don't have any details hammered out other than this very rough outline, but I think he'd work toward the prestige class of technomancer, kind of flipping the bird towards the Technic League in his own little way. :)


Yo, Hourai here! I may have gone a bit overboard, but eh, I had fun with it. Here's Tio of Torch, for your consideration.

Statblock:
Tio
Female android oracle 1 (Pathfinder RPG Advanced Player's Guide 42, Pathfinder RPG Bestiary 5 19)
N Medium humanoid (android)
Init +3; Senses darkvision 60 ft., low-light vision; Perception +2
--------------------
Defense
--------------------
AC 18, touch 13, flat-footed 15 (+4 armor, +3 Dex, +1 shield)
hp 10 (1d8+2)
Fort +1, Ref +3, Will +0; +4 competence bonus vs. mind-affecting effects, +4 vs. mind-affecting, paralysis, poison, and stun
Defensive Abilities constructed; Immune disease, emotion, exhaustion, fatigue, fear, sleep
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee dagger +0 (1d4/19-20) or
. . kunai +0 (1d4) or
. . morningstar +0 (1d8)
Ranged sling +3 (1d4)
Oracle Spells Known (CL 1st; concentration +2)
. . 1st (4/day)—bless, cure light wounds, shield of faith
. . 0 (at will)—create water, detect magic, guidance, mending
. . Mystery Time
--------------------
Statistics
--------------------
Str 10, Dex 16, Con 12, Int 12, Wis 7, Cha 16
Base Atk +0; CMB +0; CMD 13
Feats Technologist
Traits artisan, awakened from stasis, local ties
Skills Acrobatics +0 (-4 to jump), Appraise -1, Craft (mechanical) +5, Heal -4, Knowledge (engineering) +6, Knowledge (religion) +3, Linguistics +0, Perception +2 (+0 to sight-based checks), Sense Motive -10, Survival -4; Racial Modifiers +2 Perception, -4 Sense Motive
Languages Androffan, Common, Hallit
SQ emotionless, exceptional senses, nanite surge, oblivious, oracle's curse (shattered psyche), revelation (temporal celerity[UM])
Combat Gear oil (3); Other Gear armored coat[APG], buckler, dagger, kunai, morningstar, sling, sling bullets (10), artisan's tools, backpack, candle (5), cards[UE], chalk, chewing stick, comb (0.2 lb), flint and steel, hairbrush (0.3 lb), hemp rope (50 ft.), ink, inkpen, iron spike[APG] (2), journal[UE], mirror, nail file (0.1 lb), piton, scissors (0.3 lb), soap, sponge, tooth powder (0.1 lb), 8 gp, 9 sp, 4 cp
--------------------
Special Abilities
--------------------
Awakened from Stasis (Ex) As a side effect of your stasis, you gain all the benefits of 8 hours of sleep in only 2 hours. This allows a spellcaster who must rest to prepare spells to do so after only 2 hours, but does not allow a spellcaster to prepare spells more than once per day.
Constructed (Ex) Counts as both humanoids and constructs for effects that target type.
Darkvision (60 feet) You can see in the dark (black and white only).
Emotionless (Ex) Androids have problems processing emotions properly, and thus take a –4 penalty on Sense Motive checks.
Exceptional Senses Androids have darkvision to a range of 60 feet and low-light vision. They also gain a +2 racial bonus on Perception checks.
Immunity to Disease You are immune to diseases.
Immunity to Emotion (Ex) You are immune to all emotion effects.
Immunity to Exhausted You are immune to the exhausted condition.
Immunity to Fatigue You are immune to the fatigued condition.
Immunity to Fear (Ex) You are immune to all fear effects.
Immunity to Sleep You are immune to sleep effects.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Nanite Surge +4 (1/day) (Ex) Bonus to any one d20 roll. Glow like a torch for 1 round when used.
Oblivious -2 to sight-based Perception checks.
Shattered Psyche Your mind is crowded with dozens of voices, fragmented snippets of your past lives. You take a -2 penalty on all Intelligence-based skill checks, Wisdom-based skill checks, and concentration checks. You gain a +4 competence bonus on saving throws made against mind-affecting effects.
Technologist You are familiar with the basic mechanics of technology.
Temporal Celerity (Su) Whenever you roll for initiative, you can roll twice and take either result.

Background, the Short Edition:
Discovered three years prior by a team of adventurers, Tio awoke to Golarion in a screaming mess as her would-be saviours tore her rather unceremoniously from stasis. Unable to undo the damage caused by their misconduct, the Android was delivered to Torch and ultimately left to the Temple of Brigh in hopes that they might find some cure or prayer that would soothe her shattered psyche. Sadly Tio has never fully recovered from the affair, but for her worth has revealed a number of unusual talents as her mind has taken root–namely a gift for the divine, a penchant for tinkering, and insight into pieces of what must have once been a comprehensive vat of knowledge on Numeria's eclectic reams of technology.

Most recently, Tio has been a common sight at The Foundry, typically in talks with the townsfolk of Torch as they attempt to diagnose the eponymous forge. Having worked with Khonnir before on both mechanical projects and failed attempts to understand her psychology, news of the missing wizard has struck Tio as a significant inconvenience, both for Torch and Val, his adopted daughter, whom Tio regards as a peer and ally (being that Val knows full well of her mental state and often weathers the Android's more inane/inappropriate questions when others will not). As such, against all advice, Tio has volunteered to investigate the caverns under Torch, intent on doing what she can for the good of the town, and of course Khonnir himself.

Background, the Extended Cut:
Four years ago, a small group of adventurers went out into the eastern wastes of Numeria. Their mission: to investigate rumours of skymetal caches along the Sellen River and, if possible, catalogue them for transport to Torch. Most of their journey was typical; full of territorial Orcs, Technic League interference, and a handful of equally greed-driven raiders, all vying for control of the Numerian Plains. A year into their expedition, a breakthrough occurred. A rainless season had brought drought to the southern tributaries, and on the barren riverbeds were reams of warped, weathered metal—and, as they discovered, a staircase to something buried below.

The chamber in which Tio was found was cold, dark, and still thigh-deep with water when the intrepid adventurers arrived, with walls laden in dead copper wiring and large, off-white cylinders commanding the walls. Curious, the explorers made to open the caskets, pressing all manner of button and switch in an effort to wake the machines. Sadly the panels proved unresponsive, and in their impatience the strongest among them thought to smash open a metallic sarcophagus with a mighty swing of his clansmen's axe. Though the weapon did ultimately breach the barricade, their reward was the unconscious form of an android tumbling from the wreck—and the screams she made as the stasispod's cables tore free from her skull and spine.

Though the pain was short-lived, it was an effort to communicate with the newly reborn 'droid as her mind struggled to root itself, speaking in broken Androffan riddles that no member of the team could understand—not even their own Technologist, an Android himself. All in all, the adventurers were caught in something of a rut; seeing the damage their brutal introduction had caused, but helpless to assist. Perhaps luckily, before more mistakes were made, the group discovered that their trail had been followed; Technic League 'ambassadors' had arrived at the scene, intent on securing their finds by force. Unable to overcome the League's lapdogs but unwilling to leave their stuttering charge to a short and unpleasant life of dissection, the troupe left with less than what they had arrived with, forgoing a cache of batteries and silverdisks in exchange for leaving them—and their mentally addled associate—alone in their retreat.

Incapable of treating her affliction, the party returned to Torch prematurely, offering her to the Temple of Brigh in hopes that The Whisper in the Bronze could do something for her shattered psyche. Though the process has been a slow and delicate affair, Tio—named such for an engraved piece of skymetal chained about her neck—has made something of a recovery…becoming, or perhaps merely been revealed to be, something altogether stranger than expected. A mismatch of what must be tens of past 'selves', Tio finds it difficult to focus on much of anything; yet, when pressured, she proves able to call upon forces beyond her means, and presents snippets of mechanical knowledge that, while hardly of use in everyday life, suggests a marked background (or four) in engineering—certainly in mechanics, for what it's worth.

As of late, she's been stable enough that the Temple has seen fit to let her assist with Khonnir Baine's work, who in turn has taught Tio more than a thing or two about the practical applications of Numerian technology. Khonnir's adoptive daughter, Val, has meanwhile had the unfortunate job of playing soundboard for the eccentric Android when neither the Temple nor Baine himself see fit to answer Tio's more outlandish questions of the world. With Khonnir's disappearance into the caverns beneath Torch, Tio has taken it upon herself to volunteer in the search for the scholar, in hopes that his return to the town will alleviate not only the people's concerns, but also her own.

Bonus Info!:
Though kind on the eye, for an Android, and actually a very eloquent speaker of both Taldane and Hallit, a fact all of Torch know of Tio is that she is utterly incapable of determining lies from truth and, in any given situation, will either take everything at face value or nothing at all. She attributes this predominately to her state of mind, claiming that she expends most of her effort separating what is 'present' from what has already been and gone. To go into any great detail about it causes a significant amount of pain, akin to a migraine, and as such she prefers not to bring it up, relying on others to ferret out deception where appropriate.

On that note: Tio has a -10 to her Sense Motive. Oblivious does not even begin to describe how bad she is at reading a mood. Her Oracle Curse manifests as having fractured pieces of her previous selves all coming and going in her everyday life, with each one needing to put their own spin on any given thought. Backseat drivers, essentially. When Tio displays a new talent, her first instinct is often: "Aaah; one of me must have done this before." (followed by a sardonic voice at the back of her head saying "Quite. Now if you could stop insisting on being retarded and DO IT PROPERLY, we'd be in a much better position.") Very little surprises her. Not even the ability to Spontaneously Cure Wounds, apparently.

Going Forward:
Uh, I think I'm probably just going to stick straight Oracle with this one. That said, she's probably going to be more involved in crafting and actual interaction with technology. I'd like to consider her the party's handyman. She might not know everything about every scrap of technology, but damn if she can't jury-rig you an Arc Pistol, a cure, or some other bonus/spell in a pinch! :D

*cough* Anyway, uh, sorry for the wall(s). Thanks for your time and, regardless of your decision, I wish y'all the best of luck with your game!


Dot


Hi.

Several things, reading through the submissions so far:

- I recently submitted for another thread and the requirement included "no stat lower than 10, before racial modifiers". I appreciate that's difficult when you want to, for example, build an Android sorcerer. But let's go with no stat lower than 8 after racial modifiers.

- Walls of text - I get it that people enthuse about their characters, but to be clear I'll probably just read the 2 para version (and please use paragraphs).

Thanks - to be clear the ideas so far look interesting so this is more about making them work than being negative about them.

Silver Crusade

Not a problem~ Performed a quick blitz up to 10, 14, 12, 10, 8, 16 and paid a Favored Class bonus towards accommodating her skill ranks. I can appreciate wanting a bottom limit; you'll get no complaints here.

The extended babble is more my own exercise than to compound you with words, so no worries mate. Characters make for good writing prompts :)

The Exchange

Would you consider someone who has Gm'd a significant portion of this adventure path, as a GM for my RL group we are nearing the end of book 4.


Codanous wrote:
Would you consider someone who has Gm'd a significant portion of this adventure path, as a GM for my RL group we are nearing the end of book 4.

I'm fine with it.


I would love a chance to play a psi-tech, probably human. I will be starting an Iron Gods game myself. I hope that is not a problem.


Nohwear wrote:
I would love a chance to play a psi-tech, probably human. I will be starting an Iron Gods game myself. I hope that is not a problem.

Depends how far you can compartmentalise it, but in principle, again not a problem.


I've been dying to play this ...will come up with something today.


Not seeing any face type characters ...been wanting to roll up a big, blustery Skald. A sort of Kellid-Appalachian Manly Wade Wellman guy.


Well, here is a character I made up. Excuse the Hell's Rebels background, I will be adding one for the AP shortly.


Statting up my skald. Got the basic concept. Human Kelid Urban Skald. Wondering if he could be a brother to the bloodrager or the investigator? Andy Griffith somewhere between Mayberry and a Face in the Crowd. Slow talking fast talker, good at riling up friends or messing with enemies. Buffer with face skills and OK at melee or ranged.


I'm planning to submit Onna, an inexperienced and young android shaman who flees her home to seek a dying violet flame after receiving a prophetic vision in her dreams.

Backstory:
The Blackclaw tribe was blessed, that much was known. They had a holy woman who knew neither age nor death. Always a young woman, she interceded on behalf of the tribe with the spirits and knew the ways of the stars to read the spirits' messages written in the sky. She had been with the tribe since before even the time of the elders' childhoods, and it was whispered that when she passed into the spirit world, she would be reborn into her own body, revitalized and full of life once more.

This holy woman was called Onna, the Hallit word for "mother." Each time she was reborn, the tribe's lorekeepers would teach her the history of her past lives until she learned to meet her past selves in person through the spirit-sleep. This was the way of things until the newest Onna, barely four years after her rebirth and still learning the ways of the tribe's spirit magic, received a terrible vision. She witnessed herself soaring high above the world, adrift among the stars of the infinite sky, looking down upon the plains of her tribe's homeland. She spotted a beautiful violet flame upon a hilltop, and her eyes were drawn to it. As she watched, the flame vanished, snuffed out like a candle. All at once, she was wracked with terrible fear. Something was wrong, she could feel it at once. She awakened with a scream, but returning to the waking world did nothing to quell the terror in her heart. Eyes open or shut, she could see the image of that light being devoured like it were right in front of her. Each night since, the vision returned, growing worse each time until it threatened to drive her mad. On the tenth night, the young girl gathered her belongings for travel and fled the village, driven like one possessed. She knew not her path, but ran with no rest for days across the open plain until she came upon a settlement atop a lumpy hill she knew all too well from her terrible dreams.

Onna had come to Torch, and there she would find her true path.

Onna is a character I made for another Iron Gods game a while back. I've always been excited about the idea of how a primitive barbarian tribe would see an android. I'll need to revise her build slightly, both to fit your submission requirements and to possibly switch her archetype to another one I like a little better, but the character story and concept will remain the same.

Anyone making a Kellid barbarian (the culture, not the character class) could possibly be from Onna's tribe or another tribe they interacted with. I'm open to adapting her backstory to fit, if the character concepts happen to mesh well.


Expressing interest. I wanna play a scholarly wizard possibly just entering into Numeria with his apprentice to study technology. Intended career path technomancer. Have to check players guide.


OK - just to summarise where we are:

- rdknight - intending Aasimar Warpriest
- Ourannis - dotted
- Hourai/Tio - submitted Android Oracle
- Coudanous - dotted
- Nohwear - dotted
- joerice - intending Human/Kelid Skald
- Onna - submitted Android Shaman
- Aada Bladotter - submitted Elven Cleric
- Korak - intending wizard/technomancer
- Lekkric18 - dotted
- Mystiel - submitted Android techslinger

Sorry if I missed anyone (if so, please pipe up).


joerice wrote:
Statting up my skald. Got the basic concept. Human Kelid Urban Skald. Wondering if he could be a brother to the bloodrager or the investigator? Andy Griffith somewhere between Mayberry and a Face in the Crowd. Slow talking fast talker, good at riling up friends or messing with enemies. Buffer with face skills and OK at melee or ranged.

I'm from the UK, so the Andy Griffith references are a bit lost on me. The bloodrager is I think from Australia so there may be the same issue there (try Skippy ...).


Hahaha, fair point. Hillbilly trickster. He's shaping up on my bar napkin. Just gotta pick feats.


I do plan on making a Pyschic with the psi-tech discipline. I am just not sure on the race yet.

Scarab Sages

Considering a character.


GM Shady wrote:

OK - just to summarise where we are:

- rdknight - intending Aasimar Warpriest
- Ourannis - dotted
- Hourai/Tio - submitted Android Oracle
- Coudanous - dotted
- Nohwear - dotted
- joerice - intending Human/Kelid Skald
- Onna - submitted Android Shaman
- Aada Bladotter - submitted Elven Cleric
- Korak - intending wizard/technomancer
- Lekkric18 - dotted
- Mystiel - submitted Android techslinger

Sorry if I missed anyone (if so, please pipe up).

Slight correction: Myst is a scion of humanity aasimar who fully thinks he is a human. =)


I'd like to throw Kerstas' hat in the ring. Halfling gunslinger with a grudge against the Technic League.


Joerice here ...transferring from my bar napkin to this alias.


Statted up, sans equipment. Will go into his back story when not on my phone.


This is Korak. Is being middle aged alright? I prefer it for the look of a teacher and the boost in spell ability.


The Indescribable wrote:
This is Korak. Is being middle aged alright? I prefer it for the look of a teacher and the boost in spell ability.

Yes, though I think you have to figure out why he's still at level 1.


Just a note on Technology Guide content; the following is from the Player's Guide:

"Because of its close ties to Iron Gods, Pathfinder Campaign Setting: Technology Guide provides a number of archetypes, feats, and spells that might be a good fit for your character in an Iron Gods campaign, but it has the potential to spoil some of the excitement of discovery for those playing in this Adventure Path. If you’re playing in Iron Gods and still want to read the Technology Guide, talk to your GM first to make sure she’s okay with that; she may decide to parcel out rules to players as needed, she might alter some rules to fit the group or the campaign, or she might prefer you left the technology rules to her altogether."

Now, for example, there are people who have even GM'd Iron Gods here, so it's difficult to avoid spoilers. But one consideration is that the AP assumes that the PCs aren't familiar with technology and part of the plot is the arc of them discovering and coming to terms with it. So turning up comprehensively tooled up at the start of the campaign isn't going to work.

I'll permit archetypes/feats/spells from Technology Guide but just bear in mind the above when building out the characters. Also note that skewing towards technology may disadvantage your character at lower levels, because at the start of the campaign tech is hard to come by.


Rebuild of a previously designed character. He was a low tier academic at an academy. I might purchase a burnt out silver disk as an impetus to learn about Numeria and begin his travels and take the archaeologist trait.


Re-summarising:

- rdknight - intending Aasimar Warpriest
- Ourannis - dotted
- Hourai/Tio - submitted Android Oracle
- Coudanous - dotted
- Nohwear - dotted, intending Psychic
- joerice/Anjrue Kazan - submitted Human/Kelid Skald
- Onna - submitted Android Shaman
- Aada Bladotter - submitted Elven Cleric
- Korak - intending dwarf wizard/technomancer
- Lekkric18 - dotted
- Mystiel - submitted "scion of humanity aasimar who fully thinks he is a human" techslinger
- maxmagana - dotted
- Kerstas - submitted halfling gunslinger


Sorry, thought I already posted this here. Lekkric18's submission, an Android Bard. He has spent the few years since he was awakened searching for lore on the origin of his kind, trying to find out where androids come from. Kind of a "Who am I?" quest. He's more of a "goes around and collects lore" bard than a "get up on stage and sing" bard.

Mechanics-wise, he'll be primarily a buffer of course, but he'll plug the odd baddie with his bow when the situation calls for it.


I never said dwarf.


I was promised free cookies lol.


Hides empty plate behind my back Yeah where are those?


...

...

...

Cookies?!


Shoves plate down the back of my pants. Cookies! Cookies! Cookies!


My Wizard, to hedge my bets I'm applying to multiple games including a kingmaker. So I need to finish it if I'm chosen.

The name will change depending on how many I get into if any. Harman is a wizard obsessed with learning, his father was a trader, when he came back from Numeria he raved about the fantastic things he saw and gave young Harman a burned out silver disc (maybe). Harman spent years honing his magical powers but mostly kept his head in the books at his university eventually becoming a scholar there. As he got older he got more and more dissatisfied with his life and decided to leave the confines of his academy. Taking a student who'd been denied entrance based on money concerns he headed off for numeria to see the wonders for himself and study the great sky ships that brought them there.


I finally got around to finishing my backstory, just need spells and gear and I'm ready to go!


Re-summarising:

- rdknight - intending Aasimar Warpriest
- Ourannis - dotted
- Hourai/Tio - submitted Android Oracle
- Coudanous - dotted
- Nohwear - dotted, intending Psychic
- joerice/Anjrue Kazan - submitted Human/Kelid Skald
- Onna - submitted Android Shaman
- Aada Bladotter - submitted Elven Cleric
- Korak/Indescribable/Harman - submitted Human Wizard
- Lekkric18/Thelx - submitted Android Bard
- Mystiel - submitted "scion of humanity aasimar who fully thinks he is a human" techslinger
- maxmagana - dotted
- Kerstas - submitted halfling gunslinger

I'm still planning on holding open submissions till Feb 8, given I'm currently travelling.


Presenting Serrah Telos, a human metal elementalist wizard

Scarab Sages

Dotting for interest, most likely either a cleric or a psychic. Not sure yet.


Looks like a ton of quality applicants putting in their submissions. If I wasn't excited before, I sure would be now. Only six days to go!

1 to 50 of 78 << first < prev | 1 | 2 | next > last >>
Community / Forums / Online Campaigns / Recruitment / GM Shady's Iron Gods Recruitment All Messageboards

Want to post a reply? Sign in.