Iron Gods FOC: Diamonds in the Rough (Inactive)

Game Master TheRiverOcean

A group of misfits bands together to investigate the mysterious disappearance of Torch's flame.


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What up nerds ^.^

I'm looking for a handful of fun players that want to play through the Iron Gods' first chapter! I've run several campaigns before, but never a PbP, and since I'm living in Japan with plenty of free time, why not??


CC Guidelines

-Summon Monster is banned, sorry
-No Aasimar
-No Synthesist
-Avoid builds that interrupt monster's turn often/grappling

I'll typically post about 3am Pacific time, and I'll try to post twice/day.

Please join me and lets have fun together!

(p.s. Bonus points for creative characters oozing with personality)

Sczarni

Some questions. Point Buy or roll for stats? Starting Level 1? Gold? Which classes and races are available? Paizo only or 3rd party?


-20 point buy, go crazy.
-Lvl 1
-Core races are preferable, but others are ok within reason
-Starting wealth according to your Class
-No 3pp!


Quote:
-Avoid builds that interrupt monster's turn often/grappling

No Offence, but its a fair bet that other people will want this expanded a lot more. As it stands, "interrupting monsters turn" can apply to stuff like witch / shaman hexes, an arcane spell like Slow, heck, even stuff like Stunning Critical / Stunning Fist / Knock Out / Color Spray etc. Are you hitting Summon Natures Ally as well as Summon Monster and so on.

I just think as written, it looks like 80% of the arcane spell list is effectively banned (even blasters lose out on the Dazing Spell feat), so a better indication as to what you class as "interrupting" would potentially help future applicants.


Good point, sorry about the confusion. Actually I'm cool with everything you've mentioned.

What I mean by "interrupt" is anything game slowing that would force me to roll/act for the monster in order for a player to continue to take their turn. I agree this is too confusing and I am removing that clause
If/then statements should fix this anyway.

-Summon Nature's ally is also not allowed. I've had bad experiences with too many summoned monsters stealing the show.

Sczarni

Spontaneously casting summon Nature Ally is a major feature of the druid especially if you go caster instead of animal companion. Would you house rule something to make up for that?


Sure, for Druids and Summoners, how about only one casting of summon Nature's Ally/Monster active at a time. The spell cannot be cast again until after the previous one either ends, or is dismissed. No casting for classes that do not use summoning as a feature.

In essence, no summonables taking the game away from player characters!!


I'll give this a shot.

How do you handle combat over pbp might I ask? I think some problems can be helped.


Traits?


Is an android ranger (galvanic saboteur) permissable?


Been waiting for an Iron Gods PbP. Are ACG classes to be avoided? Was thinking a Human Investigator with the Sleuth archetype.

[EDIT - scratch that. I don't think Investigator will work for me.]

Definitely going Human, just wanting to see what is available.


Pathfinder Adventure, Adventure Path Subscriber

I'd like to throw my cap in the ring, not sure what I'd go for, but I'll take another look at the techno world ...

I had originally thought of putting my idea for a mounted gnome summoner in the mix, but not sure the idea pans out in the world of tech ... had the idea he was mistakenly thinking himself a magnificent cavalier on his golden dragon steed.... serpentine eidion.

So I'll take a bit more of a look when I get home ....


I got this metal wizard, just missing a backstory.


I'll toss my hat in as a melee focused android, starting with swashbuckler. I'll have to sit and and put together a backstory and build.

Charlotte de Berry.

Still a work in progress, but gives a general idea.

Grand Lodge

Greetings, Nashara Dillane at your service.

Nashara:

Orphan born, Nashara spent most of her early life cleaning the belfrys and tending to the candles
for the elders in the Temple to Pharasma. She'd been left there, a wailing bundle in the rain with
not even a simple note in the basket she'd been placed in. As she grew older she outgrew the other
women and most of the men-grown as well and eventually she was assigned tothe most honorable
task of gravedigging, where she worked her muscles in earnest.

One late fall evening Nashara was finishing her duties, laying the rest of the earth atop the grave
when, without warning, a hand shot out from the soft earth and grasped her ankle. She paniced,
and lost her balance. Screaming and crawling away from the abomination that had just loosed itself
from the soft dirt she was near helpless . She grasped behind her, Gods be good, The Dark Lady
had seen fit to let Nashara's shovel fall in just the spot...there! Grasping the shovel and shoving
herself to her feet her adrenaline overtook her. Mercilessly, she bashed the thing's skull to splintery
shards of bone.

Breathless, Nashara ran back to the temple to relate to the elders her tale. The priests confered
amongst themselves for some time before the eldest, a liver-spotted bald brother going on his 90th
year turned to the young woman and beckoned her come sit. As she took her chair the elders
of the temple explained Undeath to her and further, explained that she possessed a great gift.
Nashara the gravedigger had within her the power to call upon the Blessings of their Dark Lady.
Her purpose, the old men went on, would be to protect the innocent from the abominations
that would defy the laws of life and death. She was to be a Warpriestess.

Nashara Dillane Human Warpriestess of Pharasma Level 1 Alignmnent: Neutral Good
HP: 14 AC: 17 Speed 20(30 Unarmored)
Str: 18
Dex: 12
Con: 14
Int: 12
Ws: 16
Cha: 7
*Dual Talent Human: Trade Skilled and Bonus Feat for +2 to an additional stat during creation.
Traits: Reactionary(+2 Inititive), Fate's Favored(When I am granted a Luck bonus, increase by 1)

BAB: +0 Attacks: +5 with Greatsword for 2d6+4 damage.

Class and Race Abilities
Favored Class: Warpriest
Medium Size, 30 foot speed.
Languages: Common, Dwarven
Profession: Gravedigger
Bonus Feat: Weapon Focus Greatsword
Sacred Weapon: Dagger and Greatsword
Simple/Martial Weapons. All Armor, non-Tower Shield's.
Aura of Good

Blessings: 3 per Day (Save DCs 13)
-Healing(Minor) Swift action to Empower any healing spell I cast.
-Melee Touch Attack to Stagger a creature for 1 round. If already staggered, it Sleeps. Against Undead this power Staggers them for rounds equal to my wisdom modifier.

Spellcasting: 0: 3, 1: 2
0:Guidance, Light, Detect Magic
2: Divine Favor, Divone Favor

Skills 3
Knowledge Local 1 Rank + 3 Trained + 1 Stat = +5
Climb 1 Rank + 3 Trained + 4 Stat = +8
Sense Motive: 1 Rank + 3 Trained + 3 Stat = + 7

Feats
Weapon Focus: Greatsword (Bonus)
Toughness

Equipment and Coin
20gp Remain
Greatsword 2d6+4 18-20x2 8lbs
Chainmail +6AC Max Dex 2 40lbs 20 ft max Speed
Backpack with 6 Days Rations and a Waterskin

Very interested! Human Warpriestess of Pharasma


Dotting for tentative interest; might submit my skald that didn't make the cut for the last Iron Gods recruitment. If I do, I shouldn't need to tweak her much.


Pathfinder Adventure, Adventure Path Subscriber

A bit of a background, for either an elven wizard or bard, depending which class you would most like in the party.

Solaria Jesari:

Background
All elves remember when the Starstone struck, and some are fascinated by the outer spheres where further magic must exist. Either the magic of technology from the stars or the inherent arcane power held by metals and objects found in Numeria. To gain this knowledge and master its powers will give the elven peoples an advantage in their fight to rid Kyonin of the demon lord Treerazer.

So Solaria Jesari, a young female wizard (or bard, if that is more appropriate for the party) has been sent to Numeria to find the power that will aid the elves defeat the Treerazer. An orphan, she spent her time in study of the stars and the power of the arcane, taken into service by the leaders of Kyonin to serve them in their search for a way to make safe their homelands.

Solaria has come to Torch to research and study the violet flame above the town and to start her collection of skymetal.

Will get stats up in the next day or so, if you want a character like this in your campaign ....

If a wizard, might try the metal elementalist...with campaign trait Stargazer...


Hmm...actually, does the ban on summonables extend to bog-standard summoner eidolons? In addition to the skald idea I've also got a summoner that I could rework and the ban on the Summon Monster ability bothers me not one iota.


-I'm still working on combat, I think I'll usually use a map in google Draw
-Traits from the adventure's player's guide, unless you've got a good reason for another one.
-Android Ranger is fine
-I've actually not played with ACG before, so sure!
-Haha a gnome with illusions of grandeur, no complaints here!
-Thank you thank you for the submissions, i'll be going over them after a bit
-More info on the bog-standard eidolons later =)


Pathfinder Adventure, Adventure Path Subscriber
TheRiverOcean wrote:


-Haha a gnome with illusions of grandeur, no complaints here!

I'm not really sure that Norman the gnome would really fit into the campaign, which is why I have put Solaria in as a choice, but if you really like the idea of Norman, well perhaps I can do something to his background. I've submitted him to another game recruitment tread, which I think suits his build a bit more, so if he's not accepted there he'll be available here.

I'll probably find a more suitable name too....

Norman:

Background...Not customised for Numeria and this adventure path ...

Norman spent his childhood reading, studying and reading, and the books he chose were those histories and legends of heroes past, the dead god Aroden and any others. When he wasn't reading, he and his friends played out these legends, being famous dragon slayers or leading the armies of Mendev against daemons of the Worldwound.

He grew and has continued his love of books, visiting bookshops at every opportunity. It was in one of these forays that he found the Arcanis Adventuis: Dracones de Plano externae, which not only described the great and ancient dragons of the outer planes, but hidden within the way to summon them and do your bidding. It was here he found a way to summon the dragon that he now rides and lives out his adventures, making his own legend.

Norman
Female Gnome Summoner 1 (Pathfinder RPG Advanced Player's Guide 54)
LG Small humanoid (gnome)
Init +3; Senses low-light vision; Perception +1
--------------------
Defense
--------------------
AC 17, touch 14, flat-footed 14 (+3 armor, +3 Dex, +1 size)
hp 10 (1d8+2)
Fort +2, Ref +3, Will +1; +2 bonus vs. [language-dependant], glyph, symbol or writing-related spells
Defensive Abilities defensive training (+4 dodge bonus to AC vs. giants)
--------------------
Offense
--------------------
Speed 20 ft.
Melee dagger +1 (1d3/19-20) and
. . dagger +1 (1d3/19-20) and
. . morningstar +1 (1d6)
Special Attacks +1 on attack rolls against goblinoid and reptilian humanoids
Spell-Like Abilities (CL 1st; concentration +1)
. . 3/day—summon monster
. . 1/day—arcane mark, comprehend languages, message, read magic
Summoner Spells Known (CL 1st; concentration +1):
. . 1st (1/day)—mage armor, summon monster i
. . 0 (at will)—acid splash, detect magic, guidance, resistance
--------------------
Statistics
--------------------
Str 10, Dex 17, Con 15, Int 14, Wis 8, Cha 11
Base Atk +0; CMB -1; CMD 12
Feats Mounted Combat
Traits armor expert, librarian
Skills Knowledge (arcana) +8, Linguistics +6, Perception +1, Profession (librarian) +3, Ride +7, Spellcraft +6; Racial Modifiers +2 Perception
Languages Common, Draconic, Giant, Gnome, Goblin, Sylvan
SQ eidolon link, life link, magical linguist, share spells with eidolon
Other Gear studded leather, dagger, dagger, morningstar, 113 gp
--------------------
Special Abilities
--------------------
Armor Expert -1 Armor check penalty.
Defensive Training +4 Gain a dodge bonus to AC vs monsters of the Giant subtype.
Eidolon Link (Ex) Mental link allows communication over any distance, but share magic item slots.
Hatred +1 Gain a bonus to attack vs goblinoid/reptilian humanoids.
Librarian (Linguistics, 1/day) You are trained to manage and maintain books, and you find it easy to procure information from tomes. You gain a +1 bonus on Linguistics or Profession (librarian) checks, and one of these skills (your choice) becomes a class skill for you. Once per d
Life Link (Su) Damage that dismisses Eidolon can be taken by you. It weakens if not in 100 ft.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Magical Linguist +1 effective level for [language-dependent], glyph, symbol, or writing-related spells. +2 save vs. these spells.
Mounted Combat (1/round) Once per round you can attempt to negate a hit to your mount in combat.
Share Spells with Eidolon (Ex) Your spells ignore type restrictions for Eidolon and it can recieve your personal spells.
Summon Monster I (3/day) (Sp) Standard action summon lasts minutes, but only 1 active at a time and can't use with eidolon.


TheRiverOcean wrote:

-I'm still working on combat, I think I'll usually use a map in google Draw

I was thinking more along the lines of how you handle initiative, posts and such. You said this is your first pbp so I was trying to determine how you were going to handle it post wise since you worry about timing issues.

For example, summons aren't really a big deal in pbp time wise merely because all the critters turns are handled when the creator posts.


Yeah there are definitely tricks to speeding up actions-gameplay.

For example: Rolling inititaive for all the players at combat inception helps - then each player can post at their leisure/without waiting for their actual initiative. Then you can do a wrap-up once all actions have been posted. I can link you to some good illustrative posts in PbP's I'm part of.

Okay, going to go Human Slayer (Kellid stock), a Torch local (or outlying hamlet) who is actively supportive of the Technic League as a force for effective social control and who also sees allying with the Technics as a path to personal power. So she definitely won't be taking the "Against the Technic League" campaign trait. ;p

Of course her opinions and motivations are subject to change...


TheRiverOcean wrote:
More info on the bog-standard eidolons later =)

Fair enough! I was just thinking of revamping a character I had for a different PbP; basically a grumpy summoner and their overly enthusiastic and somewhat doofy eidolon. A little bit of a cliche, but they were fun to play :3

Grand Lodge

I also have a brand new Wayang Witch if the Warpriestesss is a bad fit. Eager to play either one actually.


Oceanshieldwolf's Human Slayer, Askra Taw. Took the Skymetal Smith Campaign Trait.

Askra's Tale:
The Flame. The Technic League. Order. These things Askra took to be givens, raised by her uncompromising, and fallen (civilized/urban) grandparents on a hardscrabble sow-farm. Pigs, little, big, fat, cooked, skinned. Smelly. Mucky. Squealing. Like the people of Torch.

Askra knew she wasn't that strange, in a world with much stranger denizens. The Technic League knew much more about the world she inhabited, and she would too one day. Until then she would carry her parents name. Taw. It meant Wild and Blessed in the dialect of her kin.

Even though her hair was white, spirit-burnt it was said. Ill-luck. Bad fortune. Well, Askra would show them when she joined the Technic League. Perhaps her locks were rather exposure to the mystic and eldritch powers that suffused the very earth and water about Torch. Askra knew. And soon, she would know more…

She had made a deal with the sky-spirits when her parents took her to the Flame. A pendant she crafted, out of sky-metal itself she believed. A disc, with marks special to her and her Kellid kin. Her parents had advised against the creation of such an unhallowed object, but she had gone against their wishes and been blessed by the Flame. That her parents had died not long after that had been taken as a sign that she had broken taboo. Her grandparents had tried to part her from her disc, but she had responded with feral violence, that though it had shocked them, had also made them proud, after a fashion, in a particularly Kellid kind of way.

Her grandmother had been a bounty hunter in another age, and seeing Askra was bound for something greater than (and was ill-suited for) pig-farming trained Askra in between chores - gut cuts, tendon locations to slice - all the ways to kill a body fast and well. Her grandfather, now a cripple, had once been a proud warrior - his much notched greatsword and foul smelling hide armor had been her gift upon reaching maturity. It had cost a small fortune to tailor the armor and clean the worst of the verdigris and imperfections out of the blade.

Now Askra finds Torch in uproar, the Flame has gone. Khonnir the wizard is a buffoon, and offers no solace. The folk of Torch are no better. Askra will reclaim her honor and prove the blessing of the now gone Flame. The Technic League will find their new adherent, and praise her. No more pigs. No more muck. But still blood.


Is there room for a tech nut female Arcanist? :)


Okay, reusing this alias; brief synopsis of the character(s) with more in-depth writeup and character sheet(s) to follow within the next day or two.

Palomia & Relas:

A young summoner with a knack for languages and her eidolon companion who make a living by traveling with trade caravans offering their services as interpreters and bodyguards (sorta). When one of their trips takes them within Numeria's borders, eidolon Relas decides that some sightseeing is in order and having heard of Torch's flame, drags Palomia off to see it. Of course they're sorely disappointed when they arrive in Torch to find the flame mysteriously extinguished and the town in a rather dismal state. Rather than turn around and head back the way they came (the smart choice according to Palomia), Relas suggests they stay and investigate matters further. Why, with all the talk of ancient ruins and alien technology supposedly located under the town, this would be a perfect opportunity for Palo to learn something new like she's been wanting to do...

Personalities & OOC Stuff:

I'm admittedly going for something of a humorous angle with the long-suffering (and sometimes grumpy) Palomia and her excitable but good-natured eidolon Relas. However, I'm aware that not everyone likes huge doses of humor and comedy relief in their fantasy - I promise that both of them can get down to business when the situation calls for it.

Mechanics:

Limited experience building/playing a summoner, but hopefully the two of them can pull their weight without overshadowing other PCs. I've already got a plausible RP reason for why Palomia might not design Relas to be some sort of pouncing, raking juggernaut but at the same time, I'm trying to make somewhat informed choices about their long-term builds. As for what they'd bring to a party? Hopefully a decent damage-dealer and some backup in the arcane/utility/skills department.


Submitted for your approval. Thank you for considering me.


Answering questions:
-Deevor, ha love norman, but yes Solaria is a better choice
-Lady Ladile No prob with the Eidolons =)
-TarkXT Ah, yes I will likely roll init for everyone when necessary. And yes, summons are easier in PbP, but I fear them nonetheless =)
Oceanshieldwolf - Yes! Please send any tips my way! Also for your character, it might be difficult to work in a party that opposes the Technic League from the start...
-Nashara Both are good, pick a favorite and maybe add a quick tie in for the backstory?
Askra Taw - Love it
Jean Antonio - Sounds interesting =)

Everyone else - Good good!
Should be consolidating a pretty solid party in the next couple days!

Still taking submissions!


@TRO - Understood. Note that Askra's attitude is her at the outset. She's not stupid, just... impressionable and untutored. If it's a major problem I'm up for reflavoring it.

I'll send you a PM later tonight Oz-time with some illustrative links...


@TRO - okay, PM sent!


Pathfinder Lost Omens, Rulebook Subscriber

I'mma throw together a whip wielding Magus archaeologist type tonight.


I'll update the backstory and traits when I have the chance :P

Grand Lodge

I'll pick Nashara, I'll tie in some back story when I get home. Thanks :)

Grand Lodge

Nashara:
It had been years since the events that transpired at the Pharasmaian Temple where Nashara had grown up. She'd reached an age of wonderlust, feeling the urge the see outside the walls of her native city.

Hiring on as road protection for a merchant's caravan leaving Absalom and planning to make various stops in lands far and wide, the Warpriestess gathered her possessions and set out on the open road.

Some months into her (thusfar) peaceful travel guardiang the merchant caravan, the next small dot they appear to be traveling towards on her map was was named, simply, Torch. A small mining town from what she'd gathered after some simple questions had been asked.

"A mining town eh? Sounds interesting." her deep voice oozing sarcasm.


Pathfinder Adventure, Adventure Path Subscriber

Just to put the character out there, can make the bard more quickly as I have the details in herolab, but probably prefer the wizard if I can get it sorted... will complete stats for wizard Solaria tomorrow hopefully.

Solaria as Bard (Archivist):

@TheRiverOcean 2nd choice but here if you think you need it.
Solaria Jesari the bard
Elf Bard (Archivist) 1 (Pathfinder RPG Advanced Player's Guide 0)
NG Medium humanoid (elf)
Init +4; Senses low-light vision; Perception +2
--------------------
Defense
--------------------
AC 14, touch 12, flat-footed 12 (+2 armor, +2 Dex)
hp 12 (1d8+4)
Fort +1, Ref +4, Will +2
Immune blindness, dazzled
--------------------
Offense
--------------------
Speed 20 ft.
Melee dagger -1 (1d4-1/19-20) and
. . dagger -1 (1d4-1/19-20) and
. . morningstar -1 (1d8-1) and
. . sap -1 (1d6-1 nonlethal) and
. . whip -1 (1d3-1 nonlethal)
Ranged light crossbow +2 (1d8/19-20)
Special Attacks bardic performance 7 rounds/day (countersong, distraction, fascinate, naturalist)
Spell-Like Abilities (CL 1st; concentration +4)
. . At will—light
Bard (Archivist) Spells Known (CL 1st; concentration +4):
. . 1st (2/day)—grease, sleep (DC 14)
. . 0 (at will)—detect magic, mage hand, mending, read magic
--------------------
Statistics
--------------------
Str 8, Dex 14, Con 12, Int 14, Wis 10, Cha 17
Base Atk +0; CMB -1; CMD 11
Feats Toughness
Traits reactionary, stargazer
Skills Bluff +7, Craft (painting) +6, Diplomacy +7, Knowledge (arcana) +7 (+9 to identify alien monsters' abilities and weaknesses), Knowledge (dungeoneering) +3 (+5 to identify alien monsters' abilities and weaknesses), Knowledge (engineering) +3 (+5 to identify alien monsters' abilities and weaknesses), Knowledge (geography) +8 (+10 to identify alien monsters' abilities and weaknesses), Knowledge (history) +3 (+5 to identify alien monsters' abilities and weaknesses), Knowledge (local) +3 (+5 to identify alien monsters' abilities and weaknesses), Knowledge (nature) +3 (+5 to identify alien monsters' abilities and weaknesses), Knowledge (nobility) +3 (+5 to identify alien monsters' abilities and weaknesses), Knowledge (planes) +7 (+9 to identify alien monsters' abilities and weaknesses), Knowledge (religion) +3 (+5 to identify alien monsters' abilities and weaknesses), Perception +2, Perform (string instruments) +7, Spellcraft +6, Use Magic Device +7; Racial Modifiers +2 Perception
Languages Celestial, Common, Draconic, Elven
SQ bardic knowledge +1, weapon familiarity, lightbringer
Combat Gear scroll of cure light wounds, scroll of cure light wounds; Other Gear leather armor, crossbow bolts (20), dagger, dagger, light crossbow, morningstar, sap, whip, artisan's tools, Lute, 54 gp
--------------------
Special Abilities
--------------------
Bardic Knowledge +1 (Ex) Add +1 to all knowledge skill checks.
Bardic Performance (standard action, 7 rounds/day) Your performances can create magical effects.
Immunity to Blindness You are immune to blindness.
Immunity to Dazzled You are immune to the dazzled condition.
Lightbringer +1 effective level for [Light] spells and light-based abilities (including spell-like and supernatural abilities).
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Scroll of cure light wounds Add this item to create a scroll with spells on it.
Scroll of cure light wounds Add this item to create a scroll with spells on it.
Stargazer Disable Device or Knowledge (engineering) +1 and is a class skill


Charlotte's profile is updated. Backstory will be in place tomorrow.


I'm not sure how the AP goes on later chapters, but Jean will want to build her own construct as her pet/shield eventually. Will you be against that GM?


Thank you everyone! I just a bit more time for more submissions.
@jean - no that sounds cool! But it will depend on the amount of summons the party will have. I don't want too many non-players stealing the show :)


If we don't have a dedicated tracker Askra (if chosen) would go vanilla. Otherwise I'd be interested in using the Vanguard archetype for some greater team synergy.

@TRO - when you say "starting wealth according to your class" are we taking the average or rolling here?


Average wealth please!


Ok thx. Did you get my PM?


Good to know! :)
It would take a while though since the capability to do so starts at roughly ~lv7


Okay, think I've got everything finalized and written! Submitting for consideration and here's eidolon Relas too. Both aliases are being reused so that's why they have several posts already.

Let me know if there are any questions or if I need to adjust anything :)

Grand Lodge

@gm was the above tie in workable? I figured whatever put her in or around Torch would do. :)


Okay, revised Askra's backstory to remove any desire to join the Technic League or seek them out as a path to power.

Askra's Backstory (revised):

"Harder!!!"

Ask gritted her teeth and bit her tongue. I'll give you harder old-one, she thought to herself. But she trod off to the target anyway and retrieved her dangling javelin, the weapon caught ludicrously in the armpit of the target-mannequin made of scraps of leather and stuffed with straw, topped with a rusty old pot for a jaunty helmet... At least my aim is true, if not my strength. Better to wound the warrior and force him to adjust his tactics than miss and face him in straight melee. At least these were the tactics her grandfather would have her believe. Mighty Gaw Half-blood, the not quite Kellid. The pig-farmer. Former bodyguard and mercenary. Disgrace.

Askra sighed. Her grandfather, once vital, now spent nodded in that way he thought wise, but Askra merely found irritating. "The head is a small target, and likely protected by a helm like our stolid friend here. If they are foolish enough to go bareheaded, no matter what a Kellid might say, by all means crack their egg. Otherwise, hit them hard on the body, near a joint or in their vitals..."

Thus her days were spent when not mucking out after the swine...

The Technic League thought they knew Torch and it's inhabitants. Thought they knew all about the forges and the flame. But they cared little for anything but their gold and tribute. Their agent had laughed when her father had burnt in the Flame. Died in spitting burning agony before her very eyes. The Technic Leaguer had offered no succour when her mother had wasted away in loneliness and despair at the loss of her childhood sweetheart, a loss none could console. Had only wondered aloud if it meant the gold tribute would be endangered before sniffing and walking away.

The Flame. The Technic League. Order. These things Askra took to be givens, raised by her unforgiving grandparents on a hardscrabble sow-farm. Pigs, little, big, fat, cooked, skinned. Smelly. Mucky. Squealing. Like the people of Torch.

"Wraith" some called her. Or "witch". Askra knew she wasn't that strange, in a world with much stranger denizens. The Technic League knew much more about the world she inhabited, and she would too one day. Until then she would carry her parents name. Taw. Even though her hair was white, spirit-burnt it was said. Ill-luck. Bad fortune. Perhaps her locks were rather exposure to the mystic and eldritch powers that suffused the very earth and water about Torch. Askra knew. And soon, she would know more…

She had made a deal with the sky-spirits when her parents took her to the Flame, before it had consumed her father, and as a result, her mother. A pendant she crafted, out of sky-metal itself she believed. A disc, with marks special to her and her Kellid kin. Her parents had advised against the creation of such an unhallowed object, but she had gone against their wishes and been blessed by the Flame.

That her parents had died not long after that had been taken as a sign that she had broken taboo. Her grandparents had tried to part her from her disc, but she had responded with feral violence, that though it had shocked them, had also made them proud, after a fashion, in a particularly Kellid kind of way.

Her grandmother had been a bounty hunter in another age, and trained Askra in between chores - gut cuts, tendon locations to slice - all the ways to kill a body fast and well. Her grandfather, now a cripple, had once been a proud warrior - he was little help beyond guidance in rudimentary spear throwing now, but his much notched greatsword and foul smelling hide armor had been her gift upon reaching maturity. It had cost a small fortune to tailor the armor and clean the worst of the verdigris and imperfections out of the blade.

Now Askra finds Torch in uproar, the Flame has gone. Khonnir the wizard is a buffoon, and offers nothing of use. The folk of Torch are no better. Some blame the Technic League's meddling. Others seek their aid. Pitable retches to seek those that have bled Torch dry. Askra will reclaim her honor and prove the blessing of the now gone Flame. The Technic League will find their new enemy and fear her. No more pigs. No more muck. But still blood.


Might switch out the android ranger for a Gnome Cleric of Brigh.


Pathfinder Adventure, Adventure Path Subscriber

Bit more to do when its not in Hero Lab, but here we go Solaria Jesari, the elemental wizard from Kyonin.

I have taken linguistics for Androffen, but if you would prefer her to learn it on the job, then I can make an alteration.

Solaria the Metal Elementalist:

Solaria Jesari
Female Elf Wizard 1
NG Medium humanoid (elf)
Init +3; Senses low-light vision; Perception +3
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Defense
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AC 13, touch 13, flat-footed 10 (+3 Dex)
hp 10 (1d6+4)
Fort +1, Ref +3, Will +3; +2 vs. enchantments
Immune sleep
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Offense
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Speed 30 ft.
Melee dagger +0 (1d4/19-20) and
. . dagger +0 (1d4/19-20) and
. . quarterstaff +0 (1d6)
Ranged shortbow +3 (1d6/×3)
Special Attacks acid cloud
Wizard Spells Prepared (CL 1st; concentration +5):
. . 1st—magic weapon{super}S{/super}, mage armor, sleep (DC 15)
. . 0 (at will)—detect magic, mending, read magic
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Statistics
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Str 10, Dex 16, Con 12, Int 18, Wis 12, Cha 8
Base Atk +0; CMB +0; CMD 13
Feats Scribe Scroll, Toughness
Traits stargazer, vagabond child (urban)
Skills
Craft (painting) +8,
Escape Artist +8,
Knowledge (arcana) +8 (+10 to identify alien monsters' abilities and weaknesses),
Knowledge (geography) +9 (+11 to identify alien monsters' abilities and weaknesses),
Knowledge (planes) +8 (+10 to identify alien monsters' abilities and weaknesses),
Linguistics +8,
Perception +3,
Spellcraft +8 (+10 to determine the properties of a magic item);
Racial Modifiers
+2 Perception
Languages Androffen, Celestial, Common, Draconic, Elven, Gnome, Orc
SQ arcane bonds (arcane bond [familiar]), elven magic, opposition schools (fire), specialized schools (metal), weapon familiarity
Combat Gear alchemist's fire; Other Gear arrows (20), dagger, dagger, quarterstaff, shortbow, artisan's tools, scriveners kit, spell component pouch, 3 gp
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TRACKED RESOURCES
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Iron Skin (+2AC, 7/day 10 mins) (Su) - 0/7
Alchemist's fire - 0/1
Arrows - 0/20
Dagger - 0/1
Dagger - 0/1
Scriveners kit - 0/50
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Special Abilities
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Iron Skin (Su): You gain a +2 armor bonus to your Armor Class for 10 minutes; this bonus increases by +1 for every 5 caster levels (maximum +6 at 20th level). You can use this ability a number of times per day equal to 3 + your Intelligence bonus.
Elven Immunities - Sleep You are immune to magic sleep effects.
Elven Magic +2 to spellcraft checks to determine the properties of a magic item.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Familiar Bonus: +4 bonus on initiative checks You gain the Alertness feat while your familiar is within arm's reach.
Fire Classical opposition school for: Water
Five-Element opposition school for: Metal
You must spend 2 slots to cast spells from the Fire school.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Stargazer Disable Device or Knowledge (engineering) +1 and is a class skill

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Jessi
Scorpion, Greensting (Pathfinder RPG Bestiary 4 0)
N Tiny magical beast (vermin)
Init +3; Senses darkvision 60 ft.; Perception +4
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Defense
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AC 19, touch 15, flat-footed 16 (+3 Dex, +2 size, +4 natural)
hp 5 (1d8+3)
Fort +2, Ref +3, Will +2
Immune mind-affecting effects
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Offense
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Speed 30 ft.
Melee sting +5 (1d2-4 plus poison)
Space 2.5 ft.; Reach 0 ft.
Special Attacks poison
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Statistics
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Str 3, Dex 16, Con 10, Int 6, Wis 10, Cha 2
Base Atk +0; CMB +1; CMD 7 (19 vs. trip)
Feats Toughness, Weapon Finesse
Skills Acrobatics +4, Climb +7, Escape Artist +4, Linguistics -1, Perception +4,

Spellcraft -1, Stealth +15; Racial Modifiers +4 Climb, +4 Perception, +4 Stealth
SQ improved evasion
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TRACKED RESOURCES
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. . -none-
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Special Abilities
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Darkvision (60 feet) You can see in the dark (black and white vision only).
Immunity to Mind-Affecting effects You are immune to Mind-Affecting effects.
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Poison: Sting - Injury (DC 10) (Ex) Sting—Injury; save Fort DC 10; freq 1/rd for 6 rds; effect sicken for 1 rd; cure 1 save.

Spell Book
0-Acid Splash, Arcane Mark, Bleed, Dancing Lights, Daze, Detect Magic, Detect Poison,Disrupt Undead, Flare, Ghost Sound, Light Mage Hand, Mending(D), Message, Open/Close, Prestigitation, Ray of Frost, Read Magic, Resistance, Touch of Fatigue
1-Grease, Mage Armor, Obsuring Mist, Magic Missile, Magic weapon, Protection from Evil, Sleep

Specialized School
Elemental Wizard Schools
Some philosophers claim that the four-element structure of reality—air, earth, fire, water—is an erroneous belief. These scholars insist there are not four elements, but five: fire, earth, metal, water, and wood. Wizards who subscribe to these beliefs have developed the ability to tap into elemental sources of metal and wood, gaining magical powers normally limited to other kinds of spellcasters.

Five Elements
In some lands, scholars of magic insist that material things consist of five elements, not four: fire, earth, metal, water, and wood. Rather than directly opposing each other, these five elements counter and generate each other in a wheel-like formation: wood overcomes earth, earth overcomes water, water overcomes fire, fire overcomes metal, and metal overcomes wood. Similar to the four types of elemental wizard schools, some wizards specialize in the schools of magic based on metal or wood. Like a normal arcane school, an elemental school grants a number of school powers and one bonus spell slot of each level the wizard can cast, from 1st on up. This bonus spell slot must be used to prepare a spell from the elemental school's spell list (see below). Unlike a normal arcane school, each elemental school requires the wizard to select his opposed element as his opposition school—in the case of the five-element system, he must choose the element that overcomes his element as his opposition element (so a metal elementalist must select fire as his opposition school because fire overcomes metal). He does not need to select a second opposition school. He must expend two spell slots to prepare a spell from his opposed elemental school as normal.

Metal (Elemental School)

Metal represents firmness, rigidity, persistence, strength, determination, and electricity. It is commonly represented by gold and silver as its purest forms, though lower magic relating to iron and steel is part of the metal school.

Metal Magic: At 1st level, add the following spells to your wizard spell list at the listed spell level: 3rd—chill metal, heat metal, 5th—rusting grasp, 9th—repel metal or stone.
Whenever you cast a spell that deals hit point damage, you deal extra damage to creatures made of metal or wearing medium or heavy metal armor. Affected creatures take additional damage equal to 1/2 your wizard level. This bonus damage is not increased by Empower Spell or similar effects. This bonus only applies once to a spell, not once per missile or ray, and cannot be split between multiple missiles or rays. The damage is of the same type as the spell.

Metal Rending (Su): At 20th level, whenever you cast a spell on a creature made of metal or wearing medium or heavy armor, you can roll twice to penetrate the creature's spell resistance and take the better result.

Iron Skin (Su): You gain a +2 armor bonus to your Armor Class for 10 minutes; this bonus increases by +1 for every 5 caster levels (maximum +6 at 20th level). You can use this ability a number of times per day equal to 3 + your Intelligence bonus.

Shrapnel Burst (Su): At 8th level, as a swift action, you can cause jagged pieces of metal to explode outward from your body. These shards deal 1d6 points of piercing damage per two wizard levels (minimum 1d6) to all creatures within a 10-foot-radius burst. A Reflex save halves this damage. In addition, the twisted scraps of metal make the area difficult terrain until your next turn (at which time they disappear). You can use this ability once per day, plus one additional time per day at 13th and 18th level. At 10th-level, the shrapnel bypasses damage reduction as if it were a magic weapon.

Metal Elementalist Wizard Spells: 0—mending; 1st—gravity bow, magic weapon, shocking grasp; 2nd—defensive shock, glitterdust, make whole, shatter, silk to steel; 3rd—chill metal, heat metal, lightning bolt, keen edge, magic weapon (greater), versatile weapon; 4th—malfunction, shout, stoneskin; 5th—lightning arc, major creation, rapid repair,
rusting grasp, soothe construct, unbreakable construct; 6th—chain lightning, disintegrate, wall of iron; 7th—control construct, lightning rod, statue; 8th—call construct, iron body, shout (greater), stormbolts; 9th—meteor swarm, repel metal or stone, ride the lightning.

Opposition School: Fire
0-Spark, 1-Burning Hands, Dancing Lantern, 2-Burning Gaze, Fire Breath, Flaming Sphere, Pyrotechnics, Scorching Ray, 3-Campfire Wall, Fireball, Flame Arrow, 4-Fire Shield, Fire Trap, Firefall, Wall of Fire, 5-Fire Snake, Geyser, 6-Contagious Flame, Sirocco, 7-Delayed Blast Fireball, Firebrand, 8-Incendiary Cloud, Wall of Lava, 9-Fiery Body, Meteor Swarm

Background
All elves remember when the Starstone struck, and some are fascinated by the outer spheres where further magic must exist. Either the magic of technology from the stars or the inherent arcane power held by metals and objects found in Numeria. To gain this knowledge and master its powers will give the elven peoples an advantage in their fight to rid Kyonin of the demon lord Treerazer.

So Solaria Jesari, a young female wizard (or bard, if that is more appropriate for the party) has been sent to Numeria to find the power that will aid the elves defeat the Treerazer. An orphan, she spent her time in study of the stars and the power of the arcane, taken into service by the leaders of Kyonin to serve them in their search for a way to make safe their homelands.

Solaria has come to Torch to research and study the violet flame above the town and to start her collection of skymetal.


@Nashara yup, that works!
@askra excellent, sounds appropriate!

@EVERYONE It's crunchtime! I'm going to be choosing characters starting in about 12 hours. Get your characters posted and backstory up ASAP! Recruitment ends this weekend at the latest, as soon as all slots are filled! yay!


Fijit posted, backstory completed! Need anything else?

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