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Our group recently lost our fourth player in our Iron Gods campaign, and we'd like to open up for a fourth player to join in. We are currently in the first adventure, Fires of Creation, and are in Part 2 of 5, so not very far in. The party currently consists of
Lashunta Arcanist
Android Wizard
Ratfolk Cleric
Everyone will receive a standard, non-Core, Pathfinder Society chronicle sheet as we proceed through the campaign.
Race: Any, no race creator
Alignment: No evil
Ability Scores: 25 Point Buy
Traits: 3, one must be from the IG Player Guide, no drawbacks for extra
Starting Gold: Max for your class
Hit Points: Max at first, roll each level after. One reroll each level if you roll below average
Misc: No Leadership for simplicity's sake. VMC is allowed. It's PbP, so you have the time to use Sacred Geometry if you want to use it
No other alternate or sub character options, such as Words of Power.
We use fractional bonuses for BAB and Saves, and leveling by milestone instead of experience.
I'll leave recruitment open until 7AM GMT, April 18th, and plan to begin again on April 19th/20th.

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Given the wide-open racial possibilities (and the party composition thus far), I propose Katabar, a hobgoblin trapper ranger.
Traits: Local Ties (Knowledge (Engineering))
TBD
TBD
Feats: Power Attack
Skills:
Disable Device
Knowledge (Engineering)
Knowledge (Nature)
Survival
Climb
Swim
Perception
Favored Enemy: Constructs
He's probably going to go with archery combat style and pick feats to punch up his melee ability, though that's open to discussion.
Alternate racial trait: Engineer
It was in this setting that Katabar was born. He takes more after his mother in his physical prowess and technical skill, and has worked since boyhood with devices. His parents have spent considerable time with Khonnir Baine; once Katabar came of age, he also worked for Baine as a bodyguard and workshop assistant, and he knows the wizard and his family well.
In appearance he's a typical hobgoblin--gray skin, pronounced canines, short, and well-muscled. In personality he's much less aggressive and unpleasant than the typical; his mixed-caste parentage and upbringing outside of hobgoblin society have seen to that. The few encounters he's had with other hobgoblins have amply demonstrated that he's anything but weak, though he still feels that he has to demonstrate that lack of weakness at all times.

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When you say "no other alternate or sub character options," does that include alternate racial traits?
EDIT: Also, I assume still level 1?
Alternate racial traits are fine. I feel like the right wording is obvious and I'm just stupid, but it just means systems and full mechanics (WoP, Stamina, etc.). I couldn't think of the right wording in the first recruitment and couldn't think of it now, and someone will probably tell me the answer soon and I'll hit myself for being dumb :)
And yes, level 1 as mentioned by our esteemed traveling rat salesman Cleric of Brigh!

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Hello GM Ahayzo! My name is Simon. It's nice to meet you! I'm currently waiting on two of my applications, which are ending soon. Just hoping to dot my interest (am I using that right?) in your campaign for now.
Since the deadline is April 18th, is it ok to apply after the 15th, if I'm not in the final pool for the other two games? Thank you. :)

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I figure that he knows Iantha and Miranda already, and if they're looking for muscle he's a reasonable candidate.

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If selected for the AP I'll make an alias for this character.
Velasco
Male tengu ranger (galvanic saboteur) 1
N Medium humanoid (tengu)
Init +3; Senses low-light vision; Perception +8 (+10 vs. constructs)
----- Defense -----
AC 19, touch 13, flat-footed 16 (+4 armor, +2 shield, +3 Dex)
hp 12 (1d10+2)
Fort +3, Ref +5, Will +2
----- Offense -----
Speed 30 ft.
Melee falcata +4 (d8+3/19-20/x3) or cold iron dagger +4 (d4+3/19-20) or bite +4 (d3+3)
Ranged longbow +4 (d8/x3) or cold iron javelin +4 (d6+3) or cold iron dagger +4 (d4+3/19-20)
Special Attacks favored enemy (constructs +2)
----- Statistics -----
Str 16, Dex 16, Con 12, Int 12, Wis 15, Cha 10
Base Atk +1; CMB +4; CMD 17
Feats Technologist
Skills Disable Device +5, Knowledge (arcana) +5, Knowledge (engineering) +8, Knowledge (nature) +5, Linguistics +6, Perception +8, Stealth +5, Survival +6; Racial Modifiers +4 Linguistics, +2 Perception, +2 Stealth; Armor Check Penalty –4
Traits Fate’s Favored, Local Ties (Knowledge [engineering]), Magical Knack (ranger)
Languages Common, Tengu, Orc, Hallit, Androffan
SQ track +1, reprogram +1
Combat Gear none; Other Gear backpack, belt pouch, chalk, chain shirt, cold iron dagger, cold iron javelin x3, e-pick (brown), falcata, grappling hook, hammer, heavy wooden shield, longbow with 20 cold iron arrows, piton x10, silk rope (50 ft.), thieves' tools, waterskin, whetstone, 12 gp, 3 sp, 9 cp

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Gunslingers are fine, Emerging Guns.
Also, I was PMd about a couple specific races, one of which I didn't even know had PC stats. I looked into it and found other races I didn't know were available.
I doubt it will affect more than a build or two, but I'm adding the following restrictions
Races: No Large races or Gargoyles.

Vanulf Wulfson |

Here is my Gunslinger for consideration. I'll get to work on her background later this weekend.
Female human (Kellid) gunslinger (pistolero) 1 (Pathfinder RPG Ultimate Combat 9, 51)
N Medium humanoid (human)
Init +7; Senses Perception +6
--------------------
Defense
--------------------
AC 19, touch 15, flat-footed 14 (+3 armor, +5 Dex, +1 shield)
hp 12 (1d10+2)
Fort +4, Ref +7, Will +2
--------------------
Offense
--------------------
Speed 30 ft.
Melee dagger +1 (1d4/19-20) or
. . longsword +1 (1d8/19-20)
Ranged pistol +6 (1d8/×4)
Special Attacks deeds (gunslinger's dodge, quick clear, up close and deadly +1d6), grit (2)
--------------------
Statistics
--------------------
Str 10, Dex 20, Con 14, Int 10, Wis 14, Cha 8
Base Atk +1; CMB +1; CMD 16
Feats Gunsmithing[UC], Point-Blank Shot, Rapid Reload
Traits against the technic league (weapons), highlander (hills or mountains), reactionary
Skills Acrobatics +8, Craft (alchemy) +4, Knowledge (local) +4, Perception +6, Stealth +9 (+11 in hilly or rocky areas); Racial Modifiers highlander (hills or mountains)
Languages Common, Hallit
SQ gunsmith
Other Gear studded leather, mwk buckler, dagger, longsword, pistol[UC], backpack, bandolier[UE], bandolier[UE], bedroll, belt pouch, flint and steel, gunsmith's kit[UC], mess kit[UE], powder horn[UC], trail rations (4), waterskin, 74 gp, 7 sp
--------------------
Special Abilities
--------------------
Deeds Use Grit to perform special abilities with your firearms.
Grit (Ex) Gain a pool of points that are spent to fuel deeds, regained on firearm crit/killing blow.
Gunsmith At 1st level, a gunslinger gains one of the following firearms of her choice: blunderbuss, musket, or pistol. Her starting weapon is battered, and only she knows how to use it properly. All other creatures treat her gun as if it had the broken condit
Gunsmithing You can use a gunsmithing kit to craft/repair firearms and ammo.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Rapid Reload (Pistol) You can reload fast with one type of Crossbow or Firearm.
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.
How do you feel about characters pre-crafting items. I'm looking to make some alchemical cartridges to use before play begins.

Vanulf Wulfson |

Valeria Starr, Human (Kellid) Gunslinger (Pistolero), for your consideration.
Valeria Starr
Female human (Kellid) gunslinger (pistolero) 1 (Pathfinder RPG Ultimate Combat 9, 51)
N Medium humanoid (human)
Init +6; Senses Perception +6
--------------------
Defense
--------------------
AC 18, touch 14, flat-footed 14 (+3 armor, +4 Dex, +1 shield)
hp 12 (1d10+2)
Fort +4, Ref +6, Will +2
--------------------
Offense
--------------------
Speed 30 ft.
Melee dagger +1 (1d4/19-20) or
. . longsword +1 (1d8/19-20)
Ranged pistol +5 (1d8/×4)
Special Attacks deeds (gunslinger's dodge, quick clear, up close and deadly +1d6), grit (2)
--------------------
Statistics
--------------------
Str 10, Dex 19, Con 14, Int 12, Wis 14, Cha 10
Base Atk +1; CMB +1; CMD 15
Feats Gunsmithing[UC], Point-Blank Shot, Rapid Reload
Traits against the technic league (weapons), highlander (hills or mountains), reactionary
Skills Acrobatics +7, Craft (alchemy) +5, Knowledge (local) +5, Perception +6, Stealth +8 (+10 in hilly or rocky areas), Survival +6; Racial Modifiers highlander (hills or mountains)
Languages Common, Hallit, Orc
SQ gunsmith
Other Gear studded leather, mwk buckler, alchemical cartridge (paper)[UC] (12), black powder[UC], dagger, firearm bullet[UC] (20), longsword, pistol[UC], backpack, bandolier[UE], bedroll, belt pouch, flint and steel, gunsmith's kit[UC], mess kit[UE], powder horn[UC], trail rations (4), waterskin, 2 sp
--------------------
Special Abilities
--------------------
Deeds Use Grit to perform special abilities with your firearms.
Grit (Ex) Gain a pool of points that are spent to fuel deeds, regained on firearm crit/killing blow.
Gunsmith At 1st level, a gunslinger gains one of the following firearms of her choice: blunderbuss, musket, or pistol. Her starting weapon is battered, and only she knows how to use it properly. All other creatures treat her gun as if it had the broken condit
Gunsmithing You can use a gunsmithing kit to craft/repair firearms and ammo.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Rapid Reload (Pistol) You can reload fast with one type of Crossbow or Firearm.
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.
Orphaned at the age of 8 when agents of the Technic League confiscated a piece of technology that her father had scavenged from the Felldales, Valeria spent the next couple of years on the streets of Aaramor until one day when she came across a pair of agents of the Technic league, one of whom she recognized from that fateful night.
Picking up a discarded branch she followed the pair until they were alone. Unfortunately, her ill thought out attack resulted in little more than a bloodied nose for the unwitting agent. Chased by the agents and eventually the city guard Valeria managed to escape capture. Fearing what the league might do to one who assaulted their agents Valeria gathered up her meager belongings and fled the city into the dangerous Felldales.
Time passed and Valeria managed to eke out a living in the hostile environment trading what she could find for the things she needed to survive, until one day when she made a discovery that would change her life forever.
Within a pile of rubble she was scavenging she came across a battered and broken pistol. The damaged and dented thing was a thing of beauty to her eyes. She spent the next several weeks taking the weapon apart and learning how to rebuild it. This labor of love was so deep that she took to naming the gun Gilian, after her father. Once the pistol was restored she traded items that she found for the necessary black powder and bullets needed to make her pistol work. Once she had a rudimentary grasp of the techniques she soon began making her own shot for her gun. Through trial and error (many, many errors) she soon began making cartridges for her weapon, which could speed up her reload time.
One day, deep in the badlands, she came across an expedition led by an agent of the Technic League. Confronted by the man Valeria became afraid that the League had finally found her. When the agent, backed by his work gang of slaves, demanded Valeria’s gun in the same tone that the original agent had demanded the artifact from her father, her fear turned to anger as she gave the agent what he asked for, right between the eyes.
Shocked by what she had done Valeria stood motionless while the slave gang, suddenly freed from the agents control, scattered to the winds leaving Valeria alone in the wilderness. Fearing what the League would do to someone who killed one of their own Valeria began heading east, out of the Felldales. Travelling by night and avoiding the hazards and hostile tribes she soon passed through Kuratown and into the Numerian Plains.
She eventually made her way to the village of Torch when it’s fabled flame finally went out. Finding herself in civilization and short of cash she decides to take the town council up on its offer of a reward to find their missing Councilman. Now all she needs is a group of like-minded and fool hardy people to accompany her.

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So, I've read, the first two adventures in this AP and am getting ready to run them face-to-face. As part of that, I've been following a few pbp's for Iron Gods here, including this one.
So I have the inside scoop, but I'm really good at keeping in-game and -out-of-game knowledge separate. I'd really like the chance to play this one. Is it okay if I submit a character?
I've had a few ideas of what I'd play for this campaign, but haven't developed a frontline fighter for it. I'm keen on the flavour of the Savage Technologist, although I'm not sure that it's actually a great build. I might go for it anyways, because it's got such great planetary romance flavour.
I made up an android investigator to apply to another IG campaign, I don't think that's the right fit here. My preference is actually a warpriest of brigh, but that might be stepping on Iantha's toes.
If you aren't keen on a player who has read the adventure, I understand.

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I humbly submit a tank for your front line.
Osten Grimhelm
Human barbarian (unchained, invulnerable rager) 1
CG Medium humanoid (human)
Init +3; Senses Perception +7
—————
Defense
—————
AC 16, touch 11, flat-footed 15 (+5 armor, +1 Dex)
hp 27 (1d12+15)
Fort +7, Ref +1, Will +1
—————
Offense
—————
Speed 40 ft. (30 ft. in armor)
Melee chakram +2 (1d8+2) or
greataxe +3 (1d12+3/×3) or
greatclub +3 (1d10+3)
Special Attacks rage (9 rounds/day)
—————
Statistics
—————
Str 14, Dex 12, Con 20, Int 10, Wis 12, Cha 9
Base Atk +1; CMB +4; CMD 14
Feats Toughness, Tribal Scars
Traits against the technic league (weapons), bred for war (shoanti), reactionary
Skills Acrobatics +1, Intimidate +4, Knowledge (nature) +4, Perception +7, Survival +7
Languages Common
SQ fast movement
Other Gear lamellar (horn) armor UC, chakram APG (5), greataxe, greatclub, 20 gp
—————
Special Abilities
—————
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Rage (Unchained, 9 rounds/day) (Ex) As a free action, gain temp hp, bonus to melee att/dam, thrown
dam, will saves, but AC penalty and limited actions. 1 min fatigue when ended.
Essentially he has been sent by his tribe to find out where the metal men have come from, and put a stop to them.

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Okay, so I went in a completely different direction than any of what I said above.
Lutiger "Two-penny" Varner
Male human (Kellid) slayer (vanguard) 1 (Pathfinder RPG Advanced Class Guide 53, 121)
NG Medium humanoid (human)
Init +4; Senses Perception +5
--------------------
Defense
--------------------
AC 16, touch 11, flat-footed 15 (+3 armor, +1 Dex, +2 shield)
hp 11 (1d10+1)
Fort +3, Ref +3, Will +1
--------------------
Offense
--------------------
Speed 30 ft.
Melee light flail +5 (1d8+4)
Ranged javelin +2 (1d6+4)
Special Attacks studied target +1 (1st, move action)
--------------------
Statistics
--------------------
Str 18, Dex 13, Con 12, Int 16, Wis 12, Cha 8
Base Atk +1; CMB +5 (+7 trip); CMD 16 (18 vs. trip)
Feats Combat Expertise, Improved Trip
Traits local ties, reactionary, scholar of the great beyond
Skills Acrobatics +2, Climb +5, Disable Device +5, Knowledge (dungeoneering) +7, Knowledge (history) +8, Perception +5, Sense Motive +5, Stealth +2, Survival +5, Swim +5
Languages Abyssal, Common, Hallit, Orc, Thassilonian
Combat Gear potion of cure light wounds (2); Other Gear studded leather, heavy wooden shield, javelin (3), light flail, backpack, bedroll, belt pouch, flint and steel, hemp rope (50 ft.), manacles, masterwork thieves' tools, pot, torch (10), trail rations (5), waterproof bag (worth 0.5 gp), waterskin, 34 gp, 5 sp
--------------------
Special Abilities
--------------------
Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Improved Trip You don't provoke attacks of opportunity when tripping.
Studied Target +1 (move action, 1 at a time) (Ex) Study foe as a Move action, gain +1 to att/dam & some skills vs. them.
Two-Penny is a Full BAB fighter as well as a skill monkey. He can fill most of the rogue role, including disarming technological devices. As he progresses, he gains party buff powers, mainly sharing studied target bonuses and teamwork feats. I'm hoping to diversify his knowledge skills as well
Lutiger Varner gained the nick-name "Two-Penny" because he has trouble keeping his opinion to himself, even when he doesn't have anything interesting to say. As a teenager he joined the Mendev Crusades, but was mostly assigned to guarding supply caravans and messengers. On one strangely circuitous expedition, he ended up escorting Khonnir Baine and his daughter Val partway to the town of Torch. Khonnir recognized that in spite of Lutiger's poor social skills, he was highly intelligent with diverse interests and skills. Khonnir hired Two-penny to take him the rest of the way to Torch, and Lutiger became fascinated with the mage's research into technology. Lutiger gave up his dreams of knighthood, and instead took to investigating and studying the strange ruins and creatures of Numeria. He kept in regular touch with Khonnir, and often ran special errands for the older man.
When word of the torch going out reached Lutiger, he immediately headed back to the town, but having strayed quite far afield arrived too late to join Khonnir's expedition. When he learned that a small group had entered the black hill caves looking for Khonnir just prior to his arrival, he immediately set out to catch up with them.

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Sorry for the late notifications everyone, got caught up last night and needed some last minute info. All the messages have been sent out now.
Thanks to everyone for their applications, I loved the various characters and backstory. Congratulations to Craig on joining the party with his slayer, Lutiger Varner.

Quentin Coldwater |

Hey all,
I game with Woran regularly, and she notified me you needed more players. So I'll gladly offer my services if needed. I am in the same timezone as her, and I'm practically glued to my pc, so I can post relatively quickly.
Is there a combat role you'd like me to fulfill? I'm most comfortable with standing in melee and hitting things, but I'm also good at playing a buffer/healer.

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Umm, I noticed you said PFS, but yet you are allowing stuff that pfs doesn't. How does that work, am I missing something?
In any case, this is my pfs character. The plan is monk and sorcerer half n half. Of course I started with the sorcerer half, but still, I don't plan standing in the back. I fight more roguishly though, but that is still a damage dealer.

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Quentin - Melee would be good, and I don't whether our cleric is a dedicated healer, so they might need something that splashes that a little
Naomi - As GreySector mentioned, we are running in campaign mode for PFS credit, so it does not need to follow PFS rules and PFS characters aren't used.
I'm not specifically opening recruitment at the moment outside of personal recommendations from the current party, but if I do I will be keeping prior applicants in mind.

Quentin Coldwater |

I've whipped up a character concept. It's a Skinwalker Druid who's trying to destroy technology to bring Golarion back to its "natural state." I've got just the concept in my head, but I could send a PM later with the proper character sheet. He won't have an animal companion, that only clutters up combat.
Also, haven't read up on the Iron Gods campaign setting. Will do that as well.