Nohwear |
2 people marked this as a favorite. |
I would like to run Iron Gods. I plan to pretty much stick to the AP. Please read the player's guide first.
-25 point build.
-Core races and Androids, others may be accepted, but ask first.
-No 3pp classes, other 3pp to be decided on a case by case bases, it must be on srd or be in Deep Magic.
-Tech Guide builds are acceptable.
GM Niles |
How do you feel about the new Occult playtest classes? I'd like to play a psychic type Outer Gods themed character.
Also, I'd advise against 25 point builds. It will require a bunch of work on your part, encounters will be a cakewalk for 25 point buy characters unless you rework them, adding templates/hp or adding more monsters.
Also how do you plan on doing leveling? At certain points or by XP? How do you feel about someone who is running the game, also playing in it?
wicked_raygun |
You know, this might be a great campaign to play a dumb-as-bricks barbarian to contrast the high-technology stuff. I'm thinking that a human (Kellish) Barbarian could be awesome for this.
The worship of Desna fits with the whole "travel" theme, too. Come to think of it. And the Technic League sounds like a good group to hate on so I think the "Against the Technic League" trait would work best.
Hmm, let's see... Khelden Star Seeker, hated enemy of the Technic League. Yeah. This could be a thing. I'll probably take a straight up Barbarian -- but I'll look into one of the archetypes that the PG recommends. "Smasher" certainly sounds evocative.
Benton Gearfox |
I would like to submit Benton Gearfox, my gnome archeologist with the technologist feat and Numerian archeologist trait. I always write back stories but I'm about to head out for the night. I'll check back later.
Benton Gearfox
Male gnome bard (archaeologist) 1 (Pathfinder RPG Ultimate Combat 32)
NG Small humanoid (gnome)
Init +3; Senses low-light vision; Perception +7
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Defense
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AC 16, touch 14, flat-footed 13 (+2 armor, +3 Dex, +1 size)
hp 10 (1d8+2)
Fort +2, Ref +5, Will +3; +2 vs. illusions
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Offense
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Speed 20 ft.
Ranged shortbow +4 (1d4/×3)
Special Attacks archaeologist's luck 7 rounds/day (+1)
Spell-Like Abilities (CL 1st; concentration +4)
1/day—dancing lights, ghost sound (DC 14), prestidigitation, speak with animals
Bard (Archaeologist) Spells Known (CL 1st; concentration +4)
1st (2/day)—charm person (DC 14), grease
0 (at will)—daze (DC 13), detect magic, mending, open/close (DC 13)
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Statistics
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Str 10, Dex 16, Con 14, Int 12, Wis 12, Cha 17
Base Atk +0; CMB -1; CMD 12
Feats Technologist
Traits mathematical prodigy, numerian archeaologist
Skills Acrobatics +7 (+3 to jump), Bluff +7, Knowledge (arcana) +3, Knowledge (dungeoneering) +2, Knowledge (engineering) +10, Knowledge (geography) +2, Knowledge (history) +2, Knowledge (local) +6, Knowledge (nature) +2, Knowledge (nobility) +2, Knowledge (planes) +2, Knowledge (religion) +2, Linguistics +5, Perception +7, Perform (comedy) +7, Stealth +11; Racial Modifiers +2 Perception
Languages Androffan, Common, Gnome, Hallit, Orc, Sylvan
SQ bardic knowledge +1, gnome magic, master tinker
Other Gear leather armor, arrows (40), shortbow, backpack, chalk, hemp rope (50 ft.), parchment, 103 gp, 7 sp, 9 cp
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Special Abilities
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Archaeologist's Luck +1 (7 rounds/day) (Ex) Gain Luck bonus to attack, damage, saves, and all skills.
Bardic Knowledge +1 (Ex) Add +1 to all knowledge skill checks.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Master Tinker You are proficient with any weapon you have personally crafted.
Numerian Archeaologist Roll twice when a timeworn item glitches and choose the result.
Technologist You are familiar with the basic mechanics of technology.
Benefit: You are considered to be trained in any skill used against a technology-based subject. If the skill in question requires training to use even against non-technological su
Nohwear |
It's on the d20pfsrd site. For some reason it only seems to not work when you click my link. The address itself works. How odd...
http://www.d20pfsrd.com/classes/base-classes/oracle/mysteries/kobold-press- --oracle-mysteries/clockwork - Copy and pasting that should work, I hope.
GO ahead, I see no problem in it.
Benton Gearfox |
Benton, or Bent as some of the patron of the Evercandle Inn call him, has been in Torch for the past decade running odd jobs for the locals establishments. He's been put up in a small attic nook in exchange for his services as a runner and handyman. He spends most his time rummaging through the junkyard for parts, running orders to the local foundry for special items, and looking over a young human girl, Charlotte, who was in an accident with a horse-drawn cart.
Two years ago the forge showed signs of having one of it's "eruptions." A smith, wanting to complete a project nearing it's end did not clear out in time and in his haste down the hill in his cart ran down Charlotte in the streets. She lost the use of her legs and Benton regularly visits her at the boarding house between jobs. He first created special crutches for her but as her strength diminished he put his coin towards fashioning a wheeled chair for her out of skymetal.
Benton has found a group of adventures willing to go into the bowels of the hill. He wishes to find any valuable technology or treasure and use it finally finish his chair for Charlotte and give him and her a better footing in this world.
Denlar Bonavin |
Dax Thura |
I so want to play a Spellslinger. An Android that has gun and will travel.
A quick start.
Kharmell's first memories are of noise and fear and pain. His first clear memory is waking up holding a gun. His second one is of killing the Technic League man that was sent after him. After that Kharmell ran.
Eventually, he ran into Khonnir Baine who was fighting off some marauders. Without anything else to do, Kharmell agreed to stay with Baine while he was doing some field work and remained with him after that. Kharmell showed a knack for understanding some of the work that Baine was doing and became his apprentice.
Before he met Khonnir, Kharmell did not have a name, he had no need for one. Khonnir named him, though Kharmell did not take the last name Baine until later.
Dendek |
Submitting Dendek, a human cleric of Brigh (Iron Priest Archetype from Technology Guide). Character Sheet to follow.
Dendek was born to the Shadowed Wing Kellid tribe of northern Numeria. He was always fascinated by machines and mechanical devices, and finally decided to leave his tribe before he was violently driven out.
His wanderings deposited him at the temple of Brigh in Torch, where he found his calling. He's spent the last seven years there, studying the esoteric ways of the Clockwork Goddess, as well as mechanical engineering. He has recently developed an interest in the strange Starfall technologies.
Dendek |
Male Human cleric (Iron Priest) 1 (Pathfinder RPG Technology Guide 12)
NG Medium humanoid (human)
Init +1; Senses ; Perception +3
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Defense
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AC 14, touch 11, flat-footed 13 (+3 armor, +1 Dex)
hp 10 (1d8+2)
Fort +4, Ref +1, Will +5
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Offense
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Speed 30 ft.
Melee: Light Hammer +1 (1d4/x2)
Special Attacks Channel Positive Energy 1d6 3/day DC 10 (vs constructs, not undead. Full damage vs robots, clockwork; ½ damage vs. all other constructs)
Domain Spell-Like Abilities (CL 1st, concentration +4)
(6/day) Artificer's Touch 1d6
Cleric (Iron Priest) Spells Prepared (CL 1st; concentration +4)
1st — burning disarm (DC 14), magic weapon, comprehend languages (domain)
0 (at will)—light, detect magic, read magic, stabilize
Domains:
Artifice, Knowledge
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Statistics
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Str 13, Dex 12, Con 14, Int 16, Wis 16, Cha 10
Base Atk +0; CMB 1; CMD 12
Feats Technologist, Amateur Investigator
Traits mathematical prodigy, local ties (disable device)
Skills: Craft (mechanical) +7, Disable Device +8, Knowledge (engineering) +8, Knowledge (history) +7, Knowledge (religion) +7, Linguistics +7, Survival +7
Languages: Common, Hallit, Goblin, Dwarven, Androffan
SQ
Aura, Spontaneous Casting (can substitute Make Whole for Cure Moderate Wounds, and Greater Make Whole for Cure Critical Wounds)
Other Gear: studded leather armor, backpack, bedroll, belt pouch, candles (10), holy text, flint & steel, iron pot, mess kit, hemp rope (50'), soap, spell components pouch, torches (10), trail rations (5), waterskin, wooden holy symbol, common artisan's tools, common thieves' tools, 89 GP
williamoak |
OOOH! I have several builds to propose. I will propose something tonight. How do you feel about Grippli? I feel like a froggy techslinger (TECHNOFROG!). I do have other prepared builds though.
Seranov |
Dot.
I have an idea for a Half-orc Skald (Fated Champion/War Drummer) that would be a kind of anachronistic "big dumb orc" who would be thoroughly unimpressed with technology, and stick to the ways he's used to solving everything: with brawn and sheer force.
That is not to say he won't get over that thought process, but I think it'd be interesting to start that way. :D
Rana The Techslinger |
Hello! I know there are limits on exotic races, but I, genius grippli archeologist Rana, would love to join.
The following link has my statistics:
Rana The Techslinger
And the following spoilered section has my backstory:
This pushed her in a bad direction, and as she grew, she turned to banditry in the chaotic River Kingdoms. She satisfied her curiosity with the things she could rob, numerous baubles from around the world.
One day however, she found a pistol even better than her: a seemingly feeble little human hurt her with a pistol that seemed to shoot light, and burned like fire. After escaping, she started looking into this strangeness, eventually learning about the bizarre technological artifacts of Numeria. Fascinated by this development (and afraid of the death banditry nearly led her to), she decided to clean up her act and try to seek such wonders up north, in Numeria.
She has been in forge for several years now, without much luck actually finding the pistol of her dreams. However, thanks to collaboration with other alchemists, she has gained a decent grasp of Androffan & technological items.
Personality: friendly. Loves good food (mostly bugs).
Long-term goals: find a functional laser pistol. In fact, a whole HORDE of technological items would be cool by her!
Deity: Like many in numeria, Rana worships Brigh, goddess of clockwork & invention, in the hopes of more easily finding technological items.
(Note: I am quite interested in the campaign, and I have another very similar build prepared with a human if grippli are unsatisfactory. I just love the frogfolk, and I think it will make an interesting character)
Seranov |
Kinna |
This is karlprosek's android Arcanist. The profile still needs a lot of work, but I'll get it wrapped up soon. Here's her bio.
Kinna only recently integrated her consciousness into the housing in which she currently resides. It was less than a decade ago that she first opened her eyes in the dark. It took her several minutes to realize the former resident of this shell had been buried, and significantly longer to break through the coffin's lid and dig herself up and out of the grave.
She emerged, appropriately enough, into a dark and stormy night, and by chance wandered away from the town where the former owner of her new housing had lived. With no need to eat or sleep, Kinna aimlessly wandered the windswept wastes for several days before stopping to ask herself what it was that she wanted. Where was she going? Why was she walking? What was the point of it all?
The answer was obvious- she had many questions, so she needed answers. She sought answers from the first humanoids she encountered, a tribe of Kellid barbarians. While they weren't cruel to her, their violent lifestyle wasn't to her liking and, truth be told, their shaman had no answers for her questions. He gave her a name, though, so she didn't come away with nothing.
She left the tribe and sought answers from the next group she ran across- a band of orcs. These humanoids were cruel to her, doing a great deal of damage to her housing over a long period of time. Eventually, though, she was able to make her escape late one night after uncovering the use of some of the chassis's built-in abilities. So again, while she didn't have her answers she still came away from the experience with something.
Her flight from the orcs took her far out into the wilds of the Numerian plains. She eventually noticed a bright light- Torch's eponymous fire- and homed in on it. Khonnir Baine was the very first resident of the town who saw her. He was out gathering alchemical reagents and noticed her shambling toward the town.
The wizard realized what she was immediately and whisked her back to his laboratory for repairs. It was there that she realized her housing had some residual affinity for arcane matters, as she recognized apparatuses and spell components without being prompted. Baine let her recuperate in his lab and took her under his wing.
Once she was in good enough shape that she was no longer shocking to look at, Baine let her explore the town. Kinna hasn't left Torch since, now more than 7 years gone. Over the years she met more non-arcanists and developed a fondness for certain people, particularly children.
A few years ago she started reading stories to children on the steps of the Temple of Brigh. They might have run her off but for the fact that she is an android, a created being much like the way Brigh is portrayed, if more human looking. As parents came to know her they started sending their children to her and Kinna's occasional story reading turned into a regular event and she found a place nearby where she could meet with the children regularly and teach them as well as read to them.
Kinna's school is larger now but still small compared to any academy you'd see in a city, but she a pair of assistants now to help her and has books and desks and supplies for all of her students. The fact that she does not need to sleep allows her to teach during the day and study in Baine's laboratory at night. Because while teaching fulfills something in her, a need to connect with people, pursuing the mysteries of the cosmos still drives her. Her head is still full of questions that need answering, and magic, so far, has been the only thing that promises any.
JonGarrett |
Uthan Ironmind
Male Half-Orc Seeker Oracle 1
Neutral Good Humanoid
Initiative; +1 Perception +5
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Defense
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AC 18, touch 11 flat-footed 17
hp 9
Fort +3, Ref +3, Will +4
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Offence
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Speed 30 ft.
Melee Greataxe +4 (1d12+6 damage)
Oracle Spells Known
Level 0 Spells (At Will) - Detect Magic - Detect magical auras.
Mending - Fixes small, non-magical items
Read Magic Read scrolls and spells.
Create Water - Create 2 gallons of water
Mage Hand - Move a small item.
Ghost Sound - Minor, non-vocal illusion.
Level 1 Spells (4 per day) -
Cure Light Wounds - Heals 1d8 + level to one touched.
Forbid Action - Stop one action.
Murderous Command - Force a foe to attack an ally.
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Statistics
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Str 18 Dex 12, Con 12, Int 11 Wis 10, Cha 18
Base Atk +0; CMB +8; CMD 15
Feats Extra Revelation - Additional Revelation (Clockwork Incorporation - Steel Skin)
Traits Fate’s Favored, NNumerian Archaeologist
Racial Traits Sacred Tattoo (+1 Luck Bonus to all saves, replaces Orc Ferocity) - Shaman’s Apprentice gives (Endurance as a Bonus Feat, replaces Intimidating) - Darkvision 60ft - Orc Weapon Proficiency
Skills Disable Device +5, Diplomacy +8, Sense Motive +5, Craft (food) +4, Profession (Archaeologist) +5.
Languages Common, Orc
Combat Gear Great Axe, Scalemail.
Other Gear Traveller’s Outfit
Money 35gp
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Special Abilities
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Tinkering - Gain a bonus to perception equal to Oracle Levels when using perception to find traps, and use Disable Device as a Rogue.
Mystery - Uthan uses the Clockwork Mystery, turning his own body into a machine.
Revelation - The way in which the Clockwork Mystery manifests.
- Clockwork Incorporation - Mechanical Arms - Gain +2 strength and a +4 bonus to strength based skill checks and CMB.
- Clockwork Incorporation - Steel Skin - +2 to natural armour and resistance 5 to fire and cold.
Oracle’s Curse (Legalistic) - Sickened for 24 hours if Uthan breaks his word. Gains a +4 bonus once a day on a roll that helps keep a promise.
There are two significant details that are instantly obvious. First is the fact he has been heavily mechanized. Large sections of his skin on his torso is covered in metallic plates, and both arms have been replaced by heavy metallic arms, finely crafted and made of steel frames with internal works of bronze.
The second is a significant series of swirling tattoos. Long, red lines run in a swirling pattern along his body, carefully avoiding the metal components and in some cases, where they would be too disrupted going around the pattern is painted along them too. They run like thick red vines from the top of Uthan’s head to the soles of his feet and even down the metal of his arms via dark copper worked into the surface.
Uthan is capable, and can usually take care of himself, but growing up in a large group means he pefers to work with others and will happily join any group that doesn’t mind hi plundering most clockwork devices to find out how they tick.
He is also brave and loyal, willing to risk himself at a pinch. Depending on the group he is either the one who disarms traps or one who helps a more skilled trap expert dismantle the. He also tends to fight up front and heal as needed, with some support when needed.
Uthan was always fascinated by clockwork and mechanics, even if he was fairly good with a heavy axe too, Halfblooded and hated for it, if it wasn’t for his promising signs of magical power then he would likely have been killed. But hid budding power kept him alive, if toiling merciless as the Shaman’s apprentice. Uthan hated it, but hated the idea of dying even more. As he worked he was forced to swear to dedicate himself to his magic, and he did.
When a raiding party brought back a jewel encrusted clock, Uthan took it, unable to resist it’s call. It was the work of a master craftsman, more perfectly made and complex than any clock he had ever seen. He pried away the jewels to examine the inner workings and was so busy working that he missed two details - the Shaman’s irritation at his word being broken and the Chief’s anger at the valuable item being dismantled. It was the final straw.
And so he was left, burned and barely living, the tribe moving on. A stronger casting of the spell should have killed him, and even the weakened version left him hideously scarred. But the power of the oracle finally manifested, allowing him to cast [i]Cure Light Wounds to save his life. But his arms were ruined. The skin was charred from them, and much of his chest. But Uthan knew, somehow, how to build new ones. He found one of the jewels that the others had missed, and used it to rent a forge and buy materials.
There he remade himself. He built his arms out of metal, powered and controlled by his own magic. He also replaced the damaged skin with metal armour.
But it wasn’t enough. He remembered the tales of Numeria, and the mechanical marvels there, and Uthan decided to go and hunt down further answers. His new arms were stronger than the old, his new skin tougher than it ever could have been. The knowledge Numeria held could only make him stronger...
Digger Chandler |
Here's my halfling scavenger ...unassuming but nasty little fellow.
Male Halfling Scavenger Rogue 1
Chaotic Neutral Humanoid
Initiative; + Perception +8/9
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Defense
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AC 16, touch 14, flat-footed 13
hp 11
Fort +3, Ref +6, Will + 3 (+2 vs Fear)
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Offence
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Speed 20 ft.
Melee Dagger +4 (1d3-1)19/20
Melee Sickle +4 (1d4-1)
Melee Club +0 (1d4-1)
Ranged Sling +4 (1d3)
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Statistics
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Str 8 Dex 17, Con 14, Int 10 Wis 15, Cha 16
Base Atk +0; CMB -2; CMD 11
Feats Technologist (Bonus from Archetype), Weapon Finesse
Traits: Against the Technic League, Dirty Fighter
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Racial Traits
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Small: Halflings are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
Slow Speed: Halflings have a base speed of 20 feet.
Fearless: Halflings receive a +2 racial bonus on all saving throws against fear. This bonus stacks with the bonus granted by halfling luck.
Halfling Luck: Halflings receive a +1 racial bonus on all saving throws.
Keen Senses: Halflings receive a +2 racial bonus on Perception skill checks.
Shiftless: +2 on Bluff and Sleight of Hand checks
Weapon Familiarity: Halflings are proficient with slings and treat any weapon with the word “halfling” in its name as a martial weapon.
Skills
Acrobatics (Dex) 7 (3+1+3)
Appraise (Int) 4 (0+1+3)
Bluff (Cha) 9 (3+1+3+2)
Diplomacy (Cha) 7 (3+1+3)
Disable Device (Dex) 9 (10 for tech traps) (3+1+3+2)
Perception (Wis) 8 (9 for tech traps) (2+1+3+2)
Sleight of Hand (Dex) 9 (3+1+3+2) (11 with wrist sheath)
Stealth(Dex) 11 (3+1+3+4)
Languages Common, Halfling
Combat Gear
Leather Armor
Sickle
Club
Sling
2 Daggers
Other Gear
Mwk Thieves’ tools
Rope
Grappling Hook
Backpack
Wrist Sheath
Money 15 gp
Kerin Blacksmith |
Heya. The Dragon here, submitting my Foehammer dwarf. Background & stats is in the profile.
I'd like to request a houserule: the ability to bull rush enemies into dangerous squares. Being able to push someone off a cliff is a) Iconic, and B) situational as all hell.
If you can't do that, then bull rush doesn't really matter, and is ~always a worse deal than just hitting them in the face with a weapon.
Which is sad, as I like my fighters versatile.
The Dragon |
Kerin, you already can do that with bull rush. It's reposition which can't push someone into a dangerous square.
Oh. Thank you then. I'm not sure where I got the idea from. I think I read some class guide on the internet that said you can't.
Thank you again for bringing it to my attention :)
spectrevk |
Meet Dax, the Android Oracle. I'm really excited about the possibility of playing this character. I like the idea of an android empowered by their body's previous souls.
Android Oracle (Ancestor) 1
STR 14
DEX 16
CON 13
INT 12
WIS 12
CHA 14
AC: 13/17 (w/Spirit Shield) Touch: 13 Flat-Footed: 10 HP: 9 Fort: +1 Ref: +3 Will: +3
"Defiance" (Greatsword) +2 (2d6+2 slashing, 19-20)
Magic Stones +3 (1d6+1)
Traits: Local Ties (disable device), Seeker
Feats: Extra Revelation
Skills: Craft (alchemy) (Int) +5, Disable Device (Dex) +8, Knowledge (engineering) (Int) +5, Linguistics (Int) +5, Perception (Wis) +6, Spellcraft (Int) +5
Revelations: Ancestral Weapon, Spirit Shield
Curse: Haunted
Other modifiers: -4 Sense Motive, 1/day add +4 to one d20 roll, +4 racial bonus on all saving throws vs mind-affecting effects, paralysis, poison, and stun effects. Not subject to fatigue or exhaustion, immune to disease, fear, emotion-based, and sleep effects. Can never gain morale bonuses. +2 racial bonus to Perception checks. Low-Light Vision and 60 ft. Darkvision
Equipment: Oracle's Kit (9gp), Cold-Iron Dagger (4gp), 4 Acid flasks (40gp), Chronicler's Kit (40gp), Quarterstaff, 12gp
Languages Known: Common, Hallit, Androffan
Spells Known:
0: Mage Hand, Ghost Sound, Stabilize, Light, Detect Magic, Guidance
1: Cure Light Wounds, Magic Stone, Bless