Stars and Stones - An Iron Gods Campaign (Inactive)

Game Master Mahorfeus

Round Two
1. Era
2. ?
3. Wrixx
4. Jinkin 2 (wounded)
5. Anna
6. Morgan
7. Jinkin (wounded) (fled)
8. Fal <--You're up!
9. Jinkin 3
10. Cruodh


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For over a century the violet flame atop Black Hill had been alight, a beacon of Torch’s livelihood. The town owed more than just its name to the fire - it owed its very existence to it. While the flames would occasionally flare up to the heavens in a massive eruption, at all other times they exhibited a miraculous quality: a chunk of wood thrown over them would instantly burst into flames, yet a piece of paper set a foot from the bonfire’s edge would not even smolder. This unique combination of traits made the fire a perfect forge, ideal for smelting the rare skymetals riddled throughout Numeria. Torch’s entire economy rose from these purple flames, with traveling smiths coming from all across Avistan to pay for the opportunity to use them.

Unfortunately, most of Torch’s wealth does not belong to it. While the town’s distance from the Numerian capital of Starfall has made it too inconvenient for the Technic League to maintain a permanent presence in the region, the town remains within its grasp. Heavy taxes and tariffs ensure that in spite of its massive intake of coin, the town never truly prospers. But so long as Torch could maintain productivity to meet the League's exorbitant demands, they needed not worry about losing their independence.

Which is why when the flames suddenly went out, everyone knew that Torch was in trouble.

-----

Hello everyone, welcome to the discussion thread for my Iron Gods game. :)

If you have not had the opportunity to read it already, the player’s guide can be found here. The information in it is very useful for situating your characters in Torch, as well as Numeria as a whole.

The criteria for character creation are as follows:

Ability Scores: 20 point buy.
Race: Anything within reason, except alien races.
Class: All Paizo classes and archetypes are allowed. The unchained versions of the barbarian, monk, rogue, and summoner are required, but if there is a conflict with an incompatible archetype, we can work something out.
Hit Points: Maximum for every level.
Alignment: Any non-evil.
Traits: Two traits, three if you take a drawback. The campaign traits in the player’s guide are recommended but not required.
Starting Wealth: Average gold for your class. In addition to your free starting outfit, you start with a free kit that corresponds to your class.

I will be using the following optional rules from Pathfinder Unchained:

  • Automatic Bonus Progression
  • Background Skills
  • Variant Multiclassing
  • Wound Thresholds

    As far as backstories go, I don’t require a novel or anything, but it should at least answer some of the following questions:

  • Where did your character come from? Do they live in Torch? If not, why are they in the area?
  • What does your character do for a living? Are they new to adventuring?
  • What inspired your character to take on their starting class? Were they tutored or schooled, or were their skills self-taught?
  • How does your character get along with Torch’s locals? Are there any locals in particular that your character is closely acquainted with?
  • Is your character religious? What is their opinion of technology?
  • Why might your character be compelled to oppose the Technic League?

    As long as your concept meshes well with the setting’s flavor and themes, I do not foresee any real issues. Feel free to ask any questions you might have about Numeria, your character concepts, or anything else that comes to mind.


  • Considering the recent dip in activity of our WotR game, and my upcoming unemployment, I am seriously considering posting a character concept. Who will you be inviting to join the game, and how many players do you plan on recruiting?

    (Hinagiku)


    Welcome. :)

    I am willing to accommodate anyone from WotR, even if that pushes us up to 6 players, which is the most I'd be comfortable with running.


    ;)

    Ano...

    What we seem to have nailed down is a Barbarian and a Kineticist.

    Other concepts are a bit up in the air. I'm leaning towards warpriest (but that was the role I chose to fill up the party - we clearly needed a healy caster of some sort), but all that I'm -really- after is my character being a crafter of some sort. Someone with a vested interest in seeing the world thrive through ingenuity. :)


    I can do kineticist heavy plate (kinetic knight) or kineticist blaster. Going with android for race. I could be convinced to pick up some healing, as I'll be Aether, but man kineticist healing is all kinds of horrible :P


    What kind of post rate are we looking at?

    Also, I would be interested in playing an android investigator. Here's a short description.

    Short backstory:

    Professor Grigori Bly, lecturer and researcher at Lepidstat University (Ustalav) has spent the last 20 years studying himself, comparing his android body and mind to that of humans and various mammals. However, there is only so much that can be learned from studying a single specimen. Thus, to answer questions such as whether or not he has a soul, and whether or not Shelyn, the goddess he follows, will one day welcome him into her realm (once he dies), Professor Bly sets out for Numeria to discover more of his origins and learn about his kind.

    Well… that was short, but showed the two most important characteristic of my character: he is a scholar and a follower of Shelyn. To know how android, scientist and Shelyn faithful can cohabit

    Or maybe shaman human...


    What? Half-Elf Writer 1 / Dancer 1 / Chemist 1

    Yo! I'm definitely in on this, although I'm waffling a bit on concept.

    Currently, my concept is a newly-renewed android whose predecessor was the companion of a current PC, who was interested in investigating the Torch but deteriorated before they could do so themselves.

    My idea is that this particular android is many generations old, having gone through many periods of convalescence and in fact has no idea how old they are.

    I'm looking at playing a brawler (constructed pugilist)/ investigator (scavenger).


    Female Human (Kellid) Barbarian (savage technologist, mad dog) 1 | Init +2 | HP 15/15 | AC: 14, T12, FF12 | Fort: +4 Ref: +1 Will: +1| Perception +1 | (5/6 rounds of rage)

    Barbarianna checking in :)

    She's basically done... probably gonna go read the Numeria guide to see if there's anything that doesn't work for her Kellid flavor but other than that I'm happy.

    Statblock:

    Anna Stormarglwydd
    Female human (Kellid) unchained barbarian (savage technologist, mad dog) 1
    CG Medium humanoid (human)
    Init +2; Senses Perception +1
    --------------------
    Defense
    --------------------
    AC 15, touch 12, flat-footed 13 (+3 armor, +2 Dex)
    hp 15 (1d12+3)
    Fort +4, Ref +2, Will +1
    --------------------
    Offense
    --------------------
    Speed 40 ft.
    Melee dagger +4 (1d4+3/19-20) or
    Dilynwyr (masterwork cold iron battleaxe) +6 (1d8+3/×3)
    Ranged longbow +3 (1d8/×3)
    Special Attacks rage (6 rounds/day),
    --------------------
    Statistics
    --------------------
    Str 16, Dex 14, Con 14, Int 10, Wis 12, Cha 13
    Base Atk +1; CMB +4; CMD 16
    Feats Combat Stamina, Point-Blank Shot, Power Attack
    Traits ancestral weapon (Numeria), friend to animals, robot slayer
    Skills Acrobatics +1 (+5 to jump), Climb [1] +6, Handle Animal [1] +6, Intimidate [1] +5, Lore (Kellid) [1] +4, Ride [1] +6, Survival [1] +5, Swim [1] +6
    Languages Common, Hallit
    SQ attached, fast movement, point-blank shot, power attack
    Other Gear hide shirt, arrows (20), dagger, Dilynwyr, longbow, backpack, belt pouch, blanket, carnivore feed (per day) (2), flint and steel, hemp rope (50 ft.), hip flask, night tea (5), torch (3), trail rations (5), waterskin, whiskey (per cup) (2), 6 sp, 5 cp
    --------------------
    Special Abilities
    --------------------
    Attached (Dilynwyr) If your attachment is threatened, -1 Will & -2 save vs. fear
    Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
    Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
    Rage (Unchained, 6 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.

    Dar'shyn statblock:

    Dar'shyn
    Wolf (wrecker)
    N Medium animal
    Init +2; Senses low-light vision, scent; Perception +5
    --------------------
    Defense
    --------------------
    AC 14, touch 12, flat-footed 12 (+2 Dex, +2 natural)
    hp 15 (2d8+7)
    Fort +5, Ref +5, Will +1
    --------------------
    Offense
    --------------------
    Speed 50 ft.
    Melee bite +2 (1d6+1 plus trip)
    --------------------
    Statistics
    --------------------
    Str 13, Dex 15, Con 15, Int 2, Wis 12, Cha 6
    Base Atk +1.5; CMB +2; CMD 14 (18 vs. trip)
    Feats Combat Stamina, Toughness
    Tricks Attack, Defend, Down, Fetch, Heel, Hunting, Seek, Track
    Skills Acrobatics +2 (+10 to jump), Perception +5, Stealth +6, Survival +1 (+5 when tracking by scent); Racial Modifiers +4 Survival when tracking by scent
    SQ defend, hunting
    Other Gear pack saddle, torch (7), whet bone
    --------------------
    Special Abilities
    --------------------
    Scent (Ex) Detect opponents within 15+ ft. by sense of smell.

    Background:

    Anna was born to the kellid clan “Stormarglwydd”, or “Stormlord” in the Taldane tongue. Oral traditions passed down among her people claim that they share common ancestry with an ancient civilization of storm giants which passed into the east many centuries ago during the Time of Falling Stars. In present day, the Stormlord tribe lives a nomadic existence in Numeria, travelling across the country living off of the bounty of the land.

    By the time she came of age, Anna earned a reputation as a great warrior and hunter among her people. Performing well in a number of battles, she caught the eye of the son of the Clan-Liege of Gwyntmarcywr, or “Wind Rider” in Taldane - an honorable man named Tohmar. Clan Wind Rider is an allied clan of the Stormlords, who are known for raising and riding horses. The two shared a fiery, passionate romance and she gained a deep love and respect for the young barbarian horse lord. After just three months, the two were engaged, and she looked forward to a future of raising horses and children with her new found love.

    Unfortunately, Anna’s new husband perished just days after their wedding. She remembers little of that day- but her dreams continue to be filled with memories of a dark night, filled with screaming horses and flashes of colored lights as a renegade robot stormed through their encampment. What she does remember though - is a sequence - two red, one blue, one red, two yellow - the order of a sequence of flashing lights on the robot’s body. Even now, she repeats the sequence to herself to lull herself to sleep, vowing to never forget the only clue she has to finding her husband’s murderer.

    Anna’s grief consumed her for many months and she was left unable to sleep or eat. Her sister, Kanata, shook her out of her despair with a promise to help her find the monster that destroyed her love. Traditionally, when a Kellid is murdered unjustly, it is considered their clan's sacred duty to avenge their clan-mates death - an ancient rite known as the "llw gwaed" or "blood oath". However, together they appealed to the Clan-Liege of the Wind Riders - swearing their own llw gwaed to slay Tohmar’s killer with his own axe. She was given Dilynwyr - the ancestral battle axe of the Wind Riders - whose name in Taldane translates to ‘Pursuer’, and the clan's blessing to hunt Tohmar's killer to the ends of the planet if need be in their name. After a week's long rite of tribal invocations to the gods to bless their hunt, the two were off.

    Anna and Kanata wandered away from their tribe to commune with the sky spirits and trace the movements of the machine which killed Tohmar… though because the machine is capable of flight, it proved nearly impossible to track. One day she and Kanata ran afoul of several lesser robots that overcame the two with stun weapons and tranquilizers. Though they were ultimately driven off, the two were left drained and unconscious, exposed to the desert heat for several hours in a debilitating delirium. Scavengers never took her, but Khonnir found her and carried her back to the nearby town of Torch to recover. Khonnir claims she was there alone - and since Anna knows her sister would have never left her to die - she assumes Kanata perished in the attack. Anna has spent the last several weeks in Torch grieving yet another loss to the robotic monsters.

    Though Anna initially distrusted Khonnir - both for his interest in skymetal technology, and for his affinity for arcane magic - she eventually grew to trust him. And while she does not particularly care for Torch's reliance on Numerian technology, she has been getting along with the locals pretty well, performing odd jobs to help pay for the roof over her head and the warm meals they give her to fill her belly. Just as she was getting ready to leave Torch, he found a deactivated robot beneath the town…. her interest piqued, Anna wonders if the monster that killed Tohmar is right beneath her very nose! But before she could investigate, Khonnir vanished… and now Anna is anxious to investigate the ruins under Black Hill, not just for her own selfish reasons, but to save Khonnir. She refuses to allow yet another friend to die to the metallic beasts.

    Appearance:

    Anna is a powerfully built young woman of 21 years descended from the hardy Kellid stock of the Stormlord tribe. She stands 5’10 and weighs 165 lb with sun-tanned skin and long, dark hair that hangs free and untamed. Her steely grey eyes promise a painful death to anyone who crosses her, a fact made all the more evident by the wickedly sharp battleaxe she wields with ease. She keeps this weapon close at hand at all times, and does not permit anyone else to handle it, even for a moment. Her leather armor is practical, padded with wool to keep her warm in the coldest winter. It includes a skirt of leather tassels and fur-wrapped boots and bracers. Since her husband’s death, she maintains the war paint of her tribe - two vertical blue lines down each cheek, along with one additional blue line down from her lips.

    Personality:

    Anna is fiery and passionate, and it is difficult to dissuade her from strongly held opinions and beliefs. This is made worse by her dangerous rages that leave her enemies bruised and bloodied. Foul-mouthed, loud and raucous, Anna loves both drink and spending the night with a well-shaped woman or man. Though in truth, Anna is exceptionally loyal, dedicated, and good-hearted to her friends. She hates evil-minded bullies and schemers and those who prey on others from a position of power, but she reserves her greatest fury for the heartless machines ravaging her homeland and those who control them. She wants to put down every last one of them, and welcomes any allies that will aid her in doing so. At the same time, she has a heavy heart due to the untimely loss of her husband, Tohmar. She continues to grieve him and mask her grief in booze and sex, and hasn’t yet found the means to truly live without him. While she throws herself into a rage into every battle against robots, her emotions get the best of her once the rage subsides and she retreats into the memories of her loss.

    Anna distrusts technology on an instinctual, visceral level. While her experience with Khonnir so far has given her cause to re-valuate this all-encompassing outlook, her interactions with those who use technology are far from cordial. At best, she tolerates their contributions only insofar as they help eliminate more dangerous threats roaming her homeland. As for those who use technology to oppress others - such as the Technic League - contempt would be just brushing the surface for her thoughts towards those...

    Dar’shyn background:

    Dar’shyn is Anna’s pet wolf - an enormous, shaggy black beast of a wolf... though Anna knows that despite his intimidating presence, he is far from full grown. He is the son of Anna’s father’s wolf, Draxadar, an aged and grizzled companion that has been by his side for many successful hunts. Anna has raised Dar’shyn since he was but a pup, and she considers him her best friend. Kanata received his litter-mate at the same time, Dar’tan, though Dar’tan has not been seen since Kanata’s death.

    Dar'shyn is not a friendly creature towards strangers, though he has been well-trained to only attack those who physically threaten Anna, or at her explicit command. However with those few that Anna considers a good friend, Dar'shyn shows his true nature - an enormous puppy-dog, who loves scritches behind his ears and long belly rubs.

    Dar'shyn currently wears a pack-saddle as a training measure for when he is older - Anna hopes that if he grows to be as large as Dagur, she will able to ride him one day.

    Family:

    Anna’s parents are alive. Her father is Dagur Stormarglwydd, a hunter, and her mother is Drunah Stormarglwydd, a bloodrager. Her family is well-regarded among the Stormlords, though they are not the leaders of the tribe. In her tribe, whenever a Clan-Liege steps down, only members of the tribe known as “melltwyn” (storm-touched - those who show signs of a storm giant bloodline) are eligible to become the next Clan-Liege. If there are multiple, they must fight for the honor of the title. Anna is not melltwyn, though this fact does not cause her anxiety as she is confident in her own abilities.

    Her parents are currently unaware of Kanata’s death. She has been unable to bring herself to really face them, and fears their anger. As her elder sister, she feels that she failed to protect her while blinded by her need for vengeance, and deserves to be outcast from her clan as a result.

    Other than Kanata, Anna has no siblings.

    Religion:

    As a kellid, Anna venerates the Green, though she believes that the world is governed by the whims of many gods and spirits. Her clan in particular venerates Gozreh, particularly his form as a god of Storms. However beyond a few cursory prayers or nods to the spiritual forces that control the world around her, Anna is not particularly religious.

    Alignment:

    Anna is chaotic good. She distrusts most large social systems, preferring to do as she wishes, without concepts like “law” or “order” getting in her way. However she is good at heart, willing to go out of her way to protect those weaker than her. She has a soft spot for children in particular, and will go to great lengths to ensure a child’s safety.

    Future plans:

    Mechanically, Anna will progress as a “sword and gun” barbarian. As her starting cash does not allow her to start with a gun, she will obtain a firearm at the soonest opportunity wealth or luck provides. Ideally Anna will use a technological weapon which does not require reloading, otherwise she will simply shoot from penetration range, then toss the gun aside to hack away at her foes with her axe. Eventually Dar’shyn will be large enough to ride, and she will invest options to train him as a combat mount. Additionally, Dar'tan was created solely to have a convenient replacement for Dar'shyn, should he die, unless the GM has more interesting ways to handling a possible animal companion death.

    Roleplaying-wise, the robot that killed her husband is left intentionally vague to give the GM a great deal of freedom as to who or what did that. Ultimately it will provide Anna a great sense of closure to finally kill the robot that she has been hunting for several months now. The fate of her sister is also left vague - she could be either dead or lost, depending on what the GM wishes to do with her. Her sister IS a “melltwyn” - meaning she shows signs of storm giant ancestry. It was my intention that she be an air elemental-blooded bloodrager or kineticist, but the GM should feel free to build her as he wishes should her NPC be utilized later. Should her sister reappear, I would likely want to take Leadership so the pair can ride around together again….depending on how her feats are going at that point.

    Ultimately I would like for Anna to fall in love again, especially if it is played out with a PC. Her xenophobic nature means that this person should be human, either kellid or open-minded towards kellid beliefs, though she is bisexual so gender doesn’t really matter. However it would be very interesting if her lover was something that challenges her core ideas, such as a wizard or android. It would be good for her character to finally let Tohmar go and find a life without him.

    At the moment Anna feels like she is never to find love again - as Tohmar was her one and only. She also currently hates robots, androids, and all technology but I believe that pro-technology PCs would eventualy bring her around on these views. In lieu of the PCs, an NPC like Khonnir works the best here (assuming he’s not dead!!) Ultimately she will take a “fight fire with fire” approach with technology.

    In the end, I foresee her being some sort of badass techno-barbarian in power armor with a laser gun, rolling around on her wolf mount and slaying fools. Post-campaign I think she’d want to settle down with a new lover, get married and have lots of children. I think she’d also want to found her own clan, perhaps one centered around using technology to destroy misused technology and its abusers.

    Questions for GM:

    1. How are we meshing mad dog and savage technologist? I was figuring I would just give up my rage powers for the pet, and leave it at that (while keeping savage technologist untouched) but if you would like to do something more complex, let me know.

    2. How does the savage technologist STR/DEX to rage work with an unchained barbarian?

    3. Will the Wrecker Animal Archtype be at all useful against robots? If so, how? If it is not useful, I will take a different archtype.

    4. Will the Gearbreaker rage power work at all against robots? If so, how?

    5. How common are firearms in Numeria? Would I be able to buy one for her, or will I have to wait for one in loot? Would ammunition be purchasable (I mean alchemical cartridges and such, not techno-guns) or do I have to go the gunsmithing route?

    6. Do animal companions also have max HP?

    7. Do animal companions benefit from ABP?

    8. Is handling an animal for Anna a move or free action?

    9. Training an animal for riding is a three week investment. Will it be feasible for Anna to train her mount to ride, or should I not bother investing feats into making her a mounted fighter?


    What? Half-Elf Writer 1 / Dancer 1 / Chemist 1

    I put some time into doing this:

    Statblock:
    Case
    Male android brawler (steel-breaker, constructed pugilist) 1
    N Medium humanoid (construct)
    Init +2; Senses Perception +8, darkvision 60ft., low-light vision

    --------------------
    DEFENSE
    --------------------

    AC 15, touch 12, flat-footed 13 (+3 armor, +2 Dex)
    hp 12 (1d10+2)
    Fort +4, Ref +4, Will +1 (+4 vs. mindaffecting effects, paralysis, poison, and stun effects)
    Immune fatigue, exhaustion, fear, disease, sleep, emotion-based effects, morale boosts
    Weaknesses emotionless
    --------------------
    OFFENSE
    --------------------
    Spd 30ft.
    Melee noqual constructed limb +5 (1d6+3/19-20)
    Special Attacks nanite surge 1/day
    --------------------
    STATISTICS
    --------------------
    Str 16, Dex 15, Con 14, Int 14, Wis 12, Cha 6
    Base Atk +1; CMB +4; CMD 16
    Feats Improved Unarmed Strike, Forgotten Past
    Traits Signature Moves, Alien Origins, Robot Slayer, Unlearned (engineering)
    Skills Acrobatics +6, Bluff +2, Climb +7, Craft (weapons) +6, Knowledge (engineering) +6, Linguistics +3, Perception +8, Stealth +3
    Languages Common, Hallit, Androffan, Aklo
    SQ limb modifications (vicious blades), martial training, brawler's cunning

    Real backstory will be forthcoming.


    Answers for Kiora!:
    1. If you're not interested in any of the other class features from mad dog, I'd be fine with you just trading the rage powers for the animal companion.

    2. I'm thinking that it'd work as the unchained barbarian's rage, except with an additional +2 bonus to ranged attack rolls and no penalty to armor class, but with no temporary hit points gained.

    3. By RAW it would not work on robots at all, but then again, neither would adamantine weapons. I'd houserule it so that Dar'shyn's natural attacks can ignore 5 points of hardness; at 9th level they'd count as adamantine for the purpose of bypassing hardness and damage reduction, effectively ignoring up to 20 points of hardness.

    4. Robots are all constructs, so the ability would work exactly as written. The "must be used before attack roll is made" clause never really works in PbP, so I'm fine with ignoring it.

    5. For the most part, guns are just as rare in Numeria as they are anywhere else. The guns you would find are those crafted by independent tinkerers, or gunsmiths from Alkenstar. That said, they're not really the kind of thing you'd find for sale anywhere.

    6. I'd say go ahead and give them full HP. They're just too fragile otherwise.

    7. Not too sure about this one, honestly. In the past I've ruled that it could be divided between the character and companion, but that might not work as well in Anna's case.

    8. Dar'shyn has the link ability, and Anna has an effective druid level, so it'd be a free action to handle and a move action to push, as normal.

    9. I'm planning on there being downtime and I believe training can be done during an adventuring day, so training a mount is certainly feasible. A large percentage of encounters do take place indoors, however, so I'm not sure how much you should invest in mounted combat.


    Regarding your second question, leinathan pointed out a few things that I overlooked. There's no AC penalty, but your rage bonus should instead grant you a bonus to your AC, since the normal savage technologist would raise your Dexterity. Your Reflex save would not improve however, since the unchained barbarian does not gain an increased Fortitude save.

    I also overlooked the interaction with Crack Shot. I think allowing you to add both your rage bonus and Dexterity modifier to damage would give you the same amount of damage as the vanilla savage technologist.

    I think. :P


    Just some things I noticed while looking over Anna and Case - I know they're not entirely complete yet.

    leinathan:

    Strictly speaking your two archetypes don't stack with each other, but since the only conflict is with Class Skills, I'm willing to handwave it.

    Where is his favored class bonus being applied?

    His bonus to Bluff should be +1 (1 rank + 2 trait bonus - 2 Charisma penalty); the trait bonus from Signature Moves does not stack with the one from Alien Origins.

    His bonus to Perception should be +9 (1 rank + 3 class skill bonus + 2 racial bonus + 2 untyped bonus from feat + 1 Wisdom modifier).

    Kiora:

    Dar'shyn has 8 tricks listed, but I believe he should only have 7. Also, not sure whether you're planning on taking him anywhere early on, but he'd need to take the Attack trick again to attack WEIRD stuff.

    Also, both he and Anna have the Combat Stamina feat. I know I didn't mention it above, but my intention is for it to only be free for fighters.


    Tired now, so will do more later, but her's what I've got so far.

    Fal, "The Fixer"

    Fluff:

    Known as "The Fixer", Fal has served as at various times as a courier, scout, scavenger, and 'retrieval specialist' for various people in Torch for the past two decades. She has something of a reputation in town, both as someone who delivers what she promises, and also for the fact she always stays completely covered up, including wearing a mask. Her coat has various scraps of machinery salvaged through the years affixed to it, and the hood and filter mask she wears render her an enigma to the people in town. Those who claim to have seen her face alternately claim that she is a hideously disfigured Keleshite or something monstrous like a half-orc. Whatever the truth of her situation, she seems not to care terribly much what they say about her.

    Though she has worked for many people in the city of Torch, she ran no small number of errands for Khonnir Baine. Through him she gained an understanding and appreciation for technological devices, which is ironic given her true heritage. She spent quite a few years learning from him while doing deliveries or sneaking pieces of technology out from under the Technic League's noses. Since then she has become closer to Khonnir and his daughter Val, the latter of which is the only person in Torch to have seen her true identity. Even with Val she has spoken little of her first decade after awakening, only briefly mentioning that she traveled around the inner sea for a time.

    When push comes to shove, she is capable of defending herself by shooting bolts of force from her hands, or by levitating nearby objects and tossing them at her harassers. She makes an effort to conceal these abilities, however, and generally carries a spear for show.

    Crunch:

    Fal
    Female android telekineticist 1/wizard* (Pathfinder RPG Advanced Player's Guide 147, Pathfinder RPG Bestiary 5 19, Pathfinder RPG Occult Adventures 10)
    NG Medium humanoid (android)
    Hero Points 1
    Init +3; Senses darkvision 60 ft., low-light vision; Perception +6
    --------------------
    Defense
    --------------------
    AC 14, touch 13, flat-footed 11 (+1 armor, +3 Dex)
    hp 12 (1d8+4)
    Fort +5, Ref +5, Will +0; +4 vs. mind-affecting, paralysis, poison, and stun, +2 bonus vs. inhaled poisons or diseases and other inhaled particles such as smoke or spores
    Defensive Abilities constructed; Immune disease, emotion, exhaustion, fatigue, fear, sleep
    --------------------
    Offense
    --------------------
    Speed 30 ft.
    Melee dagger -1 (1d4-1/19-20) or
    . . shortspear -1 (1d6-1)
    Ranged Telekinetic Blast +3 (1d6+4)
    Special Attacks kinetic blast
    Kineticist Wild Talents Known
    . . Defense—force ward
    . . Infusions—extended range
    . . Blasts—telekinetic blast (1d6+4)
    . . Utility—basic telekinesis
    --------------------
    Statistics
    --------------------
    Str 8, Dex 16, Con 16, Int 16, Wis 10, Cha 10
    Base Atk +0.75; CMB -1; CMD 12
    Feats Point-Blank Shot
    Traits clever wordplay, keeper of the veil, local ties
    Skills Acrobatics +7, Appraise +4, Bluff +2, Climb -3, Diplomacy -2, Disable Device +8, Disguise +8, Escape Artist +1, Fly +1, Heal -2, Intimidate -2, Knowledge (local) +4, Perception +6, Ride +1, Sense Motive -6, Sleight of Hand +7, Stealth +7, Survival -2, Swim -3; Racial Modifiers +2 Perception, -4 Sense Motive
    Languages Common, Hallit, Kelish, Varisian
    SQ burn (1 point/round, max 6), emotionless, exceptional senses, gather power, hero points, meticulous, nanite surge, specialized school (teleportation[APG])
    Other Gear haramaki[UC], dagger, shortspear, backpack, belt pouch, filter mask, lockpick set, trail rations (5), waterskin, 17 gp
    --------------------
    Special Abilities
    --------------------
    Burn 1/round (1 nonlethal/burn, 6/day) Burn HP to gain greater effects on your wild talents.
    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.
    Extended Range Kinetic blast has range of 120ft.
    Gather Power (Su) Move: reduce the burn cost of a blast by 1 or Full-round: reduce the burn cost of a blast by 2
    Hero Points Hero Points can be spent at any time to grant a variety of bonuses.
    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.
    Kinetic Blast (Sp) The kineticist can unleash her kinetic blast at a range of 30 feet at will.
    Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
    Meticulous -2 on all untrained skill checks
    Nanite Surge +4 (1/day) (Ex) Bonus to any one d20 roll. Glow like a torch for 1 round when used.
    Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
    Telekinetic Blast (Sp) Level 0; Burn 0 (1d6 + 1 + 3 con)
    Teleportation Associated School: Conjuration


    What? Half-Elf Writer 1 / Dancer 1 / Chemist 1

    Case's FCB is in skill points, but I might remove that to take another HP. Thanks for the audit. I will go through my sheet again when I set up an alias.

    Backstory Fluff:
    Case-11 awoke just a few days ago. As of yet, he has no idea who he is, what he is, where he is, or anything of the sort. He can speak, and he can walk, and he knows lots of things that he cannot explain why he knows. Over the last few days, he has spent every waking hour exploring the small town of Torch, speaking to his only friend Era, and observing people. He has stayed up many hours into the night, relying on his superior vision to continue eavesdropping, only going to sleep after Era insists. He's not sure what her problem is - he never feels tired, after all. But it makes her feel better when he lies down and closes his eyes for a few hours.

    He only has three pieces of evidence to suggest that he might be something other than a nobody who woke up out of nowhere. For one, he has something which Era called a "compass". She explained that it's supposed to point "North", wherever that is, but it doesn't. As such, it must point somewhere important.

    For two, he has Era's word. When he awoke, he awoke in her house, and when she returned she was surprised to see him up and about, calling him "Ten". Case is not "Ten", but Era explained that she knew his body before he was himself, that she had considered him an ally, and that he was resting in her home after being wounded in battle, before he "renewed" himself into Case himself.

    The third is a note, apparently from "Ten" himself. The note explains much, but Case is unsure how much to take at face value, and he is unsure what many of the terms used mean. What Case does understand, however, is that the note explains that he is to meet with a man called Khonnir, and that he is to explore Torch in search of secret tunnels underneath the town. Nobody knows where to find this man Khonnir. Apparently he is not where people expected him to be, but rather somewhere else. On the bright side, an entrance to some secret tunnels underneath Torch has been discovered, and people think it's possible Khonnir is under there. Case will go and look. He doesn't know enough to have anything better to do.


    Female Human (Kellid) Barbarian (savage technologist, mad dog) 1 | Init +2 | HP 15/15 | AC: 14, T12, FF12 | Fort: +4 Ref: +1 Will: +1| Perception +1 | (5/6 rounds of rage)

    Sorta chilling and waiting for everyone to get characters up...I think we're missing hotaru and maybe thecelticcircle at this point?

    To Mahorfeus -

    > "Hunting" is actually a group of tricks, not a trick, so there are only 7. But I want to remove Defend and replace it with Attack x2 because I totally forgot about that.

    > My bad on combat stamina... a relic of a previous build :p

    > I'll be changing her skill point in Swim for a skill point in Lore (Robots) if that's cool. More of a "I learn about robots from observation" than a book-learning kind of thing.

    > Thanks for the clarification on the rage :) For the AC bonus, is it Dodge or Untyped? Dodge seems fairer if it's a stand-in for DEX.

    > Still need to update Dar'shyn's HP.


    Human HP 9/9 Pres 4/7
    Stats:
    AC/Touch/Flat/CMD 13/12/11/12 | Fort/Ref/Will +02/+02/+02 | Init +03
    Trained Skills:
    +9: Disable Device; +8: C(Mechanical), Linguistics, K(Arcana, Engineering, Religion), Spellcraft; +5: Perception; +3: Stealth

    Background (NOW WITH 3000% more TIME):
    Era has been around for a long time. From all accounts, she’s been here since she was eight years old, appearing atop the blackened hill in what appeared to be barely worn clothing. The child was hysterical, they couldn’t find their parents, and had no idea where they’d gone, once they were able to calm her a bit (enticing her with a clockwork horse), they got the full story. There had been a rumbling, followed by an intense flash of light. ‘It got really hot, and then it wasn’t’... and then she was here. The child insisted that she knew where she lived and that her parents had said to tell an officer if she ever got lost. She was exceptionally bright, even at that age.

    But… she was wrong. There was no house at that address - in truth, the manor that sat there had been there for the better part of the century, but that didn’t deter the child with the vivid imagination. It was only through the head priest’s assistance that the truth was found: Era’s supposed parents had been killed during the first flare-up of the Blackened Hill since Torch had been settled… and Era Naucht had been assumed equally destroyed bodily in the ensuing eruption - the better part of a century earlier. Yet, here the young child was, without a mark on her, save for the holy symbol of Brigh tattooed in bronze on the back of her hand - a tattoo that would mysteriously grow with her as she aged.

    Fast forward more than a decade… and the young woman, formerly a ward of the church, has begun to make a name for herself as a talented inventor and capable wizard. Era is incredibly driven when it comes to discovering and learning about her environment. Time spent with Khonnir has engendered in her an understanding of the technology far beyond her capability to produce - something that both frustrates her and spurs her forward - and time with the leader of the local church has spurred her towards better understanding her own limitations. What she makes needs to work, though it doesn’t need to perform a function of its own. A function will be found for a device in time. She shares all that she learns with the person who raised her - as is Brigh’s teaching.

    She is deeply religious (beyond skin-deep), and energetic. She is joined by an owl named Tally, who seems quite capable with a spanner in her own right.

    Appearance:
    Era is above-average in height and slightly underweight - though not malnourished. She favors pastel colours in her wardrobe with stark whites and blacks. She carries a messenger bag under one arm, which contains her spellbook, canteen, and four bronze keys. On the opposite side, she carries a pair of daggers, one silver, one cold iron. Her right-handed glove is fingerless, while her left hand is completely gloveless - instead adorned in a Cog tattoo formed from bronze ink. Otherwise, none of her pale skin is visible below collarbone level.

    Era is accompanied by an equally inquisitive owl named Tally. Like Era, Tally is 'dressed' in primarily black and white feathers, though will occasionally utilize prestidigitation to change its own colouring.

    For CRUNCH Era Naucht's profile is easily available here. It's still in a state of FLUX as I prepare it.

    Things to do: Rebuild my character sheet, pick a local language (instead of Varisian), pick a second trait, possibly finagle gear around.


    Yep, I am thinking about my character which won't be kanata. I was thinking that I don't feel like playing another stoic character (because Kellid tend to be stoic). It's nice and all with Hinagiku, but sometimes all I can write is: she stays calm... which gets redundant.

    I am slowly wrapping my head around the idea of making a Kellid adopted gnome. It should put some funk into the character.

    Edit: also, question, what posting rate are we looking at (is expected)? And will retraining be an option? I really like the animist archetype, but it would make my character combat useless for the first 6 levels or... way too long. So, I'd rather start shaman than adopt the archetype.


    ;)

    I think stoic kelld syndrome is actually an extension of who we play in wotr and Cha dumps. Either they're not very likeable, or they don't express much as a result.

    A high charisma kellid is likely to be anything but quiet, though. A shaman or summoner or Oracle, for example, are likely to be leaders and extroverts.

    And why not be her adopted gnome sister? :)


    Sorry, I forgot to address your question about posting rate the first time around. Ideally, I'd like for players to be at least once a day, but I understand that everyone here can be very busy at times.

    I was planning on being fairly liberal about things like retraining. In a game like Iron Gods, you might unexpectedly encounter a strange unique weapon you want to use... only to have to wait until you get a feat to gain proficiency with it.


    Buffs | Char. Sheet |

    Thanks mahorfeus. So, like WotR. Sounds good. Same for the retraining.

    Regarding the stoic, reading races of the inner really did not help to change my opinion. As for gnome sister, I think I have something more interesting. I am currently stewing the information and slightly building the background in my mind.

    Also, my parents are visiting for around 5 days, so I'll be spending a lot of my free time with them. That should slow character creation.

    Dark Archive

    Female Orcish Changeling 1 | hp 11/11 | AC 16, touch 12, ff 14 ; CMD 16 ; SR 7 | Fort +3, Ref +4, Will -1 | Initiative +3, Perception +3, darkvision 60ft., hag sense

    I am switching concepts to a melee beatstick changeling orc! More details to come.


    Female android telekineticist 1/VMC wizard* THP 0 HP 12/12 | Init +3 Perception +6 | AC 14/13/11 CMD 12 CMB -1 | Fort +5 Ref +5 Will +0 (+4 vs. mind-aff., para, pois., stun, +2 bonus vs. inh pois/dis./other)
    Abilities:
    Burn 0/6 Nanite Surge 1/1
    Skills:
    Acro +7 Appr +4 Bluff +1 Disg +4 K(geog) +8 K(loca) +7 Perc +6 Sl.Hnd. +7 Stealth +7

    Should connect a gameplay thread so we can dot it :o

    Dark Archive

    Female Orcish Changeling 1 | hp 11/11 | AC 16, touch 12, ff 14 ; CMD 16 ; SR 7 | Fort +3, Ref +4, Will -1 | Initiative +3, Perception +3, darkvision 60ft., hag sense

    Hotaru called me out so hard, but I'm definitely gonna dip a couple of different classes on this chick.

    Backstory incoming, by the way. I'm working on it now. Crunch should be complete except for basic adventuring gear. I gave her bone gear to save money and for the THEMATICS and for the bonus that some random mook's steel weapon is better than hers. Her weapon basically looks like a huge bone pickaxe.

    Working on not stepping on Kiora's toes by letting her be the DAMAGE barbarian and becoming the TANKY barbarian. I'm gonna grab Stalwart and defensive feats and all.

    HOWEVER, I think I will start with INVESTIGATOR so that I can have the adventuresome skills and make it a surprise when her Hag Powers come back to haunt her later.


    Female android telekineticist 1/VMC wizard* THP 0 HP 12/12 | Init +3 Perception +6 | AC 14/13/11 CMD 12 CMB -1 | Fort +5 Ref +5 Will +0 (+4 vs. mind-aff., para, pois., stun, +2 bonus vs. inh pois/dis./other)
    Abilities:
    Burn 0/6 Nanite Surge 1/1
    Skills:
    Acro +7 Appr +4 Bluff +1 Disg +4 K(geog) +8 K(loca) +7 Perc +6 Sl.Hnd. +7 Stealth +7

    Hey Ary, do you want to tweak Era and Fal's backgrounds to have someone to work with now that Case is gone?


    Human HP 9/9 Pres 4/7
    Stats:
    AC/Touch/Flat/CMD 13/12/11/12 | Fort/Ref/Will +02/+02/+02 | Init +03
    Trained Skills:
    +9: Disable Device; +8: C(Mechanical), Linguistics, K(Arcana, Engineering, Religion), Spellcraft; +5: Perception; +3: Stealth

    Sure. So what we settled on is that Fal actually knew Era in a previous life. When Era was a kid. So, Fal is somehow connected to Era's family - she has a picture of her and Era's family, which is how that memory lived through a renewal.

    This means that as soon as Era appeared on the hill, and Fal found out about her, she'd recognize the little whippersnapper.

    Dark Archive

    Female Orcish Changeling 1 | hp 11/11 | AC 16, touch 12, ff 14 ; CMD 16 ; SR 7 | Fort +3, Ref +4, Will -1 | Initiative +3, Perception +3, darkvision 60ft., hag sense

    Alright, I think that Morgan is at a space where I'm satisfied with her. She should be completed, with backstory and appearance in her profile.

    I decided to remove the PFS hook. Seemed extraneous.


    Female Human (Kellid) Barbarian (savage technologist, mad dog) 1 | Init +2 | HP 15/15 | AC: 14, T12, FF12 | Fort: +4 Ref: +1 Will: +1| Perception +1 | (5/6 rounds of rage)

    Morgan sounds like Barbarianna's kind of lady ;)


    More audits! I feel like I was fairly thorough, but I'll need to look over everything again. Still looking for a convenient way to track encumbrance, 'cause I want to stop being lazy and make that a thing of consequence.

    Era:
    I'm counting two too many spells in Era's spellbook - she should have a total of 7 at level 1.

    Also, she should have one additional language due to her rank in Linguistics. By default, she should have Common, her native language, and four others due to her Intelligence modifier. For a grand total of seven languages.

    Morgan:
    The bite attack from Tusked should only inflict 1d4 points of damage, without modifiers.

    Have you finished purchasing gear? I'm counting 127 left gp unspent, not including the equipment you start with for free.

    Fal:
    You do not actually get your defense wild talent until level 2.

    How do you have Sleight of Hand as a class skill?

    And also, what is the "lockpick set" in your gear? I do not believe you can afford thieves' tools.


    Human HP 9/9 Pres 4/7
    Stats:
    AC/Touch/Flat/CMD 13/12/11/12 | Fort/Ref/Will +02/+02/+02 | Init +03
    Trained Skills:
    +9: Disable Device; +8: C(Mechanical), Linguistics, K(Arcana, Engineering, Religion), Spellcraft; +5: Perception; +3: Stealth

    Spellbook: I removed Mage Armor from her spellbook, and used a strikethrough so I could keep all that information there for when she does use it. It's a good spell, Brent.

    Languages: I didn't know you got your ethnic -and- common for free. :O I guess I should learn dwarven, since those guys have the third best crafting know-how. Right behind Gnomes and Kobolds.


    Female android telekineticist 1/VMC wizard* THP 0 HP 12/12 | Init +3 Perception +6 | AC 14/13/11 CMD 12 CMB -1 | Fort +5 Ref +5 Will +0 (+4 vs. mind-aff., para, pois., stun, +2 bonus vs. inh pois/dis./other)
    Abilities:
    Burn 0/6 Nanite Surge 1/1
    Skills:
    Acro +7 Appr +4 Bluff +1 Disg +4 K(geog) +8 K(loca) +7 Perc +6 Sl.Hnd. +7 Stealth +7

    Oops, for some reason Herolab has it listed in the stat block even though it doesn't enable it until second level. I'm aware I don't actually have it yet, will delete it from the statblock.

    Sleight of Hand comes from Aether element:

  • Class Skills: A telekineticist adds Knowledge (engineering) and Sleight of Hand to her list of class skills.

    Hmm, Lockpick Set was listed in Herolab as a 10gp purchase. It doesn't seem to have a source listed though, so must be 3rd party or modern or something weird, blah :P

    Are we stuck getting the free kit for our specific class?

    Edit: Oh meant to ask... Can we handwave the silly "All the stuff you throw with Telekinesis takes the same damage you deal with it" thing? It seems really silly that I can't TK-spear people with my shortspear or dagger without breaking it after the first fight, when anyone else can stab an infinite number of times with the same weapon. :p


  • ;)

    Why do you want to railgun your spear at people? :0

    Fwiw, a wooden weapon has hardness 5 and a metal one has hardness 10. You will generally only want to throw a spear on a natural 20, otherwise, your blast will reliably do more damage than a spear (4.5+con v. 3.5+con (unless the spear is magical or of a material you need for DR, and even then, an edge case)). Unless it's purely for visual purposes.

    As it stands, you can actually rocket an adamantine bolt at things for a very long time with no negative consequences or cost for doing so. And when you start shattering adamantine bolts inside of things, then you're just really cool!

    IMO, if the object is covered in telekinetic strands that stop the object from counting as the object for all other purposes, there's no reason for the object to be taking damage. Silly design choice, really.


    WRONG ALIAS

    Purely for visual purposes. The "using the TK to actually damage someone with the weapon" thing is not useful. It's just absurd that the items take damage from being used, but you *also* don't get any benefits of the material. By level 5 I'll just destroy something every round unless I'm just flavoring the shots as force bolts without items.

    It's not really that long before 25 hardness runs out. At level 5 it's 3d6+7 (14.5), which won't damage often, but by 7 it's going to be something like 6d6+18 (39 avg) without a composite.

    I'm honestly not certain why they chose to do things the way they did. It's really fiddly, because it creates a situation where you have to have "ammo" that's not ammo, and be continuously drawing it. I get not wanting an invincible adamantine item to give you benefits of adamantine. But if I'm destroying adamantine bullets or whatever to use them, then they should also count as the material for bypassing hardness/DR, and if they don't, they shouldn't get destroyed :p


    Whoops, I overlooked the fact that elemental foci grant additional class skills.

    I'm alright with you taking another class's kit. Like say, if you wanted the thieves' tools from the rogue kit.

    I'll read more into telekinetic blast, but I am leaning towards "yes" at the moment. I find it amusing that it is listed as a "simple" blast. :P

    Dark Archive

    Female Orcish Changeling 1 | hp 11/11 | AC 16, touch 12, ff 14 ; CMD 16 ; SR 7 | Fort +3, Ref +4, Will -1 | Initiative +3, Perception +3, darkvision 60ft., hag sense

    I am not yet finished buying equipment. I will probably buy a ranger's kit and fill out with whatever random items I need. I will let you know when I finish.

    Gotcha on the bite damage.


    Human HP 9/9 Pres 4/7
    Stats:
    AC/Touch/Flat/CMD 13/12/11/12 | Fort/Ref/Will +02/+02/+02 | Init +03
    Trained Skills:
    +9: Disable Device; +8: C(Mechanical), Linguistics, K(Arcana, Engineering, Religion), Spellcraft; +5: Perception; +3: Stealth

    The correct answer is a bag of rocks. :)

    *Eyes rogue kit longingly*

    Dark Archive

    Female Orcish Changeling 1 | hp 11/11 | AC 16, touch 12, ff 14 ; CMD 16 ; SR 7 | Fort +3, Ref +4, Will -1 | Initiative +3, Perception +3, darkvision 60ft., hag sense

    I finished with equipment. I bought a barbarian's kit, a blightburn reader, and a volume of the Pathfinder Chronicles.


    Female android telekineticist 1/VMC wizard* THP 0 HP 12/12 | Init +3 Perception +6 | AC 14/13/11 CMD 12 CMB -1 | Fort +5 Ref +5 Will +0 (+4 vs. mind-aff., para, pois., stun, +2 bonus vs. inh pois/dis./other)
    Abilities:
    Burn 0/6 Nanite Surge 1/1
    Skills:
    Acro +7 Appr +4 Bluff +1 Disg +4 K(geog) +8 K(loca) +7 Perc +6 Sl.Hnd. +7 Stealth +7

    Will definitely switch out to Rogue kit then. Can I use the Cost of Living rules for Fal? I'd like to spend 10gp of her starting gold (would leave me at 17 gp) to have a place for her to live in Torch, since she's been a resident for a long time.

  • Average (10 gp/month): The PC lives in his own apartment, small house, or similar location—this is the lifestyle of most trained or skilled experts or warriors. He can secure any nonmagical item worth 1 gp or less from his home in 1d10 minutes, and need not track purchases of common meals or taxes that cost 1 gp or less.


  • It was my intention that Torch locals would have their own homes in town anyway, but I wouldn't worry about the rules for it.


    Female android telekineticist 1/VMC wizard* THP 0 HP 12/12 | Init +3 Perception +6 | AC 14/13/11 CMD 12 CMB -1 | Fort +5 Ref +5 Will +0 (+4 vs. mind-aff., para, pois., stun, +2 bonus vs. inh pois/dis./other)
    Abilities:
    Burn 0/6 Nanite Surge 1/1
    Skills:
    Acro +7 Appr +4 Bluff +1 Disg +4 K(geog) +8 K(loca) +7 Perc +6 Sl.Hnd. +7 Stealth +7

    That's good, 'cause 90% of the stuff in the rogue kit is too heavy for Fal :p

    They seriously should've split 'Kits' into a "basic survival kit" and class specific kits.

    Dark Archive

    Female Orcish Changeling 1 | hp 11/11 | AC 16, touch 12, ff 14 ; CMD 16 ; SR 7 | Fort +3, Ref +4, Will -1 | Initiative +3, Perception +3, darkvision 60ft., hag sense

    Alternately, terrain-keyed and purpose-keyed kits?

    It's not as if Pathfinder is known for avoiding redundancy or for not publishing a big enough volume of material.

    Hey GM Ehren - you mind making a gameplay thread so that we can start getting notifications for this game rather than having to go searching for it?


    WRONG ALIAS

    Ary: Re Kineticist blast

    Level 7 blast is 4d6 + 14 (4d6 + 4 + 5 con + 4 overflow + 1 point blank)

    Empower is half again that, so 6d6+21, or 6d6+16 if you interpret "including bonuses to those dice rolls" as only applying to the +1 for each die, instead of the sum total of bonuses. However, empower for spells does multiply the entire bonus, not just per-die values (e.g. CMW at 2d8+10 would be 3d8+15).

    Obviously it's 1.5x(whatever), not extra dice, just writing it out for easier comparison.


    Ratfolk Sorcerer 1/Rogue VMC | HP: 7/7 | AC: 13, T: 13, FF: 11 | CMD: 10 | Fort: +1, Reflex: +1, Will: +2 | Init: +2 | Darkvision 60 ft, Perception +2 | 1st-level 4/4

    Hey guys. If it's not too late, I think I finally worked something out. Here's some stats, but I'm working out the background details.


    Ratfolk Sorcerer 1/Rogue VMC | HP: 7/7 | AC: 13, T: 13, FF: 11 | CMD: 10 | Fort: +1, Reflex: +1, Will: +2 | Init: +2 | Darkvision 60 ft, Perception +2 | 1st-level 4/4

    Where is Wrixx from?:
    Wrixx was born in the town of Farhaven, near the southern edge of the River Kingdom known as the Protectorate of the Black Marquis. He grew up in the pirate ruled Protectorate, learning both about his innate magical talents and the ways of the rivers and trickery from the many, many scoundrels who plied the rivers, including his own father. Eventually, he took up smuggling, not having much taste for attacking and robbing travelers. But recently, his long time partner and best friend has vanished on a trip into Numeria to collect "merchandise" and he's been forced to travel north out of his homeland to find him.

    What does Wrixx do for a living?:
    Wrixx is and always have been a smuggler. He grew up on the low, fast ships of the river pirates, helping tend the ships while the raiders assaulted anyone who sailed the rivers without paying their tolls.

    Why is Wrixx a sorcerer?:
    Wrixx was initially trained as a deck man, with the potential to advance to much higher positions (VMC Rogue). But during a battle with a Razmiran ship that was more heavily defended than it first appeared, he managed to knock one of the masked priests off the edge of the ship with a bolt of uncontrolled magical power. Having discovered his latent arcane ability, his father hired an arcanist to help teach him to control his magic. A skilled sorcerer would be a very valuable asset in raiding (Sorcerer). However, his control has been a little shody recently. In his last shipment before he vanished, Wrixx's partner included a box with... something in it. Wrixx doesn't actually remember what it was, because when he opened it up, he instantly blacked out. When he woke up, two days had passed and the crate had been sold, apparently by him while he was out of it. All he knows is that his eyes seem to have a new glow to them, like a night sky studded in stars, and his control over his spells is a little off (Impossible Bloodline).

    Who does Wrixx know in Torch?:
    Wrixx's partner was the one who had the contact in Numeria. Wrixx tries to be friendly and decent to other people, but he hasn't made many contacts of his own, as he's only been in town for a few days. Okay, I'll be honest, I could use a hand working out who his contact in town should be.

    What are Wrixx's beliefs?:
    Wrixx isn't exactly all that religious. Growing up a river pirate, he has respect for Besmara, the pirate queen, and Hanspur, the river rat, but he's not very religious. He makes offerings of a little loot tossed into the rivers when making a trip to 'deliver cargo' for good luck, but not much else. Technology he actually quite likes. He finds it both profitable and useful, which is all he needs to know to know that it's worth the effort to smuggle out of Numeria. He's made a point of learning how what they're selling works so he can use or sell it properly.

    Why does Wrixx oppose the Technic League?:
    Wrixx is almost completely positive that the Technic League is responsible for his partner's disappearance. He knows they like to maintain a very tight monopoly on technology, so they would go after a successful smuggler hard. He just hopes his partner isn't dead yet.


    Female android telekineticist 1/VMC wizard* THP 0 HP 12/12 | Init +3 Perception +6 | AC 14/13/11 CMD 12 CMB -1 | Fort +5 Ref +5 Will +0 (+4 vs. mind-aff., para, pois., stun, +2 bonus vs. inh pois/dis./other)
    Abilities:
    Burn 0/6 Nanite Surge 1/1
    Skills:
    Acro +7 Appr +4 Bluff +1 Disg +4 K(geog) +8 K(loca) +7 Perc +6 Sl.Hnd. +7 Stealth +7

    Looks good :o

    If Wrixx needed a guide coming into town, he might have hired Fal, since she does that sort of stuff, and quite a few locals would've pointed her out.


    Ratfolk Sorcerer 1/Rogue VMC | HP: 7/7 | AC: 13, T: 13, FF: 11 | CMD: 10 | Fort: +1, Reflex: +1, Will: +2 | Init: +2 | Darkvision 60 ft, Perception +2 | 1st-level 4/4

    I can see him doing that. He would want someone familiar with the area. Someone skilled in 'retrieving goods' would just be icing on the cake.


    Gameplay thread is up! Feel free to dot, but please don't start roleplaying just yet. I want to go over everyone's stuff one last time before we kick things off.


    Ratfolk Sorcerer 1/Rogue VMC | HP: 7/7 | AC: 13, T: 13, FF: 11 | CMD: 10 | Fort: +1, Reflex: +1, Will: +2 | Init: +2 | Darkvision 60 ft, Perception +2 | 1st-level 4/4

    While we're still talking about it, can I ask what everyone's general thoughts are on their progression? I don't want to step on too many toes with spell selection. Right now I'm mostly looking at Evocation, Enchantment, and a little Transmutation I think.


    Female android telekineticist 1/VMC wizard* THP 0 HP 12/12 | Init +3 Perception +6 | AC 14/13/11 CMD 12 CMB -1 | Fort +5 Ref +5 Will +0 (+4 vs. mind-aff., para, pois., stun, +2 bonus vs. inh pois/dis./other)
    Abilities:
    Burn 0/6 Nanite Surge 1/1
    Skills:
    Acro +7 Appr +4 Bluff +1 Disg +4 K(geog) +8 K(loca) +7 Perc +6 Sl.Hnd. +7 Stealth +7

    I don't think you'll have any toes to step on. You're pretty much *the* caster.

    Dark Archive

    Female Orcish Changeling 1 | hp 11/11 | AC 16, touch 12, ff 14 ; CMD 16 ; SR 7 | Fort +3, Ref +4, Will -1 | Initiative +3, Perception +3, darkvision 60ft., hag sense

    Wrong! Era is around.

    Morgan is going tanky. I'll be picking up Fast Healer and fast healing from spelleater bloodrager, as well as the Stalwart feat line later on. Her spells will all be self-buffs.


    Human HP 9/9 Pres 4/7
    Stats:
    AC/Touch/Flat/CMD 13/12/11/12 | Fort/Ref/Will +02/+02/+02 | Init +03
    Trained Skills:
    +9: Disable Device; +8: C(Mechanical), Linguistics, K(Arcana, Engineering, Religion), Spellcraft; +5: Perception; +3: Stealth

    I have roughly NO plans for spell choices. :P

    Other than that Era sucks at enchantment and necromancy.

    Right now, I HUGIFY people, and grease things, and then do something Divinationy.

    I have other spells, too, but I"m not terribly good at them.

    I do plan on picking up Craft Wondrous at level 3, so the more broad our spell selections are, the better. That being said, we can work out those bridges when we come to them. :)

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