GM Tierce |
Good Afternoon Pathfinders
I am currently looking for interested players to adventure with me through the lands of Numeria. If you are familiar with Iron Gods, please apply with a relevant character and bio. For those not familiar, it is a campaign with high technology in a fantasy setting, which can be hard to chew for some players.
As this is play by post, dungeons will be streamlined and shrunk for easier playability.
Crunchy Bits
15 point buy
HP: Max at level one, average on following
Traits: Two, one from the Player's guide for the campaign
Equipment: 150 gold
Content: Any, if its 3PP, link me content
Races: Any, except for the race builder
Classes: Any
Alignment: any as long as you can work in a group
I will be accepting four players, and submissions will be graded based on role, bio and crunch
Submissions are due: Jan 14th, 2015 at 11:59pm EST
Good Luck Everyone
Orannis |
Dotting for interest. Looking at putting together an Android Arcanist(Blade Adept) going into Eldritch Knight.
One quick question: About what time of day (by time zone) are you expecting most of your posting to occur? I recently had to drop a rather good PbP because everyone's posting schedules were far too different from mine and I was holding the narrative back trying to keep up.
Maar the Volcano Monk |
Haven't played an IG game but I have encountered some of the tech stuff in PFS with the new season.
As much as my Monk definitely owes a few good punches to some robots....
Since it's not PFS, I'd totally like to make a Gunslinger (Siege Gunner/Wyrm Sniper Archetypes). There's gotta be some fun BOOM BOOM weapons in IG, hehe. The bigger the better.
15 point buy
HP: 10+Con+Favored
Traits: Two, one from the Player's guide for the campaign
Equipment: 150 gold
Content: Dragonslayer's Handbook and Inner Sea Combat for the archetypes
Races: My gut screams Dwarf but a small part of me says play an elven kamikaze who likes big guns not a literal kamikaze of course, just a ballsy gunslinger.
Classes: Gunslinger
Alignment: Chaotic Good
(Name to be determined) was raised to be an engineer on a mysterious clockwork ship that roamed the seas. He was taken from his family when he was young and taught the ways of engineering, solely to be used as a replacement piece for a part of the ship that was unrepairable. (For those who have seen Snowpiercer, hehe.) After two decades of service, he was starting to slow down and not keep up with his younger self's vigor. He was shot and discarded into the ocean, only to wash up on the shores of Erages, the homeland of the Half-Elves. Being a half-elf himself, he was immediately taken care of and hospitalized back to full health. Having wasted his childhood on the ship as a cog in a machine, he spends every day making new friends and helping others out to make up for his lost youth.
(Let me know if you like what you see so far and I'll start making an actual character with stats and items and stuff. >_> I'm checking out the campaign traits right now.)
Maar the Volcano Monk |
Well my story could easily incorporate the "Against the Technic League" trait. The boat could have been part of the Technic League and they used my character as a replacement part for two decades of his life (or longer).
Stats:
10/16/12/16/10/13
Half-Elf
Adaptability/Skill Focus(Knowledge-Engineering)
Traits:
Against the Technic League
(Finding another now)
JonGarrett |
Whoa, Tierce. Long time no see dude!
Quick query - can we take drawbacks for a third trait, and would the Clockwork Oracle Mystery be fine by you?
GM Tierce |
@Tanner Nielsen - Anything you like, Numeria is a great spot for anything. Androids walk the streets and weird chemicals that can kill you or give you darkvision are sold at street corners
@JonGarrett - Hey yourself, Drawbacks are not only allowed but encouraged. And that mystery is pretty cool, crunch it up!
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 +3 (1d12+4 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.
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 16 Dex 12, Con 12, Int 11 Wis 10, Cha 16
Base Atk +0; CMB +6; CMD 15
Feats Extra Revelation - Additional Revelation (Clockwork Incorporation - Steel Skin)
Traits Fate’s Favored - Increase luck bonuses by +1.
Finish the Fight - Gain a +1 to hit against a foe you have already hit once in the past 24 hours.
Numerian Archaeologist - Gain Androffan as a bonus language, roll twice to determine glitches for timeworn devices.
Drawback Burned
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, Androffan
Combat Gear Great Axe, Scalemail.
Other Gear Traveller’s Outfit
Money 80gp
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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 prefers to work with others and will happily join any group that doesn’t mind him 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.
Once he had been part of a tribe within the Hold of Belkzen. Smaller and weaker than full blooded Orcs, he had been spared because the Shaman sensed the potential for magical powers within him, even at a young age - and so he lived on sufferance. But he saw the looks many others gave him, and he kne better than to be far from his Master’s eye. Not that this stopped the beatings - his Master was not gentle - but it kept him from the worst.
When his tribe raided into Ustalav, they soon found themselves outnumbered and overwhelmed by the local militia, whose scouts had spotted the Orc coming. Once again his half-human natured marked him out, but this time it was to be spared. While the rest of the tribe were slaughtered Uthan was spared. He didn’t shed many tears.
Placed in an orphanage organized by the Church of Pharasma, Uthan was constantly surrounded by reminders of the great crimes of his people, and human victories over them. He realized early on that Humans were not much kinder than Orcs in many ways, but he was better treated, better fed and already large enough to fend off most of the other children. The only part he truly enjoyed were the teachings of a grizzled old master Rogue, who didn’t share most people’s dislike of Orcs. He showed the boy the secret to locks and traps, and Uthan loved to see how these mechanical constructs worked and how they could be defeated
His fascination with mechanical devices puzzled the masters of the orphanage, and as he grew to the age of apprentice Uthan was passed from master to master, trade to trade looking for something that fit his skills. Some grew fond of the boy, who was polite, well mannered and generally amusing and quick witted. Others refused to see past his skin. It was one of the last, a drunken and often violent blacksmith, under which Uthan’s accident happened.
No one was sure what happened. Some said they heard the blacksmith swear he’d hurl the boy into the forges flames for his failures. Others swear they heard the boy yell and rage against his master. A few thought that maybe Uthan had finally grown to hate the Orc part of himself so much he tried to burn it out. Whatever the reason, the fire that destroyed the smithy was tremendous, cracking stone and melting iron into one huge plate.
The only person who knew what happened was Uthan. He staggered from the flames, his arms seared to uselessness, much of his skin blackened and flaking away. It was only the powers of the Oracle, foreseen by that Orc Shaman years before, that had kept him alive. But with the hideous pain and magic came another revelation - a vision of clockwork, beautifully crafted gears meshing together in perfect harmony. Uthan knew what to do, and as soon as he could walk again, stole into the finally cooling remains of the smithy to dig up the lump of solid gold that had once been the smiths savings, his barely coated hands screaming as he did. With it he bought or rented the space and equipment he needed, and enlisted the aid of his old master the Rogue, the only other person he knew who loved clockwork as he did.
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. With it came a new sense of adventure, a desire to find the ancient devices of ages past and the next generation of innovations.
But it wasn’t enough. No one was sure to his motivations. Maybe he simply wanted to make himself something other than an Orc. Maybe the vision of gears had driven him to recreate himself completely. But he wanted more. 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 Pharasman’s teachings would allow him to enter places others feared. The knowledge Numeria held could only make him stronger...
The Doomkitten |
Hmmmm...
Dotting, for sure. I'm definitely going to go for the 'technology guy,' but I can't decide whether to go Arcanist (or Sage Sorc) and prestige into Technomancer, or do an investigator, since I love the class.
How long is recruitment going to be open? Sadly, I'm never availble on weekends, so that may be a problem.
Nevi Faelmond |
Ok Tierce, I'm dangling some GM bait for ya.
I'm taking the Forgetful drawback along with a 10 Wisdom.
I call this game: "How many things can Nevi lose in an Adventure Path?"
Of course anything useful or important will not be carried by me....
"Aw geez, you guys know what happens when I'm supposed to hold on to somethin'." Nevi says as he takes a long drag from his pipe, the only thing he doesn't seem to misplace, as the mention of holding on to things reminds him of the last thing he set down on the ground. "Ah crap... guys we gotta go back... I forgot my bag of bullets again...."
James Martin RPG Superstar 2010 Top 16, 2011 Top 32 |
James Martin RPG Superstar 2010 Top 16, 2011 Top 32 |
Barnabas Bellcomb Butler ("Beebs")
NG Android Male Ranger (galvanic saboteur) 1
Init +3; Senses Perception +6; darkvision, low-light vision
------------------------------------------------------------------------
DEFENSE
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AC 16, touch 13, flat-footed 13 (+3 armor, +3 dex)
hp 13 (1d10+2+1FC)
Fort +4, Ref +5, Will +2
------------------------------------------------------------------------
OFFENSE
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Spd 20'
Melee greataxe +1 (1d12)
Ranged hvy crossbow +4 (1d10)
Space 5'; Reach 5'
------------------------------------------------------------------------
STATISTICS
------------------------------------------------------------------------
Str 10, Dex 16, Con 14, Int 12, Wis 14, Cha 8
BAB +1; CMB +1; CMD 14
Feats (1) rapid reload (heavy crossbow)
Skills (7 skills) Climb +4, Disable Device +7, Knowledge (arcana) +5, Perception +6, Stealth +7, Survival +6 (7 to follow tracks), Swim +4
Special Abilities: emotionless, constructed, nanite surge, favored enemy (constructs), reprogram +0, track
Traits: robot slayer (+1 to attack and AC vs robots), armor expert
Languages: Hallit, Common
Possessions (x gp) greataxe (20 gp), heavy crossbow (50 gp), 50 bolts (5 gp), armored coat (50 gp; -1 AC pen), 5 cold iron bolts (1 gp), 5 alchemical silver bolts (10.5 gp), ranger's kit (9 gp), 3 gp, 5 sp
------------------------------------------------------------------------
Stat Math:
Str 10 (0 points)
Dex 16 (5 points +2 racial)
Con 14 (5 points)
Int 12 (0 points +2 racial)
Wis 14 (5 points)
Cha 8 (0 points -2 racial)
Barnabas Bellcomb Butler, known as Beebs, is not human. He certainly believes he is, and has for his adult life. Which is about ten years now. What he remembers: he recalls a mother and a father, both healers, who perished in a cave-in while they were trying to save miners. He recalls being raised by his uncle Corbyn, who was a blacksmith. He left Corbyn behind when he grew to be an adult and began to wander about Numeria. He remembers arriving in Torch about a year ago, when he began to use the town as a base from which to hunt rogue robots and constructs. Since then, he's been a fixture at the local bars, drinking in a corner mostly, his somewhat stiff demeanor a barrier to friends. He doesn't recall when he got the tattoos that adorn his body, but chocks it up to a wild night of drinking. He's aware that he's different from other people, in some sense, but not to the extent that he is different. When he learns, he's bound to have issues with his chosen profession: hunting those like him...
I see him as a Blade Runner sort of guy: a hunter of constructs, who may be one himself. His emotionless manifests as stoicism, but is readily apparent to others. Unfortunately he has few real friends, so most people just chock his standoffishness to being a jerk....
Tanner Nielsen |
My idea has morphed somewhat, and I would like to submit 3PP material for approval. I would like to make a kitsune sorcerer with the kitsune bloodline and nine-tailed wild bloodline. It would be a specialist in illusion and enchantment magic. Is this alright?
Nevi Faelmond |
I'm married to my gaming.
I probably come up with about 2-3 characters a day at work, and bug my co-workers about all my stupid ideas.
I started to feel bad until the other day, the co-worker who got me into PFS last year, told me he appreciated the amount of time I put into my characters so that made me happy. :P
So an Oread archaeologist, a Kitsune with 9 tails bloodline and a robot butler, er wait, that's just his last name, an android who hates robots.
All very interesting. ;P
Orannis |
I know I said Android Arcanist, but my concept started to fit better in a different class. So! Android Bloodrager! I don't have a name for her yet, we can refer to her as "Lady Sub-Optimal (Race/Class Combination)".
Her background is pretty deeply entwined with Khonir Bane (hence Local Ties trait) so I wanted to run it by you, Tierce, first:
Khonir found the pod she was "reprogramming" in after her body's previous soul/intelligence had died. The pod was heavily damaged and Khonir attempted a series of magical experiments and repairs on the pod. The last of these went poorly, and the magic overloaded the pod and birthed her prematurely. This confluence of unfortunate circumstances (damaged pod, magical overload, premature "birth") are the reasons for her Arcane Bloodrager bloodline, as well as her sligly-below-average Int and Wis scores. She is often frustrated by her impaired cognitive processes, and is typically reluctant to unleash the arcane power residing within her. She has been typically looked down on by other Androids she has met, and as a result of that on top of the inherent "otherness" in being an Android has caused her to be withdrawn and somewhat anti-social. However, she is fiercely defensive of those who earn her trust and friendship.
If you don't want her to be that closely linked to Khonir I can make it some other wizard who did it somewhere else in Numeria, but I like the idea of her having an adopted family through Khonir an his daughter so that she's not *completely* devoid of friends.
GM Tierce |
No, we will see what transpires over the next two days. If this doesn't get enough interest, I will change the AP, or change the crunch and see what interest I get. I may even post an interest check thread to generate it up a bit more. I will let all the interested parties know about the new campaign if that happens
Balthamel |
Saburo hails from the Hitsugi District of Kasai, capital of the Minkai Empire in far off Tian Xia. His family members had been in the employ of the yakuza who controlled the district for generations, and Saburo was groomed for a prominent position in the organization thanks to his arcane talents for trickery and deception. He would have had a successful career, if not for a moment of conscience, when he informed the town guard regarding a yakuza member who had murdered a small child who witnessed a crime. He fled for his life, joining a caravan passing through the Crown of the World, and wander throughout Avistan as a spellcaster-for-hire.
He eventually wound up in Numeria, where the eclectic population and diverse cultures reminded him of his metropolitan hometown. He has quickly grown distasteful of the Technic League, finding their tactics too similar to the yakuza for his liking. He is currently available for hire, and spends his time drinking quietly in taverns and checking job boards for work.
James Martin RPG Superstar 2010 Top 16, 2011 Top 32 |
donato Contributor |
GM Pandorica |
Cool GM, that will do for me
I like the idea of a remade human, who's a kind of paid messenger,
I memorises messengers then after he has delivered them wipes his mind of them. Int hight, PS skills and PSI talents
Name: Isran Otronus
Female LN Elan Psion Telepath
Age: unknown [Looks 20]
Size 5'6"
She had been made for a task, to be a messenger, going from place to place, with the words of others in her head. She did not mind, the pay was good and few attacked a messenger. There was little point, if they did a messenger would just forget the message and it would be lost. A simple robe and no weapons that could be seen. O she had weapons but only of the mind. So many looked on her and no threat at all. Her past was just a few images now and they, why she had been chosen by the Elan council she did not know, but she had, it was they that had given her, her role "You will be a messenger" they had said, "Your task will be to carry words" so that is what she had done for a few years now. She liked it bit it was getting a little dull, some time she wished there was more to this life.
Stats
STR 11 1p
DEX 14 5p
CON 10
INT 16 5p +2 race
WIS 12 2p
CHA 12 2p
HP: 6+1 [7]
Traits: Focused Mind [+2 concentration] + metacreative-talent [make Crystal daggers 1d3DMG range 20']
Equipment: Clothing 10gp, 140 gold
Alignment: LN
Feats:
Level:
1:Access Psionic Talents
Class
1:Psicrystal Affinity
Hit Die: d6.
1th
BAB+0
SAVES +0/+0/+2
Discipline Abilityx1
Bonus feats,x1
Detect Psionics,
Discipline Talentsx2
Skill Ranks at Each Level: 2 + Int modifier. [6SP]
Skills
The psion's class skills are Autohypnosis* +5(Wis), Craft (Int), Knowledge (all skills, taken individually) (Arcane/Psionic)+8* (Int), Profession (Wis), and Spellcraft +8(Int). Bluff +5(Cha), Diplomacy +5(Cha), and Sense Motive +5(Wis).
Weapon and Armor Proficiency:
Psions are proficient with the Dagger, heavy crossbow, light crossbow , quarterstaff, and shortspear. They are not proficient with any type of armor or shield.
Armor does not, however, interfere with the manifestation of powers.
Telepathy Discipline:
A psion who chooses the discipline of telepathy is known as a telepath. He is the master of powers that allow mental contact and control of other sentient creatures. A telepath can deceive or destroy the minds of his enemies with ease.
Discipline Talents (Ps)
Choose two powers from the following list: conceal thoughts, mind link, mind thrust, telepathic lash.
As long as you maintain psionic focus, you may manifest either of your chosen powers without paying a power point cost, but the power may not be augmented or affected by metapsionic feats. The damage of mind thrust is reduced to 1d6. You may only use conceal thoughts on yourself if used as one of your discipline talents.
Power Level 1
Number of Powers 3
Max PP spend 1pp
Base DC 10+Int+PL DC14/DC15
Power Points per day 2+2+2
Powers
Class
-:Detect Psionics/magic (Sp)
Race
-:Sustenance Self only 1/day.
-:Natural Healing 1pp 2HP
Talents Class
Discipline Talents: DC14
1:Mind Link 25' Telepathy.
Neural path Enhancement external
2:Lesser Mind Thrust 1d6DMG 25'
Neural pathways disruption external
Talents Feats + Switched powers
Talants DC14 1pp or focus
1:Conceal Thoughts
2:Empathy
3:Know Direction and Location
4:create-sound 25'
5:Telepathic Lash 25'
6:Terror 25'
7:Psionic Repair
8:Far Hand 25' 5lb
9:My Light 40' 10mins
10:Float
Powers
1level DC15 1pp
1:Inertial-Armor 1hours
2:Energy Ray35' 1pp Per 1d6 [Sonic]
3:switched to 5 talents