Okay, so I went in a completely different direction than any of what I said above. Lutiger "Two-penny" Varner
Stats:
Male human (Kellid) slayer (vanguard) 1 (Pathfinder RPG Advanced Class Guide 53, 121) NG Medium humanoid (human) Init +4; Senses Perception +5 -------------------- Defense -------------------- AC 16, touch 11, flat-footed 15 (+3 armor, +1 Dex, +2 shield) hp 11 (1d10+1) Fort +3, Ref +3, Will +1 -------------------- Offense -------------------- Speed 30 ft. Melee light flail +5 (1d8+4) Ranged javelin +2 (1d6+4) Special Attacks studied target +1 (1st, move action) -------------------- Statistics -------------------- Str 18, Dex 13, Con 12, Int 16, Wis 12, Cha 8 Base Atk +1; CMB +5 (+7 trip); CMD 16 (18 vs. trip) Feats Combat Expertise, Improved Trip Traits local ties, reactionary, scholar of the great beyond Skills Acrobatics +2, Climb +5, Disable Device +5, Knowledge (dungeoneering) +7, Knowledge (history) +8, Perception +5, Sense Motive +5, Stealth +2, Survival +5, Swim +5 Languages Abyssal, Common, Hallit, Orc, Thassilonian Combat Gear potion of cure light wounds (2); Other Gear studded leather, heavy wooden shield, javelin (3), light flail, backpack, bedroll, belt pouch, flint and steel, hemp rope (50 ft.), manacles, masterwork thieves' tools, pot, torch (10), trail rations (5), waterproof bag (worth 0.5 gp), waterskin, 34 gp, 5 sp -------------------- Special Abilities -------------------- Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack. Improved Trip You don't provoke attacks of opportunity when tripping. Studied Target +1 (move action, 1 at a time) (Ex) Study foe as a Move action, gain +1 to att/dam & some skills vs. them. Party Role:
Two-Penny is a Full BAB fighter as well as a skill monkey. He can fill most of the rogue role, including disarming technological devices. As he progresses, he gains party buff powers, mainly sharing studied target bonuses and teamwork feats. I'm hoping to diversify his knowledge skills as well Background: Lutiger Varner gained the nick-name "Two-Penny" because he has trouble keeping his opinion to himself, even when he doesn't have anything interesting to say. As a teenager he joined the Mendev Crusades, but was mostly assigned to guarding supply caravans and messengers. On one strangely circuitous expedition, he ended up escorting Khonnir Baine and his daughter Val partway to the town of Torch. Khonnir recognized that in spite of Lutiger's poor social skills, he was highly intelligent with diverse interests and skills. Khonnir hired Two-penny to take him the rest of the way to Torch, and Lutiger became fascinated with the mage's research into technology. Lutiger gave up his dreams of knighthood, and instead took to investigating and studying the strange ruins and creatures of Numeria. He kept in regular touch with Khonnir, and often ran special errands for the older man. When word of the torch going out reached Lutiger, he immediately headed back to the town, but having strayed quite far afield arrived too late to join Khonnir's expedition. When he learned that a small group had entered the black hill caves looking for Khonnir just prior to his arrival, he immediately set out to catch up with them.
So, I've read, the first two adventures in this AP and am getting ready to run them face-to-face. As part of that, I've been following a few pbp's for Iron Gods here, including this one. So I have the inside scoop, but I'm really good at keeping in-game and -out-of-game knowledge separate. I'd really like the chance to play this one. Is it okay if I submit a character? I've had a few ideas of what I'd play for this campaign, but haven't developed a frontline fighter for it. I'm keen on the flavour of the Savage Technologist, although I'm not sure that it's actually a great build. I might go for it anyways, because it's got such great planetary romance flavour. I made up an android investigator to apply to another IG campaign, I don't think that's the right fit here. My preference is actually a warpriest of brigh, but that might be stepping on Iantha's toes. If you aren't keen on a player who has read the adventure, I understand.
Below is my character proposal, I hope it's not too late. I actually post daily in my other games, but I spent a long time thinking about this. He's partly inspired by one of the pregenerated characters from B1, In Search of the Unknown, who was a longtime npc in one of our first games. He was just a stat block named "Trebelos the boy magician" who developed a bit more. I thought Trebelos seemed like a good last name for a Varisian from Ustalev, and came up with Slawomir Trebelos (pronounced Slavomir Trebelosh, or Slav, for short). Slav was part of a Varisian clan, but as an orphan, he had no immediate family to look out for him. He was small for his age and the other children frequently bullied him. His uncle, who nominally had adopted him drank, and while he rarely abused Slav, he even more rarely took any responsibility for the boy. When the Varisian clan camped for most of one winter near Ravengro, Slav got some work gathering firewood for locals. Professor Lorrimor hired the boy, mostly out of pity, and offered him some other small groundskeeping jobs. One day the professor happened upon Slawomir as he was fleeing from a mob of local children, who were pelting him with snowballs. The professor defended Slav, peppering the children with magic snowballs. As Slav watched, something clicked in his mind, and he knew he could learn magic. He begged the professor to teach him, and Lorrimor agreed. The professor gave Slav a book and taught him some basic magic, Slav kept working as groundskeeper, but every chance he got, he was in the library, doing his own research. When the rst of his clan moved on, Slav stayed behind. Slawomir is fairly certain (perhaps naively so) that the professor didn't actually know just how far his skills have developed. Once the boy learned to memorize a whole page and reproduce it later, he was able to gather spells quickly. Trebelos is now 16, although he looks younger. He is devastated to learn that the old man has died. He is uncertain what the future holds, but hopes to draw as much knowledge as he can from the professor's library before someone tells him to leave. stat block: Slawomir Trebellos Male human (Varisian) arcanist 1 (Pathfinder RPG Advanced Class Guide 8) NG Medium humanoid (human) Init +2; Senses Perception +0 -------------------- Defense -------------------- AC 12, touch 12, flat-footed 10 (+2 Dex) hp 8 (1d6+2) Fort +1, Ref +2, Will +2 -------------------- Offense -------------------- Speed 30 ft. Melee club -1 (1d6-1) or . . dagger -1 (1d4-1/19-20) Special Attacks arcane reservoir (1/7), arcanist exploits (potent magic[ACG], quick study[ACG]), consume spells Arcanist Spells Prepared (CL 1st; concentration +5) . . 1st—memorize page[ACG], snapdragon fireworks[UM] (DC 15) . . 0 (at will)—detect magic, ghost sound (DC 14), jolt[UM], prestidigitation -------------------- Statistics -------------------- Str 8, Dex 14, Con 12, Int 18, Wis 10, Cha 14 Base Atk +0; CMB -1; CMD 11 Feats Extra Arcanist Exploit[ACG], Extra Reservoir[ACG] Traits inspired by greatness, magical lineage Skills Handle Animal +3, Knowledge (arcana) +8, Knowledge (geography) +8, Linguistics +8, Spellcraft +8, Use Magic Device +6 Languages Common, Draconic, Elven, Orc, Skald, Thassilonian, Varisian SQ heart of the wilderness Other Gear club, dagger, backpack, belt pouch, ink, inkpen, soap, spell component pouch, donkey, animal harness, bedroll, flint and steel, pack saddle, pot, torch, trail rations, waterskin, 82 gp -------------------- Special Abilities -------------------- Arcane Reservoir +2 DC or CL (7/day) (Su) Pool of points fuel exploits, or can expend to add +2 CL or DC while cast spell. Consume Spells (2/day) (Su) As a move action, expend a spell slot to add its spell levels to arcane reservoir. Heart of the Wilderness +0 Negative Hp required for death increases by listed amount, +5 on CON checks to stabilize. Quick Study (Ex) Use 1 reservoir as a full rd action, consult spellbook to switch out mem spell (provokes AoO).
Interest Check -- Pathfinder CORE Campaign --Series of Classic Module Conversions (U1-U3, A1-A4, ??)
I've been away from the message boards for a few years until recently, when I was lured back to join a pbp. Now I can't stop. I played the U series back in the 80's. I have fond but fuzzy memories of them. I never played the A series. I'd like to submit Ferdwyn, half-elf druid as my character. Ferdwyn's father was a lighthouse keeper and devout follower of Procan (or Vogan or similar) named Fid. He found a half-drowned elven woman washed up on the beach among some flotsam, and nursed her back to health. The woman was named Estrielle, and said she had been a passenger on a ship destroyed in the storm. The couple fell in love and we're happy for a time, although Fid knew Estrielle wasn't telling him everything about her past.
I agree with Roy. I imagine if we find normal heavy armour, or an expensive weapon like a composite bow, we will want that, too, but we can judge those case by case. Prahd can carry a fair amount, but I think at least one of his grit powers only works if he is light encumbrance. Maybe we should lock all our bulky loot in the sheriff's cupboard every time we pass by.
One thing that I did not realize at first is that once the gameplay thread gets going, you can click on the link to your profile at the top of any page, and then click the campaign tab, and it will give you direct links to the various threads related to any and all games you are in, including a little notation and link to any new posts since you last looked at it. This is the fastest way to check if there are new posts. That may have been obvious to everyone else, or Neil may have told everyone that at some point when I distracted by an annoying teenager, but if you missed it, now you know.
As an aside, You can add more stuff to the banner by putting it in the gender and race lines. Generally there is enough room in just one, but I've seen that some people put their whole character in the banner in spoiler boxes. I clicked your link. I was sure it really was going to be a rickroll, but that video is hilarious.
Poor Zathras wrote:
I endorse this character concept! Although... it does make me think of Lord of the Flies. "Sucks to your Aasimar, Ziggy!" Actually, I think you should name them "All," after Benedict Cumberbach's character in Zoolander 2.
I rolled my stats for an altered human in the recruitment thread. Best suited for a scout, I think, but if I am correct we currently lack an examiner. My only mental mutations don't really lend to an esper. I could also do a decent enforcer. How important is balancing the party compared with Pathfinder?
Mutated human
Mutation Division 1d6 ⇒ 3=3 physical, 2 mental Mutations
Power level
My character proposal, skill monkey: "Pal," android investigator background:
Pal awoke three years ago with no memories, trapped in a tank in some sort of research lab. He managed to free himself from the tank pretty quickly, but could not initially unlock the door to leave the lab. He spent the better part of a year trying to figure out where he was, why he was a prisoner, and what the various items in the room were for. Although his jailer never returned to the lab, Pal found the man's journal, a travelling trader named Flash. He mostly traded in scrap "technology" between Scrapwall and Torch. Pal learned a great deal from Flash's journals and notes. Eventually Pal came to understand some of the materials and devices in his prison. He had a particular fascination for chemistry, and managed to build an explosive device, which he hoped would blow out the door of his prison. He sheltered in the lab tank after setting the charge, which saved him from the devastation of the lab as he had underestimated the explosive force. Taking what he could scavenge from the rubble and made his way to a nearby settlement. The first person he met said "What happened to you, Pal?" and Pal knew his own name for the first time. Pal managed to trade the scavenged bit from the lab to survive and begin his research. His information gathering was greatly slowed by his failure to realize that he could simply ask people questions, and then later, by his failure to understand that people might lie, or give false information instead of admitting they did not know something. He has finally made his way to Torch, the first real step on his journey to find Flash. He will be very surprised if he ever learns that Flash is simply the previous iteration of his own android body.
stat block: Pal Male android investigator (empiricist) 1 (Pathfinder RPG Advanced Class Guide 30, 100, Pathfinder RPG Bestiary 5 19) LN Medium humanoid (android) Init +2; Senses darkvision 60 ft., low-light vision; Perception +7 -------------------- Defense -------------------- AC 14, touch 12, flat-footed 12 (+2 armor, +2 Dex) hp 9 (1d8+1) Fort +1, Ref +4, Will +3; +4 vs. mind-affecting, paralysis, poison, and stun Defensive Abilities constructed; Immune disease, emotion, exhaustion, fatigue, fear, sleep -------------------- Offense -------------------- Speed 30 ft. Melee morningstar +1 (1d8+1) or . . short sword +1 (1d6+1/19-20) Ranged dart +2 (1d4+1) Investigator (Empiricist) Extracts Prepared (CL 1st; concentration +4) . . 1st—ant haul[APG] (DC 14), cure light wounds -------------------- Statistics -------------------- Str 12, Dex 14, Con 12, Int 17, Wis 12, Cha 8 Base Atk +0; CMB +1; CMD 13 Feats Technologist Traits anatomist, numerian archeaologist Skills Acrobatics +6, Appraise +7, Craft (alchemy) +7 (+8 to create alchemical items), Disable Device +7, Escape Artist +6, Knowledge (engineering) +7, Knowledge (local) +7, Perception +7, Sense Motive -3, Spellcraft +7, Stealth +6; Racial Modifiers +2 Perception, -4 Sense Motive Languages Androffan, Common, Dwarven, Hallit, Orc SQ alchemy (alchemy crafting +1), emotionless, exceptional senses, inspiration (3/day), nanite surge, trapfinding +1 Other Gear lamellar cuirass[UC], dart (4), morningstar, short sword, backpack, belt pouch, thieves' tools, 82 gp -------------------- Special Abilities -------------------- Alchemy +1 (Su) +1 to Craft (Alchemy) to create alchemical items, can Id potions by touch. 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. 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. Inspiration (+1d6, 3/day) (Ex) Use 1 point, +1d6 to trained skill or ability check. Use 2 points, to add to attack or save. Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail. Nanite Surge +4 (1/day) (Ex) Bonus to any one d20 roll. Glow like a torch for 1 round when used. 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
I'm interested in either or both of these games if there is still space. There may be a couple of issues, however. I am prepping to run an in person campaign of Iron Gods, so I've read the first two books, and plan to read the rest. I am generally good at separating player and character knowledge, but I can understand if that doesn't work. I played Gamma World a lot in the 80s, but don't currently have the rules. I ran the original Famine in Fargo for three or four groups, although time has made the details hazy. I don't know how close to the original you are running, but see my comment above. I've been absent from the boards for a few years; I had a bit of burn out. I recently returned and have been playing a play by post of Legendary Planet. I don't have a long history of play by post as all the previous games I was in kind of petered out. One of the reasons I'm looking for another game right now, though, is that I often am more available to post than the other players in that game. It should be pretty obvious from my above comments that I have a particular fondness for science fantasy and sf/fantasy mash-up settings.
Sorry to butt in on your game. I've been away from the Paizo boards for a few years and just recently started in a new play by post. I noticed this game today and read through your game so far. It was fun to read! I hope you all enjoyed it. I wrote Prince of Augustana and a few other early PFS scenarios, and I always enjoy hearing people's war stories of the adventures I wrote, but this is the first time I've read someone else's entire play by post experience. I particularly enjoy people's reactions to the spider swarm/gas trap, so thanks for that! Carry on!
I am also in favour of the fastest option. I am going to swap out my precise shot for rapid reload. I was thinking I would do that between fights so as not to cause confusion. Also, I have a reaction power that lets me drop prone or move 5 feet to get a better AC if someone shoots at me. I'd like to put that automatically on, and unless I say otherwise, it's drop prone for +4 AC. Is that cool?
BadBobbyK wrote:
Okay, that was weird. Apparently I was still logged in under my friend's account who needed to do something on here on my computer a few weeks ago. I am sure I told Chrome not to remember his password.
Thanks for doing the conversion. I was a little baffled that Combat Reflexes "didn't make sense," but I never noticed until now that Natalya's long spear was changed to a normal spear during development. It's funny how you don't see what something actually says when you have an idea in your head of what it is already!
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