GM Olmek's Iron Gods Recruitment


Recruitment

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In the town of Torch, the settlement's namesake, a tower of violet flame, has gone out. The only clue to its disappearance is a newly discovered cave excavated nearby. Are the heroes bold enough to unearth the the otherworldly secrets that sleep beneath the city and reignite the fire of Torch? Or will their first foray into Numeria's ancient mysteries be their last?

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Expectations
- Committed players who can ideally post once a day.
- If you don't post for a week without an explanation first, I reserve the right to remove you from the game. If you don't post for an extended period (48+ hours) in combat, expect to be warned then quickly DMPCed.
- Don't be a jerk.
- I try to run all rules as written, unless otherwise stated before hand. If I mess up, tell me and I'll fix it. If you mess up, be willing to accept correction. I think I'm pretty fair.
- Applicants should be decent writers with a commitment to role-playing.
- You have read the Iron Gods Player's Guide and are at least somewhat knowledgeable about Golarion.

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Game Style
- We'll be using Roll20 for combat, so if accepted, please make an account.
- I roll initiative for everyone, enemies of the same type all act together. Combat is run in chunks. Ie all players before monster A and monster A (update), then all players after A but before B and B (update), then any left over players (update).
- I will try to remember to prompt you for knowledge rolls, and may sometimes roll skills for you when it would benefit you.

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Level: 1

Ability Scores: 20 point buy

Alignment: Non-evil

Races: Anything official.

Classes: Anything Paizo, all archetypes available.

HP: Max at first, then 1/2+1

Traits: 2 traits, one must be a campaign trait.

Starting Gold: Average

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To apply you need a completed stat block, a completed back-story, and a description of the characters appearance and personality. I am recruiting four to five players. I'm looking for good writing and characters that will mesh well together. Numerous grammar and spelling mistakes will disqualify you. Posting history will be taken into account. Recruitment will be open for a week (until June 14th midnight EST).

Good luck and thanks for applying! :)


Alrighty then--rebuilding my android cleric for this!

By the way, are we allowed to take a Drawback for an additional trait?


My core idea for this as well was an android - but I'm presuming you probably don't want more than one of those in the group; they're enough as it is.

I'll make up a second concept in the event we get a bunch of android submissions, but for now the initial idea I'm building on is an Android Arcanist.

Silver Crusade

Here's a link to the alias, Xzaram.

The character sheet is currently on Myth-Weavers but I'll transfer it over to the alias this week (probably tomorrow night depending on work). I'm afraid it's also an Android submission.


Luckily I am not planning to be an Android. I was hoping to make an unchained Monk, but I always have much difficulty with the class during character building, sooo MAD. So also considering a Bloodrager or a Skald. I really want to capture the feel that Iron Gods can give that no other AP has.


Dragoncat wrote:

Alrighty then--rebuilding my android cleric for this!

By the way, are we allowed to take a Drawback for an additional trait?

Sure.


Well, Iron Gods is the one AP where an android wouldn't be too out of place...

And thanks for the reply, GM. :)

Shadow Lodge

Pathfinder Maps, Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Superscriber

So many cool possibilities...

But I think I'm going to go with a Ratfolk Unchained Rogue (Numerian Scavenger).


Would love to get further into this than the first encounter. ;)

All info is on the profile. :)


I don't know much about Roll20. How exactly does it work?


I'll have a character up for this ASAP, probably tomorrow before I go into work. I'll be building a summoner with a rather... unusual eidolon.


Dragoncat here, with his android priestess of Brigh:

Seeker And Restorer Of Newfound Antiquities, designation Epsilon! :) (Or just Sarona Epsilon for short.)

The crunch for her is just about complete--I just have one more question for you, GM.

What bonus languages do you allow for Androids? Is Androffan one of them?

And, regarding posting rates, I can maintain a 1/day posting rate. I'll be sure to let you know ahead of time if Life decides to interfere with that.


Roll20.net. Basically a group chat room with dice roller functions, and shared display with the GM. Easy to learn, free to use, and there are advanced features if you become a supporter. Create tokens for characters, import maps or draw your own.


interested. will submit

Elena Tsalion:
,
a rough cut diamond halfling tribal girl, her only friend, at the moment, is Ralin her pet roc. A follower of the ancient ways of animals and the elements. Somehow she has been drawn to this land of technology and steel. She rails against it's destruction of nature, and is committed to fighting the strange robot abominations where she can.

basic crunch:
halfling hunter w roc. s 14 d 16 c 12 i 13 w 12 ch 10. feat = tribal scars, combat style - great axe. traits robot slayer & ??

my experience:
been playing dnd for 30 years. been into PBP for about a month now, i'm interested in joining an AP as they allow more character development and less rail roading than PFS. can post 1/day - although gmt so won't be posting at the same time as USA folks.


My current plan is a gnome Investigator(Empiricist) using the Numerian Archeologist background trait.

I should have the character sheet up some time this week.


Dotting for interest. I'll need to figure out what to play.


Thanks for running this AP. Here's my submittion.

I still need to work on his backstory but his crunch is all there.

Denlar Bonavin

Any questions please let me know.

Silver Crusade

@ Dragoncat:
Reading your background for Sarona Epilson it's easy to see certain similarities between her and Xzaram (found by Khonnir, raised as child). Which is pretty easy conclusion since the AP sets it up well. Not saying to suggest a joint submission, but if both selected what would your thoughts be to kind of merge the two backstories? Perhaps a set of twins found at the same time and raised together? It would be an interesting setup.


Kerstas is ready to defend the frontier against Xur and the Ko-Dan armada (or is that Technic League? He gets confused some times).


I would like to submit Drus for your consideration. I have his stat block in my avatar profile, let me know if it works for you.

Sovereign Court

dotting


@Xzaral:
It could work out that way, I suppose. Xzaram being the more studious one and Sarona being the one closer to discovering emotions.


Here is my submission, Ander's, the Aasimar Bloodrager; Let me know if you have any questions; I will put this in an Alias if selected.

Crunch:
Anders- Aasimar(Archon-Blooded) Untouchable Rager Primalist (Bloodrager) -1
Stats Str- 17. Dex- 14. Con- 18. Int- 7. Wis- 12. Cha- 7.
Init +2 Saves Fort +6(+8 vs Magic); Ref +2(+4 vs Magic); Will+2(+4 vs Magic)(+6 vs Illusions) .
BAB +1; CMB+4; CMD 16; AC 15 Touch 12 Flat-Footed 13
HP: 14 (1d10+4)
Languages: Common, Celestial
Skills
Acrobatics: 2 (+2 Dex )
Appraise: -2 (-2 Int)
Bluff: -2 (-2 Cha)
Climb: 3 (+3 Str)
Craft: -2 (-2 Int)
Diplomacy: -2 (-2 Cha)
Disable Device: +2 (+2 Dex )
Disguise: -2 (-2 Cha)
Escape Artist: +2 (+2 Dex)
Fly: +2 (+2 Dex )
Handle Animal: -2 (-2 Cha)
Heal: 1 (+1 Wis)
Intimidate: 0 (-2 Cha, +2 Race)
Knowledge Arcana: -2 (-2 Int)
Knowledge Dungeoneering: -2 (-2 Int)
Knowledge Engineering: -2 (-2 Int)
Knowledge Geography: -2 (-2 Int)
Knowledge History: -2 (-2 Int)
Knowledge Local: -2 (-2 Int)
Knowledge Nature: -2 (-2 Int)
Knowledge Nobility: -2 (-2 Int)
Knowledge Planes: -2 (-2 Int)
Knowledge Religion: -2 (-2 Int)
Linguistics: -2 (-2 Int)
Perception: 2 (1 point + 1 Wis)
Perform: -2 (-2 Cha)
Profession: 1 (+1 Wis)
Ride: 2 (+2 Dex)
Sense Motive: 4 (1 Point +1 Wis +2 Race)
Sleight of Hand: 2 (+2 Dex)
Spellcraft: -2 (-2 Int)
Stealth: 2 (+2 Dex)
Survival: 6 (1 Point +2 Wis +3 Class)
Swim: 3 (+3 Str)
Use Magic Device: -2 (-2 Cha)
Feats
Exotic Weapon Proficiency: Bastard Sword
Traits: Against the Technic League, Skeptic
Special Abilities
Racial: Darkvision 60ft; Skilled; Deathless Spirit; Continual Flame 1/d
Fast Movement
Bloodrage(Arcane): Enter Bloodrage as a free action. While in a bloodrage, a bloodrager gains a +4 morale bonus to his Strength and Constitution, as well as a +2 morale bonus on Will saves. In addition, he takes a –2 penalty to Armor Class. The increase to Constitution grants the bloodrager 2 hit points per Hit Die, but these disappear when the bloodrage ends and are not lost first like temporary hit points. A bloodrager can end his bloodrage as a free action. When the bloodrage ends, he's fatigued for a number of rounds equal to twice the number of rounds spent in the bloodrage. A bloodrager cannot enter a new bloodrage while fatigued or exhausted, but can otherwise enter bloodrage multiple times during a single encounter or combat. If a bloodrager falls unconscious, his bloodrage immediately ends, placing him in peril of death.
Disruptive Bloodrage: the DC to cast spells defensively increases by 2 for enemies within your threatened area. This increase stacks with that granted by the Disruptive feat.
Gear: Large Bustard Sword, Studded Leather, Traveler’s Outfit , 10 GP

Backstory:
Anders was born in Razmiran, His father died when he was very young and he and his mother were taken in by the local temple of Razmir. Anders grew up in the temple, surrounded by luxury, as the “Blessed of Razmir” Paraded about as a sign of Razmirs Divine power, pilgrims came from far and wide to see him, and he believed it all, how could he not, he was just a child, and it was all he had ever known. This continues for several years until his mother got sick; she had always been weak, but as Anders reached maturity she took a turn for the worse.
When she got sick, Anders Prayed to Razmir, and when she died, he was heartbroken; He asked why Razmir had not answered their Prayers, why none of the priests had cured his mother, The head Priest, a man named Jeremiah told him that she strayed from the true path, and lost faith, but Anders knew that this was a lie; He had been with his mother in the days and hours leading up to her death and her faith never wavered. So, He waited until the next Grand service and snuck into Jeremiah’s personal quarters; there he discovered the truth; Razmir was a sham, the vast powers his priests welded were merely trickery and illusions, used to keep themselves powerful and wealthy. When he confronted Jeremiah with this, the man laughed and told him that he would not be allowed to tell anyone, and attempted to make him obey, He was shocked when the spell failed to work, and fled in terror. Anders revealed the truth of Razmir to the town, and fled, just ahead of Jeremiah, who had returned with a small army. Anders fled to Numeria, where he quickly ran afoul of the Technic League, seeing in their oppression, everything that he had come to hate about Razmiran; well aware that it would be unwise to antagonize another powerful organization so soon, Anders took refuge in torch where the technic league held less power; Shortly after his arrival, the Flame went out; and he fears that the League will use it as an excuse to take over, something that he is determined to stop.

Appearance & Personality:
Anders' Celestial heritage is evident in his marble skin and faintly luminous crimson hair, those who spend time around him or examine him closely notice that his Face is Perfectly symmetrical, and his blue eyes are slitted like those of a cat and shine with a faint light of their own. in a rebellion against his upbringing, he takes little care for his appearance, preferring to wear simple clothing, and keep his hair cut short, he has taken to wearing a hood in civilized areas partly to keep from being recognized be agents of Razmir, and partly because he grew tiered of explain his heritage to everyone he met.
Anders is a just and fair minded person, he approves of fair and honest dealings and dislikes excessive trickery and deception, especially when used selfishly at the expense of others. Due to the revelation about Razmir and his priests, Anders has been soured on matters of Magic and gods; especially those who would use these things as tools to oppress those weaker then them.


My concept for a one-armed aasimar inquisitor of Ragathiel come to Numeria in hopes the the strange technologies found there might once again make her whole.

Stat Block:
Lucrezia Nim
Female aasimar (angelkin) inquisitor of Ragathiel 1 (sanctified slayer)
LN Medium outsider (native)
Init +3; Senses darkvision 60ft; Perception +7
Languages Common, Celestial, Hallit

DEFENSE
AC 15, touch 11, flat-footed 14 (+4 armor, +1 dex)
HP 11 (1d8+3 HD)
Fort +4, Ref +1, Will +5
Resist acid 5, cold 5, electricity 5

OFFENSIVE
Speed 20 ft.
Melee bastard sword +3 (1d10+3/19-20)
Ranged sling +1 (1d4+3/x2)
Spell-like Abilities (CL 1; Concentration +4)
1/day - alter self
Inquisitor Spells Known (CL 1; Concentration +4)
1st (3/day) - cure light wounds, shield of faith, wrath
0 (at will) - detect magic, guidance, light, read magic
Domain Rage

STATISTICS (20 point buy)
Attributes Str 16 (+3), Dex 12 (+1), Con 14 (+2), Int 12 (+1), Wis 16 (+3), Cha 9 (-1)
Base Atk +0; CMB +3; CMD 14
Feats Power Attack
Skills Climb +7, Intimidate +4, Knowledge (religion) +5, Perception +7, Sense Motive +8, Survival +7
SQ destructive smite (+1, 6/day) monster lore +4, stern gaze +1, studied target +1
Traits Against the Technic League, Reactionary
Combat Gear bastard sword, sling w/20 bullets, armored coat; Other Gear inquisitor's kit, 22g, 8s
Carry Capacity Light: 0-76, Medium: 77-153, Heavy: 154-240; Current Encumbrance 37 w/combat gear, 71 w/bag

Background:
If one were to ask Lucrezia Nim where she was born, they would find the stern faced aasimar woman at a loss. All Lucrezia knows is that she was very young when she arrived in the Mendev port city of Egede by ship. Lucrezia had never met her father, if there even was one, and she did not know her mother long before the woman met with an untimely end. It was only through sheer happenstance, or some twist of fate, that the young girl was discovered by the two world-weary crusaders bearing the surname, Nim.

Lucrezia's silvery hair and luminescent eyes betrayed a heritage touched by the divine and the Nims praised the gods they worshiped for guiding them to the little aasimar girl. Over the next thirteen years Lucrezia lived with, learned from, and deeply loved her foster parents. Mendev was a nation of crusaders, and though mother and father Nim were well past their prime fighting days, they worked tirelessly to train Lucrezia, both physically and mentally, to one day serve in the ongoing crusade. Lucrezia took to her training with a combination of pride and delight. Though she frequently saw the effects of the war on the battered and sometimes broken spirits of crusaders sent to Egede from the front for recuperation, Lucrezia was not deterred. In response to their suffering, she came to admire the venerated the fighting men and women of Mendev all the more sincerely. It was this child's fantasy that preserved Lucrezia's soul, more than anything else, when she suffered the greatest betrayal possible.

On her eighteenth birthday, the Nims finally revealed to Lucrezia the true reason for which they had been training her. Her destiny was not to become a proud crusader, a shining paladin to serve as a vessel for justice, but instead to become a vessel for evil itself. The Nim family were actually agents of the Abyss, won over to the its side decades ago when they still served on the front lines. While they had spun countless plots to destabilize and demoralize the crusaders of Mendev over the years, nothing was to compare to what they had planned for Lucrezia. Having honed the aasimar women into a formidable warrior they sought to use her body as a conduit for a terrible demonic power. Lucrezia was branded with the demon's foul marks and underwent a series of mortifying rituals which culminated in a demonic left hand, the first step of a greater transformation.

Lucrezia's strength of will, and divine heritage, allowed her to resist the corruption for a time, but the Nims knew that the more virtuous the individual, the more transformative and tremendous the fall. When her soul finally reached the point of breaking in the face of daily humiliation and despair, Lucrezia heard a voice. The voice seared her brain and made her cry out in agony, but the words were not spoken with a guttural, demonic tongue, but instead boomed with clarion might and fathomless empathy. As she had suffered, one desire had come to outweigh all others in her heart: vengeance. A need for vengeance for wronging her so and for betraying the ideal upon which Mendev was supposed to have stood for. Without realizing it, Lucrezia's desire for vengeance had become a prayer, and it was the Empyreal Lord Ragathiel, General of Vengeance, who responded. He told Lucrezia that she need only "cut loose the corruption" to be saved.

It was nighttime, but dawn would soon arrive. Before the breaking of first light, Lucrezia escaped her quarters (ironically, a feat made possible due to her demonic arm) and seized the bastard sword that her "father" had once used in the crusades. I need only cut loose the corruption, Lucrezia told herself over and over. The growing tension and madness of what she was about to do almost defeated her resolve, but in the end, the corruption was indeed cut loose.

In that moment, Lucrezia Nim became a servant of Ragathiel. A holy flame cauterized the wound and the voice of the divine once again filled her mind, though this time the burning sensation had been subdued. It told Lucrezia that she had emerged victorious from one of the greatest battles of her life, and that it was now time to take her reward. Lucrezia's vengeance was more gratifying than all of her childhood fantasies combined. When the Nim estate lay smoldering behind her, she knew that she was finally home.

Not long afterward, Lucrezia was located by other servants of Ragathiel and welcomed into their ranks. Although she had triumphed over the evil, the trauma of the event had left deep scars. Lucrezia no longer possessed the purity of mind required to be a paladin, but there were other roles suitable for one of her temperament. Mendev's cause was just, but too often the zealous fervor of its protectors lead to the suffering of innocents. Lucrezia was charged with seeking out and rendering true justice. The presence of demonic worshipers was a betrayal and, as an inquisitor of Ragathiel, Lucrezia was ordered to take vengeance against any and all such traitors. However, persecuting innocents by way of baseless accusation was also a grave sin. In order to promote the ideal of justice, Lucrezia hunted heretics of all stripes, regardless of whose side they claimed to be on. She has served faithfully in this capacity for several years at the beginning of the campaign.

Campaign Connection:
Having recently been granted a temporary leave from her duties in Mendev, Lucrezia has set her sights on Numeria. Her primary objective is to investigate the curious technologies rumored to exist there, in hopes that they might somehow be able to restore her lost arm. Certain that her investigation will put her at odds with the infamous Technic League, Lucrezia knows that she will need strong allies at her side. Instead of heading directly for Starfall, and risking facing the League without support, Lucrezia has departed from Medev by boat with the intent of sailing down the Sellen River to the town of Torch. Since Torch is largely independent from the League, she is hopeful that it will serve as a suitable location to plan her next course of action.

Personality and Appearance:
Lucrezia is an aasimar, the byproduct of mortal and divine intermingling. As a result, she possess a classical beautiful in the manner of most angels. This is most strongly expressed by her silver, shoulder length hair, and gemstone-like eyes which seem to exude a faint light all their own. She is tall by most measures, standing just below six feet.

She wears a black, silver lined long-coat, with steel plates riveted to the inside, similar to a brigandine. The coat comes equipped with a hood which she prefers to keep up at all times to better obscure her divine nature. The left sleeve either dangles uselessly, or is pinned to the shoulder to keep it from getting caught up in anything.

Lucrezia has come to believe that Ragathiel is her true father and seeks to become a perfect instrument of vengeance at his disposal. She holds herself to a succinct, but strict, code of pragmatism and restraint. Her code is not one of ethics, but principles. Lucrezia does not wage holy war against the forces of evil to save others, but rather to act as agent of karmic destiny. A necessary and autonomous response facilitated by the gods when someone is wronged. Her actions may benefit the wronged and the suffering, but this is not their end goal. Doing any more than meeting out divine vengeance is considered above and beyond her code. If she does make the extra effort, it is likely for pragmatic reasons, rather than sentimental ones. That said, Lucrezia does find it heartening when another finds the internal strength to find salvation on their own terms.

Lucrezia will always seek avoid senseless conflicts whenever possible (though she does not hesitate to defend herself from external threats). Although a powerful fury dwells deep within her heart, and she would relish the chance to lash out in vengeance against all the evils of this world without reserve, Lucrezia believes that the pursuit of just vengeance should be surgical in its application. She considers any actions of her own which cause others to suffer to be failures. This does not mean that Lucrezia desires to represses her anger. Instead she uses the strictures of her faith to forge her anger into a a weapon. One that will bring destruction to her enemies, rather than to herself.

Lucrezia understands that she cannot administer justice in every circumstance in which it is called for, but she has vowed to remember each cause and, in time, see to them. Furthermore, she understands very well that the advantage is to be had in numbers, and she is used to working with others to achieve a common goal, even when her personal beliefs do not align with those of her companions.

In the down periods between missions, Lucrezia's humanity frequently catches up with her, and she is prone to experiencing weariness in the face of her responsibilities and frustration at her handicap. She most often uses R&R time to teach herself how to overcome the most recent limitations she has encountered. Lucrezia has no contacts who posses miracles strong enough to restore her missing arm. Even if she did, Lucrezia has doubts about whether or not holy healing magics would respond to one previously tainted by demonic flesh. As a result of these doubts, Lucrezia's mind has often drifted to the neighboring nation of Numeria, and the stories of the impossible technology quarantined within it's borders.

Party Role:
While she is capable of using intimidation when necessary, Lucrezia is not likely to be the face of any party she joins. Unlike most aasimar, who possess an almost innate personal magnetism, Lucrezia can be somewhat harsh and difficult to relate with. She trusts no one at face value except those who are demonstrably in the service of a good aligned deity, and even those she keeps a wary eye on. Lucrezia knows better than most that that even the most upright can fall.

Where she fails in social graces, she makes up for with keen insight and solid tracking skills. Lucrezia has tirelessly honed her ability to scrutinize the intent of others ever since the day she was betrayed by her foster parents, and the fruits of her labor show in her cold, piercing gaze.

In combat, Lucrezia is capable of serving as a front-line fighter, but she prefers to leave that task to heartier warriors whilst she studies her opponents, searching for the most effect means to strike them down. When placed at the front, she prefers to activate her strongest divine boons right away, hoping to end the conflict quickly. When allowed greater freedom to engage enemies, she rations her magical talents and relies more on her keen insight, studying her targets intently before moving in for the kill.


Will you be using any of the new variant rules from Unchained, such as the Unchained classes, or the rules for background skills, etc? I didn't know if you'd prefer if I'd use the Unchained Summoner, and background skills would actually help my character concept greatly.

Shadow Lodge

Pathfinder Maps, Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Superscriber

I'll echo the question about Unchained. I'll go Rogue either way, but would prefer the Unchained Rogue. I'm also considering going Variant Multi-class Sorcerer (Nanite Bloodline) -- though I'll probably decide against because it uses up so many feats.


Are you comfortable with allowing the Occult Adventures playtest classes? My concept might make a solid Medium - though I'm considering a Shaman (Ancestors spirit) or Haunted Oracle of Heavens. Oracle is my favorite of the ideas, but the charisma penalty is brutal.

I've been working on a concept of a Kellid barbarian tribe's holy woman - always a young woman, and known to be able to communicate with the spirits of the tribe's ancestors. The tribe's elders know that the holy woman lives and dies without aging, being reborn into her own body when her spirit passes into the afterlife.

I'd be making an actually lore-friendly Android, rather than a silly "I am a robot" caricature. She has no idea what an 'android' is, as she's been isolated from civilized societies in Numeria, and has led a sheltered life since her relatively recent 'rebirth.' She knows she is different from the rest of her tribe, and has had strange visions recently which have driven her to leave her people and travel to Torch.


Unchained classes are permitted, as are Background skills.

Occult stuff is permitted as well.

Dave Herman wrote:
I don't know much about Roll20. How exactly does it work?

It's a virtual table top that I use, mainly because I'm used to it. It's really optimized for live play, but it works fine for PbP. You can find it here.

Druneor Hammerstriker wrote:
Would love to get further into this than the first encounter. ;)

You're asking a lot.

Here are the submitted characters and ideas so far:

Fighter Types:

Elena Tsalion - Shalin
Denlar Bonavin - Brandon Dellman
Kerstas - Jon A.
Anders - Nathan Monson

Cleric Types:

Sarone Epsilon - Dragoncat
Druenor Hammerstriker - Mokshai

Wizard Types:

Unnamed android arcanist - Ravenfall
Xzaram
Unnamed summoner - JDPhipps

Rogue Types:

Unnamed ratfolk unchained rogue (Numerian Scavenger) - pH unbalanced
Unnamed gnome investigator (empiricist) - Cydrius
Drus - Bowen Fitzcairn
Lucrezia Nim - Reiterpallasch


GM Olmek, Was thinking of rebuilding Druneor to a warpriest.


GM Olmek wrote:
Unchained classes are permitted, as are Background skills.

I could kiss you, background skills are the best. So we each receive two extra skill points per level to be spent only on Background skills, then?

I'm excited about this - I'll decide which class I'm going with and hammer out a build shortly.


Hah! Let's throw something together for this also...


Alright--with that in mind, I'm going to work out Sarona's Background Skills then!

EDIT: Done. Picked Craft (mechanical) and Knowledge (engineering) as my Background Skills for Level 1.


Dotting for interest.


Hey there, guys. This is my Summoner submission, and he has a link to his eidolon's profile in his own, and vice versa. I'll also have his eidolon post in here, just so everyone knows who he is.

I'll be adding background fluff and such to both of their profiles shortly, but I wanted to get them both in here ASAP.


And this is his eidolon. He also goes by Ozzy.

Grand Lodge

I would like to submit my Dwarven Monk. I have most of his cruch finished but I will have to tweak his fluff a little.


Working on this character here, an Empiricist Investigator Gnome. A curious mind of science before all, come to discover the various secrets of Numeria and write his magnum opus: "Of Machines and Marvels: The Many Mysteries of Numeria".


Are we limited to one submission? I have a few ideas!

Shadow Lodge

Pathfinder Maps, Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Superscriber

OK, I still need to write up the background, but here is the majority of the crunch for Skikkikitikut (humans call her "Stickie") a Ratfolk Unchained Rogue (Numerian Scavenger).

Skikkikitikut:

GENERAL:
Female Ratfolk Unchained Rogue (Numerian Scavenger) 1
TN Small Humanoid (Ratfolk)
Init: +3; Perception: +8; Darkvision
Languages: Aklo, Common, Draconic, Dwarvish, Kellish

Str: 10 Dex: 17 Con: 11 Int: 16 Wis: 14 Cha: 10

BOOKKEEPING:

Archetype: Numerian Scavenger
Feats: Sharpclaw (Lvl 1), Technologist (NS Bonus), Weapon Finesse (UR Bonus)
Traits: Skymetal Affinity (Region), Skymetal Smith (Campaign),
Favored Class: Rogue (+1 hp)
Skills Purchased: 8(class)+3(INT)+2(Background)=13 -- 1 Rank each in Acrobatics, Appraise, Craft (Alchemy), Craft (Mechanical), Disable Device, Escape Artist, Heal, Knowledge (Engineering), Knowledge (Local), Linguistics, Perception, Sleight of Hand, Stealth

COMBAT INFO:

DEFENSE

AC:x, Touch x, Flat-footed x (+x armor, +3 Dex)
hp 9 (1d8 +1)
Fort +0 (+2 vs skymetals), Ref +5, Will +2 (+4 vs emotion)
CMD x

OFFENSE

BAB +0; CMB +0/(+3 w/Finessable Weapon)
Spd 20 ft.

Melee Weapons:

SKILLS:

Acrobatics: +7
Appraise: +7
Craft (Alchemy) +9
Craft (Mechanical) +7 (+9 w/Skymetal)
Disable Device: +7 (+8 vs mech or tech traps)
Escape Artist: +7
Heal: +3
Knowledge (Engineering): +4
Knowledge (Local): +7
Linguistics: +7
Perception: +8 (+9 vs mech or tech traps)
Ride: +3
Sense Motive: +2
Sleight of Hand: +7
Stealth : +11
Survival: +2

NUMERIAN SCAVENGER ABILITIES:

Technic Training (Ex): A Numerian scavenger adds 1/2 her rogue level to Perception skill checks to locate mechanical or high-tech traps and to Disable Device skill checks against these traps (minimum +1). She gains Technologist as a bonus feat. She cannot use Disable Device to disarm magical traps. This ability replaces trapfinding.

RATFOLK ABILITIES:

Slow Speed: Ratfolk have a base speed of 20 feet.

Darkvision: Ratfolk can see in the dark up to 60 feet.

Rodent Empathy: Ratfolk gain a +4 racial bonus on Handle Animal checks made to influence rodents.

Swarming: Ratfolk are used to living and fighting communally, and are adept at swarming foes for their own gain and their foes' detriment. Up to two ratfolk can share the same square at the same time. If two ratfolk in the same square attack the same foe, they are considered to be flanking that foe as if they were in two opposite squares.

Tinker: Ratfolk gain a +2 racial bonus on Craft (alchemy), Perception, and Use Magic Device checks.

UNCHAINED ROGUE ABILITIES:

Weapon and Armor Proficiencies: Rogues are proficient with all simple weapons, plus the hand crossbow, rapier, sap, short sword, and shortbow. They are proficient with light armor, but not with shields.

Sneak Attack: If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.
The rogue’s attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every 2 rogue levels thereafter. Ranged attacks can count as sneak attacks only if the target is within 30 feet. This additional damage is precision damage and is not multiplied on a critical hit.
With a weapon that deals nonlethal damage (such as a sap, unarmed strike, or whip), a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack—not even with the usual –4 penalty.
The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with total concealment.

Finesse Training (Ex): At 1st level, a rogue gains Weapon Finesse as a bonus feat. In addition, starting at 3rd level, she can select any one type of weapon that can be used with Weapon Finesse (such as rapiers or daggers). Once this choice is made, it cannot be changed. Whenever she makes a successful melee attack with the selected weapon, she adds her Dexterity modifier instead of her Strength modifier to the damage roll. If any effect would prevent the rogue from adding her Strength modifier to the damage roll, she does not add her Dexterity modifier. The rogue can select a second weapon at 11th level and a third at 19th level.

TRAITS, DRAWBACKS & FEATS:

Sharpclaw: Your nails are large and strong.
Prerequisite: Ratfolk.
Benefit: You gain two claw attacks. These are primary natural attacks that deal 1d4 points of damage.

Skymetal Affinity: Requirement(s) Numeria
You gain a +2 trait bonus on Fortitude saves against the negative effects of skymetals, as well as a +2 trait bonus on Craft checks made to create weapons or armor out of skymetals.

Skymetal Smith: The fires atop Torch Hill have long been a boon to smiths and metalworkers, and your family is no exception. Whether you grew up in Torch or simply made several trips here with your parents to use the fire, this was to be your first time to use the torch for your own project. You managed to use the fires to craft a small weapon or piece of armor from skymetal, but not long thereafter the fires went out. The violet flames are as much a part of your upbringing as anything else, and their loss distresses you; you hope to find a way to rekindle the torch below the hill. You’ve long hoped to work with skymetal, and begin the game with a small metal bauble made of the skymetal of your choice—you made this item yourself. The item is nothing more than a valuable art object worth 100 gp. You can sell it to gain an additional 100 gp when creating your character, but if you keep it, your pride in its crafting grants you a +2 trait bonus on Will saving throws made against emotion and fear effects. You lose this bonus if you willingly sell or give up the item, but if it is destroyed or lost through no fault of your own, you retain a +1 trait bonus on such Will saves.

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 subjects, you must still have ranks in that skill in order to
gain the benefit of Technologist.
Normal: You treat all skill checks made against technology
as if they were untrained skill checks. This may mean that you cannot attempt certain skill checks, even if you possess ranks in the skill in question.

Weapon Finesse: You are trained in using your agility in melee combat, as opposed to brute strength.
Benefit: With a light weapon, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.
Special: Natural weapons are considered light weapons.

Shadow Lodge

Pathfinder Maps, Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Superscriber
Onna wrote:
GM Olmek wrote:
Unchained classes are permitted, as are Background skills.

I could kiss you, background skills are the best. So we each receive two extra skill points per level to be spent only on Background skills, then?

I'm excited about this - I'll decide which class I'm going with and hammer out a build shortly.

I took the background skills in my submission...but I felt guilty about it. 16 Int Rogue w/background skills = 13 skill points/level.


I'm noticing that almost every submission here has the Technologist feat...


Dragoncat wrote:
I'm noticing that almost every submission here has the Technologist feat...

Is that a good thing or a bad thing?


El Ronza wrote:
Are we limited to one submission? I have a few ideas!

Yep. Two per person.


Yikes Dragoncat, you're right. I suppose it makes sense considering, but still... that does not bode well for all of us, does it? Quite a number of us have the same campaign trait, too... perhaps we're all archaeologist buddies?

Actually, that could be interesting.


Oh, I wasn't really complaining. It's just that I normally like having a variety of adventure motivations in campaigns.


I am working on an idea that might work nicely for some contrast. Will need a few days to hammer out the details, but I'll have my character ready to sumbit before the deadline.


yeah, i'm going with the luddite anti techno vibe to provide some contrast. I've changed her name from post 14 where i first said i was interested...

Shadow Lodge

Pathfinder Maps, Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Superscriber

Yeah, I was planning to go antitech barbarian, and then I came across the description of Chitterhome. Once I decided on Ratfolk, I *had* to be a technophile scavenger.


I would like to join this with a Cybersoldier fighter, but I have a question about that.

The archetype itself doesn't grant the character any cybernetic implants but i owuld like to flavor my background in a way that the character already has several modifications done on her against her will, such as replaced arms and legs. Would it be okay to say her arms and legs are cybernetic, but have deteriorated over time to a point where they have no in-game difference to natural limbs? And I will get them replaced with "proper" cybernetics once i can afford them?


GM Olmek wrote:

Unchained classes are permitted, as are Background skills.

Followup question: Does this mean fighters get Combat Stamina?

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