Thunderscape: The Lost Lexicon, Part 1: Heart of the Machine (Inactive)

Game Master Darkfire142

Times are tough for adventurers in Aden, and the high-paying bounties offered by the Cogswheel Irregulars in Mekanus are a great place to save up a few crests for traveling. As representatives of the Urbanan government, however, the player characters soon find themselves in the crosshairs of a group eager to retrieve forgotten secrets from the most dangerous parts of the city, and they're only the first ones to paint a target on the characters' backs!


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Shadow Lodge

Hello folks,

I was hella surprised that NO one on the Paizo Board had thought about running the new Adventure Path for Thunderscape. I would be willing to throw my hat into the ring. The PC's will be members of the Cogswheel Irregulars, a mercenary organization in the city of Mekanus in the nation of Urbana that are given bounties from the Urbana Government to solve the problems of the common folk where the Militia and the local Military would not. Here are the character creation rules:

Character Creation:

20 Point Buy characters.

You may pick 2 traits for your characters either from the core list or from the World of Aden book.

Max starting money for your class. It is recommended you purchase some cold weather gear for your character due to the nature of this campaign.

Hero points will be used.

Races

Common Races Available: Human, Elf, Half-Elf, Dwarf, Half-Orc (Technically Half-Jurak but same difference)

Aden Specific Races: Ferran (Predator, Brute or Sneak), Goreaux, Rapacian, Faerkin, Jurak

Rare Races: Elemental Races (Undine, Sylph, Ifrit, Oread), Tiefling, Echo

Any race not mentioned on this list requires justification to play and must fit in as a sub-set to an existing race. For instance a Gnome or Halfling would be an Offshoot of a Faekin and a Tengu would be a rare Bird Ferran throwback.

There are no Aasmiar in Aden the as the interactions with the Alignment Planes are minimal and with the celestial planes even less in the wake of the Darkfall. Tieflings on the other hand have become more common and are either corrupted individuals by the Darkfall and/or demonic/devil magic or descendants of rare demonic/devil crossbreeds. Either way Tieflings suffer the same bonuses and penalties as Fallen do with social interaction (-6 racial on most diplomacy checks but +6 on Intimidation checks against non-fallen and non-tieflings). This does not stack with the Fallen Class however as they essentially are from the same source.

Classes: All classes are allowed except for Psionic Classes. At least half the party must take a class from the Thunderscape source book (As I wish to playtest some of the mechanics)

The Aden Specific Classes are:

The Arbiter: A powerful front-line style fighter who uses strength to fight their foes and intelligence to outwit them.

The Entomancer: A druid offshoot that casts magic like a sorcerer and can command, control and take on aspects of insects.

The Fallen: An individual corrupted by the darkfall but has not fully given themselves to evil. They use their own corrupted nature as a weapon against their foes.

The Golemoid: When a person gets extensive mechamagical upgrades and becomes a fusion of metal and flesh they become one of these. Their implants give powerful abilities.

The Mechamage: A variant wizard that trades a school, arcane bond and some schools of spells in exchange for the ability to command and augment mechamagical golems and work with Mechamagical componets.

The Seer: The seer can manipulate fate giving powerful bonuses to their allies and penalties to their enemies.

The Steamwright: The Steamwright instead of using magic, uses enhanced science, alchemy, invention and machinery to generate wonderous effects. Their crafting skill is without comparison to those of lesser skill.

The Thaumaturge: A class that ultilizes heroic spirits to alter their abilities on the fly. They could be a powerful warrior one day and a stealthy assassin the other depending on what spirits they draw on.

The Thunderscout: The Thunderscout specializes in driving and operating mechamagical vehicles. From the fast thundercycle to the roomy transport, there is no better drivers in all of Aden.

Altered Class Mechanics:

Clerics/Oracles/Druids: There are no Gods in Aden but there is divine magic. Clerics and Oracles draw power from their faiths in certain ideals (Some could be organized faiths others would be upholding the spirit of their domain). Druids draw power from nature itself and not from any God. As there is no gods in Aden, spells that commune with deities do not function. If a Domain gives such a power you are free to switch it out with an appropriate alternative.

There is also a new Mechamagic Domain available to Clerics and a certain build of Druid.

Paladin: Paladins in Aden draw power from upholding a vow. The do not necessarily have to be Lawful Good in alignment (but almost are are generally a variant of Good). You MUST chose one vow to uphold. If the Paladin grossly violate their vow they lose their class features until they atone for their misdeeds.

Other altered mechanics:

Magical Item Crafting: Most magical items require a rare metal called "Mantle" in their construction to hold a magical charge. Only Wands, Staffs, Potions and Scrolls do not require this kind of infusion. As part of the construction of a magical item, Mantle must be incorporated into creating the item.


ooh, sounds cool. I'd like to dot with interest in a Golemoid, Mechamage, Steamwright, or Thaumaturge.

Not laying claim to all of those ideas, just that i will pick one of them, so other posters please do not feel discouraged to submit one of those.

is there a book or PDF to this that i can get my hands on? sounds a lot like Iron Kingdoms.

Shadow Lodge

There is a website for Thunderscape. You can get the core book from numerous sources. I do not advise getting the AP to avoid spoiling the game (Unless of course you want to eventually run it with your own group. In that case, go ahead).

Here is some links:

Thunderscape Homepage

Thunderscape Book


As last time, I'm still interested.=)
I was going to say that someone did try to run it, but once I put the mouse over, I realized who you were.

Just to be clear, the link you are giving us, are they directing us to the players guide and the core rulebook or the AP itself?
Not to mention I made that mistake once, I found a free thing online one time while googling which I thought was the players guide to a paizo ap, but was actually the first book of the AP and now I'm playing it with inside knowledge that I can't unlearn, because I memorized most of the first book. Not even sure why people leave stuff like that online, I just got the stuff for free that should have been paid for.

Shadow Lodge

That is the link to the Core Book for the Thunderscape Setting. That of course is a book you should have if you're thinking of playing one of the setting classes.


You have any good character ideas/suggestions for someone who takes a few days to learn the new rules? Also with ideas of what I've played in the past below
Also, keep in mind while I do try to roleplay, stuff like Paladin is hard for me due to alignment restrictions.

Stuff I have played in the past

My D&D 4th edition was barely roleplay at all, it was combat, combat, skill challenge, go to town, buy stuff, repeat.
1. Eladrin Ranger (Eladrin similar to elf, but with teleport ability and other things)(D&D 4th edition)
2. Dragborn Paladin (D&D 4th addition, barely roleplayed, mostly enjoyed the abilities though)

D&D 3.5, roleplay
1. Warmage. (has about a dozen spells and knows all of them and can cast spells without preparing them. Can also wear light armor Similar to the Magus, but with more spells.)

D&D Next
1. Fighter-elf and Dragonborn fight, fighters are awesome.

Pathfinder
1. Ranger with just about every race tried that gives a + to dex
2. Magus mostly elf race
3. Fighter with some unique races, I mostly go armor expert to stay alive.
4. Time Thief fetchling in a homebrew.

Also, I can really tell you are dedicated, you are really trying to run this.

Scarab Sages

Dotting for interest?

Definitely wanting to play a druid, though. Probably an elemental race though...

I can play an Arbiter though, if we need a bruiser.

Shadow Lodge

I'm a very Role-Based GM. Basically I want a Melee Type, Divine Type, Arcane Type and a Skulldugger Type in the party. Two 1/2 roles can replace a primary (For instance an Inquisitor + Alchemist could make up for the lack of a cleric for instance). Summoners I am iffy about. I'll allow them but the Master Summoner is not allowed in my game as I've already seen the "Fill the map with dogs" tactic totally ruin a campaign.

Dark Archive

Hmmm Contemplating an Aurochs (Brute) Ferran Golemoid (Juggernaut).
A big heavy walking tank...


dotting

Shadow Lodge

Yea well that can certainly work. After all one of my sample characters was a Ferran Golemoid Rhino. The Juggernaught Build is just WOW!


ok here is my concept, it may be strange but it fits an urban environment...

The Fallen District:

When the Fall hit the nation known as Urbana the results were horrifying and many were destroyed... Others became the Fallen, for the first few years they were persecuted and hunted down by the Order of The Eye... That was until the transformation of Count Wrain who's sudden transformation suddenly turned the tide and gave a sort of "ceasefire" between government and Fallen...

The King like most hated the Fallen, unfortunately for him Count Wrain even in his transformed state was the only man who could prevent the Province of Wrain from spiraling into outright anarchy... The result of that would be Urbana's demise, without Wrain's metal deposits (including a boatload of mithral) Urbana would be severely weakened. Wrain struck a bargain with the King, Wrain would keep his province contributing to the war effort. In return the King formally acknowledged all Fallen as "Wrainians" who are a unique variety of citizen.

Wrainians are for all intents and purposes members of House Wrain (not actual nobles but more akin to knights) and are accorded certain rights and restrictions. Wrainians can only own land in Wrain (or the Fallen district) itself, Wrainians are protected by special mandate from persecution unless they commit a crime of major stature. In which case they are handed over to the Eye for summary execution, the trials always result in a guilty conviction. Minor crimes however are dealt with the by the normal justice system which is in the Wrainian charter expressly prohibited from associating with the Eye or it's agents on pain of death.

Another part of the charter is the Fallen district, a small attachment to the capitol itself. This district is three quarters of a mile long and half a mile wide, within it major and minor crimes alike are tried by the a special court system that comes from Wrain itself not the government of the capitol. Within the district's confines all Order of Eye agents are considered to be "persona non grata", while the law officially protects them the fact of the matter is if an Eye agent goes in the chances of him coming out are slim to none...

GM do you like this idea?


looking pretty solidly at Steamwright, to the exclusion of other classes.

likely will play as a lizard man but not sure

Shadow Lodge

Hello Viluki. I might be able to use some elements of your story but Urbana is ruled by Lord Urbane, who was a former mercenary who took the throne after the Royal Family got wiped out during the Nocturnal invasion of the capital. Reading the actual text for Fallen in the AP, there are two ways you could get away with working with the Irregulars and be a Fallen. The first way would be hiding your Stigma and fallen abilities through the use of disguises. The second way is that you've done something for the Inquisitors of the Eye, like act as an informant, sold out other fallen or otherwise proved your worth to them that they're willing to grant you some leeway. Being a son of a noble family with some political connections might also afford you a bit of clout. Still either way the Eye will have records on you and if you step out of line they'll come down on you hard.

Dark Archive

Not created a profile yet, but submitting my first draft of a character:

Ungollan

Medium Humanoid (Ferran) Golemoid

Background:

Ungollan lived much of his life at the bottom of the pile, not especially quick of hand or wit, growing up on the streets he was forced to endure. As he grew into his massive size he started to find employment easier, eking a living as an enforcer, bodyguard or when needs must a common laborer.
Ironically his life changed when he was badly wounded, left for dead and robbed of his possessions. He managed to limp himself to a somewhat crazy mechamage living in the slums, he made a bargain, he'd be healed in exchange for free reign for the insane old man to trial his techniques on him.
The gamble paid off, Ungollan is tougher and more resilient than ever before, and his talents made him a prime recruitment target for mercenary groups.

Statistics:

30ft Speed
STR 14
DEX 11
CON 18
INT 10
WIS 14
CHA 10

HP: 16
AC: 20 (+2 natural +6armor +2 shield)
FORT: +6 (+2Class +4Con)
REF: +0
WILL: +2 (+2Wis)
Steam: 5

Attack: Base Attack +1 (CMB: +4 / CMD: 14)
Gore: +3, 1d8+3, x2 Crit.
Flail: +3, 1d8+2, x2 Crit, Trip, Disarm
Rifle: +1, 1d10, x3 Crit, 60' Range (10 shots)

ABILITIES
Proficiencies Simple, Martial, Light, Medium & Shields (inc. Tower Shields)
Trait: Ruffian +2hp
Trait: Courageous +2 Will vs Fear effects
Feat: Power Attack -1 Attack for +2 Damage

Massive: Ferran brutes count as large creatures when calculating their Combat Maneuver Bonus, Combat Maneuver Defense, and Intimidation skill checks.
They calculate equipment encumbrance and make Strength checks as if their Strength was 2 higher. They receive no attack penalty for using weapons intended for Large creatures. However, the limits on using oversized weapons remains unchanged (a large light weapon becomes a onehanded weapon, a large one-handed weapon becomes a two-handed weapon, and a large two-handed weapon cannot be wielded unless it can also be wielded as a one-handed weapon, such as in the case of a bastard sword or dwarven war axe).
Natural Weapons: gore 1d8 damage. Primary natural attack (this includes Razor Sharp trait)
Leathery Hide +1 Natural Armour Bonus
Scent Scent special ability
Razor Sharp Increase natural weapon damage die (included above)

Steam Reserve Level + Con Mod, restored on 8 hr rest.
Steam Mastery May spend Steam points on following:
> Detect Magic (Standard Action, CL = Golemoid Level)
> Burst of Steam (Swift Action): +2 Deflection bonus to AC until start of next turn)
> +4 morale bonus on attack rolls / STR checks to break inanimate objects, ignore first 5 hardness when breaking objects, (Swift Action)
> Jump: Make Acrobatics check to jump as if from running start.
True Golemoid Class Implants do not count towards Impact. +2 Saves vs poison/disease
Implants 2x Minor, 1x Basic (Save 10 + 1/2 Level + Con Mod (14))
Basic Fortified Flesh +1 Natural Armour (Stacks with other natural armour)
Minor Iron Grip: Swift Action to lock grip. While locked: +10 CMD vs disarm, +10 to STR checks to maintain grip, does not auto-drop item for falls, trips etc.
Minor Minor Luminescent Implants: Lights as per torch

SKILLS (-4/-6ACP)
Intimidate +4 (+1Rank +3Class) (Counts as Large, +4 if larger than target)
Knowledge (Engineering) +4 (+1Rank +3Class)
Perception +6 (+2Wis +1Rank +3Class)
Survival +6 (+2Wis +1Rank +3Class)

GEAR
300GP / 284.2spent
Breastplage (150) +6AC, +3MaxDex, -4ACP, 20ft Speed. 30lbs
Heavy Steel Shield (20) +2AC +2MaxDEx -2ACP
Flail (8)
Rifle (50) 7lb (10 standard shots) (2sp)

Potion, Cure Light Wounds (1d8+1) (50)

Backpack (2)
Blanket (5sp)
Horn, Signal (1)
Rations x5 (25sp)
Waterskin (1)


Tenro wrote:

looking pretty solidly at Steamwright, to the exclusion of other classes.

likely will play as a lizard man but not sure

might still go lizardman, but might be a lil' gobbo instead. That +4 int is hard to look past.

Havent read the whole book though, so I'll see.

Shadow Lodge

For a Golemoid I would suggest taking 16 strength, simply because they are powerhouse damage dealers and having an extra +1 to hit and damage would be most useful.


who exactly are the Eye?

Shadow Lodge

The Inquisitors of The Eye are Lord Urbane's secret police. They hunt down corrupted, nocturnals, cultists, fallen and other agents of the Darkfall. They also don't like Seers either, seeing them as meddlers in the affairs of the state although hunting them is much less of a priority. Suffice to say a "Fallen" saying he's "Not Evil" gets little pity from these guys.


ok here is a possible solution to the problem of fallen in this campaign...

Diplomatic Insult:

Sometimes you just need to send a little message to your "allies",a message which says "we can do what we want and you can't do a damn thing about it"... The Nation of Ionara decided that it needed to do this to remind Urbana that they have power and their is nothing that Urbana can do about it...

Ionara is a massive supplier of the key metal known as "mithral" which is needed for much of the war machine that Urbana is building up, Urbana has no deposits of the metal that thanks to strip mining haven't already been played out... While Urbana may boast the greatest land army in the world their navy is small, more a coastguard really thanks to greedy general who want everything for their armies.

As a result of this Urbana cannot respond with force to it's greatest supplier of mithral ore, yet they nonetheless insulted the nation of Ionara with a pitiful, fat greaseball for an ambassador... Ionara has decided to return the favor by sending it's own diplomatic insult, a Fallen as part of a diplomatic delegation...

Like the idea GM? It will certainly be comical and think of the roleplay opportunities...


I look forward to this, but I have to get the book players guide book first and I plan on getting the hard copy, so give me about a week for me to get my character in. Sometimes even with fast shipping amazon is slow.


okay, I realize amazon does not have a hard copy, any way around this, or am I going to have to purchase the PDF version?
I find books more organized and given my reading disability, I need an easier way, I could print it all out, but even then it could be a pain.


I didnt see a hard copy option, I had to get the pdf


scrapping the insult idea here are my characters, I am offering up two character concepts. Help me weed em out, plenty of choices available... If you don't like either of them let me see if I can come up with something else... So many stigmas to choose from...

A Knight most Foul:

Argas Rhoe would normally have been dragged off and been executed by the Eye had it not been for his family connections... Argas Rhoe is a member if the Rhoe family, a family of merchants turned nobles who run a substantial amount of industry in Urbana. Argas Rhoe was spared by orders of the king himself who despite his belligerence towards Fallen and the like understood that angering house Rhoe would be a bad idea.

Argas Rhoe once the elder son has now been cut of of the line of succession, his family has chosen his younger brother to become heir due to Argas's corruption. Yet he has not been cut out of the family, the reason is not that the family loves... Argas Rhoe is the center of a seer's prophecy, in it all that is known is that Argas has some role to play in the fate of the family. House Rhoe doesn't want to gamble with this, for all they know Argas may be the only one who can save the House form some unforeseen ruin...

Argas has left his roots as the heir behind and has picked up and revived the old tradition of knighthood from before the Fall, yet his is a twisted version one that gives him a reputation as a Knight most Foul... He has taken the tradition of chivalry and perverted it, His code is the following... Notable is the lack of any reference to a liege lord...

* None shall give you mercy, in return you must give them no quarter...

* I am a beacon not of hope but of woe, to my enemies I am the Plague unleashed upon them, to my allies I am symbol of power worthy of respect and fear.

* I shall never fail to accept a duel in public, I will require that the terms of the duel be shouted so that all may know the conditions of it and thereby know that my victory was earned fairly.

* I acknowledge the existence of allies, I do not acknowledge the existence of Friends for I can have none...

* I bow before no man, no force, I am my own Knight.

Appearance:

Argas Rhoe keeps his face obscured behind a helmet, he wears a chain shirt and carries a longsword and a shield. Over his chain shirt he wears a filthy once pristine piece of cloth (think the crusader white shirt things with crosses) which bears his personal symbol, a skull with a rat's head sticking out of one socket and a rat tail coming forth like a tongue from the mouth...

His armor is while on closer inspection quite well maintained still appears to be filthy and rusted. This is deliberate and enhances the mystique that Argas Rhoe desires to build around himself... His shield bears the crest of his house but with modifications, instead of a badger rearing over cogs and industry Argas has a foul rat lurking in the mist of the dead and dying... Yet the design is still similar enough that those who know of House Rhoe's crest immediately see the similarities... The same factory serves as the background for both crests and both are depicted upon the same street in the capitol...

Finally Argas Rhoe carries a longsword of lethal make, like the rest of him it seems a ruin yet it is still quite lethal...

Build:

Argas Rhoe mechanically will be a sword and board frontliner, his stat array will either be str 14, dex 10, con 14, wis 10, int 10, cha 18 or str 16, dex 10, con 14, wis 10, int 10, cha 16. Either way he is going to fullfill (eventually) the role of front line fighter, he will take heavy armor proficiency eventually and he will have the befouler stigma, in particular he will be focused on single target combat and will use his poison to brutal effect...

The Burning Man:

Once a proud warrior on the field of battle Baelor's life was changed forever when he fought in the the battle of the Burning Dogs... In the mists of some marsh Baelor and his fellows were set upon by a pack of tainted creatures, they were composed of green flame and looked like wolves or mastiffs. eventually only he and one of the massive fire wolves were left in the marsh. Baelor slew the thing but as he inflicted the deathblow the creature exploded in a blast of green fire...

Baelor woke up in the marsh as a Burning man, fire had consumed him and left him form a wreck. Yet he still stumbled out of the marsh and realizing what he was did what had to be done to conceal himself. He took to wearing the long, body wrapping robes of the desert folk and he concealed his hairless head underneath a turban. Like these tribesmen he took a weapon of the desert,a mighty falchion to carve his enemies with. Baelor is a wandering mercenary trying to survive in a land that is completely hostile to him, one thing is for sure Baelor won't give up without a fight...

Appearance:

Baelor wears dark robes and an equally dark turban, he has used various alchemical reagents to permanently tan the skin of his face and hands. This combined with his scimitar makes many think of him as a tribesman from the deserts and wastelands of the south and west. It is a suitable guise for one marked by green flame and it has served him well. His face itself is worn (think a younger version of zaeed massani's face from Mass effect with a tan) yet it is still quite fierce.

On his hip Baelor carries falchion, a well worn blade of a mercenary. Underneath his desert robes Baelor wears a chain shirt to provide protection from his foes...

Build:

Baelor is going to be a two hand combatant with the Incinerator stigma, he is going to be built around mobility and aggression. He will attack relentlessly and use his stigma to cause panic and confusion, once he gets smoke wraith he will become a character that will ruin the day of mooks everywhere... Stat array will be str 16, dex 14, con 10, wis 10, int 10, cha 16.

Shadow Lodge

I have a hard copy as I invested in the Kickstarter and selected the print version option (Useful considering I'll be running a scenero at a gaming convention this weekend). As for getting a copy for yourself I can see three solutions. The first is go to DrivethuRPG and ask for a "Print on Demand" version. The second way is to buy the PDF version and then go to a Print Shop and ask them to print the file off and then store it in a binder. This could be expensive though if you're going for a full color printing. The final way would be to contact the developer directly and ask for them to print you a copy.

As for your options I like the first one better Viluki. If indeed you did do a service to Lord Urbane and was corrupted by the darkfall in the line of duty, you might be given some leeway from the Inquisitors of the Eye. They still wouldn't like you but would not harrass you unless you did something obviously treasonous. Then they'ed lay down the law. The Incinerator build is quite good and I am certain to allow it. The only confusion I have with the Incinerator is if you reduce a target's Fire Resistance by 5 and they have none, does it make them fire vulnerable 5? The book is not specific one way or another.


with the incinerator I Don't know the answer...

Argas's condition was the result of a horrifying pox, his survival can be trumped up to his own family connections and a blind old seer... I also have a third character for your examination, this guy is if you want a more "skulldugger" character...

The Count:

It was during one night of chaos, tumult and insanity that a duelist by the name of Falco Krane joined the ranks of the Fallen... Falco Krane is now lurking in a city completely hostile to him, the Eye knows not who he truly is which is fortunate. This state will not last however, as such Falco desires to gather power and influence within the city so that when the day of the Inquisition comes he will be ready to either escape or crush his foes... Falco seeks to move through the underworld to accomplish this and gain power, perhaps even claim the legendary title of "count" the ruler of the criminal Underworld of Urbana...

Appearance:

Falco is a lanky man, his face speaks of elegance and dignity. He wears a duelist's leathers and boots, a black cloak is fastened to his shoulders. His hair is meticulously trimmed and well cut and his face is clean shaven... At his hip he bears a rapier, the weapon of dandies and duelists. Think Dooku but younger.

Build:

Falco can either be a Madcap (a very subtle one) or a Seducer, either way he will be a character who can fulfill the social roles real well in addition to being a sneak...

GM do you like Falco?

Shadow Lodge

A Madcap is somewhat less hideous than a lot of other stigmas. You still will have a Joker-Like, Mad looking eyes and sharpened teeth though. The Seducer on the other hand can easily pass as human and are quite difficult to detect except by certain spells or the results of their abilities.


Gonna go with a goreaux steamwright.

I'm taking a long time to build him because I want to absorb the setting/lore.

Would two campaign traits be ok?

Grand Lodge

I'd really like to submit a character for this, but I can't buy the book till I get paid Friday. I'm looking at a Steamwright or Thunder Scout, at least based on the website description.

Shadow Lodge

So long as they are transferable and legit I'ed allow Campaign Traits. Still you should check out the Aden Traits. The Folk Magic trait is a very good trait to take for any spellcaster.


I meant two Aden campaign traits. I like their flavor

Dark Archive

Very well, I'll change to
STR 16
DEX 10
CON 18 (inc +2)
INT 10 (inc -2)
WIS 12 (inc +2)
CHA 8

Don't really like dumping below 10, but Ungollan can play the strong quiet type...


I just bought the book and would like to get into this. I'm thinking playing a golemoid, seer or paladin but I'll have to work it out.

Also, what are you looking for as far as character backstory goes?

Shadow Lodge

Just a small blurb explaining a bit who you are, where you came from and why you have come to the city of Mechanus to join the Cogswheel Irregulars.

And yes you may take your 2 traits from the Aden book. In fact I encourage you to do so as they fit the setting better than the Golarion ones.

Scarab Sages

dotting for interest


The Black Shadow wrote:

Just a small blurb explaining a bit who you are, where you came from and why you have come to the city of Mechanus to join the Cogswheel Irregulars.

And yes you may take your 2 traits from the Aden book. In fact I encourage you to do so as they fit the setting better than the Golarion ones.

will do! Im thinking of a goreaux with the trait that gives a minor implant for sure, and then either the pilot training one or the one that gives him a prosthetic eye because of the cool imagery.

Grand Lodge

Still interested, will purchase the book tomorrow.


GM I suspect that this recruitment is going to be more akin to a local gaming group in one way, your going to be stuck with who you get... This isn't kingmaker where applicants flow in like an army of ants sighting a doughnut... As such I will build my character around what the other submissions are, at the moment it looks like we have a lot of brawlers so I think a skulldugger is in my future... In addition to the "count" I can also create a halfling with the name "madcap" written all over him/her...


GM, how are you looking at the recovery of manite implants?

I like the idea of my goreaux having some implants. They have a natural bonus to manite threshold, and there is a trait i could take to add to my manite threshold. i am definitely planning on taking the trait to give me one minor implant.

I plan to take steamwright only as a class, and cannot really cast my gaze far enough into the future to see if golemization will be an option, but it certainly isn't something i am striving for at the beginning.

what i am specifically wondering is if manite implants of fallen enemies will be fully inert, or if we could use them. The book presents a spectrum of options for the GM based on how "gritty" you want things to be and how you want to balance wealth. as a steamwright, i could certainly see finding old implants and using key components within them to make versions scaled-down for the small goreaux frame, or repurposing them for use by other PCs.

If your plan is to have them be fully inert and useless when taken from an enemy, then i think a manite threshold of +2 is enough for me. if we are able to recover them for use (either at full value or some fraction thereof), then i might want to boost my manite threshold.

Shadow Lodge

Generally I do allow cannibalizing of implants from dead enemies who have them. However it depends on the circumstances. If you get them from a recently dead person you have a better chance of getting a working implant. If you take them from something like a Wasted Cyber-Zombie, you at best may get one working implant out of them. It would require the use of a heal skill though to remove implants without damaging them in the process. You're never going to get ALL a target's implants though as many would have combat damage if you're taking them from a corpse.


Alright, makes sense to me.

Also, would craft mechanical be able to be substituted for heal? I figure it might be possible since im not worried about damage to the body only damage to the Implant, and craft mechanical is the skill for working with those.


Almost done with my character. A few more hours I think.

I'm super excited to get started.


argh, so tough to decide which of the following invention sets i want to go with:

20% concealment constant vs ranged attacks
plus
15ft 2d4+INT cone attack 3+INT/day

or

grappling hook 3+INT/day
plus
a masterwork rifle that can do +1d8 damage 3+INT/day

EDIT: i guess since he is small sized, going for grappling hook plus rifle would be best, later i can turn it into a sniper rifle for use with his +4 size bonus to stealth


Tenro's submission. Will work on backstory later, but i am going to sleep now.

I figure his backstory will involve some travel, at least as far east as the edge of Urbana. He will have been a member of a group of raiders that would raid caravans, he mostly just provided support and repairs. The raiders got beaten horribly by a caravan they underestimated. he got messed up pretty badly, and a goreaux mechamage took pity on him and put some implants into him to get him back into the land of the living. since then he stayed around the city for a bit, apprenticed himself to the mechamage for a bit to help pay off his debt, then ended up signing on to the irregulars, wanting to get out and get some more adventure.


I'm not going to be in this, sorry. I just starting to master D&D and pathfinder, let alone alternate pathfinder, some rules of the game I sometimes forget, not to mention, trying to learn new rules with a reading disability (not dyslexic, just general) is hard, if this was a table-top game, I'd definitely be playing.

Dark Archive

I'm interested in playing a Ferran Predator, Golemoid or Paladin. To be honest, I'd prefer some kind of warforged-like race to go with golemoid, but it is what it is... :-) Is there room for another Ferran?


I'd be interested in playing either an Arbiter or a Mechamage. I have a copy of the book as well as I backed it on kickstarter. GM, which class would you prefer I draw up?

Scarab Sages

I'm interested in playing either a human alchemist or human arbiter.


ok here is my character...

Statblock:

Ifrit Fallen (Stigma Incinerator) level 1
Medium humanoid (native outsider)
Init +8; Senses Perception -2
Wildfire Heart replaces Fire resistance

DEFENSE

AC 18, touch 15, flat-footed 15 (+2 armor, +4 Dex, 1+ dodge bonus, 1+ natural armor)
hp 8 (1d8)
Fort +2, Ref +4, Will 0+
Fire Resistance 5

OFFENSE

Speed 30 ft.
Melee Scimitar +2 (1d6+2/18–20)
Ranged dagger +4 (1d4+4/19–20)
Special Attacks Firestarter (Su)
Firestarter replaces Fire Affinity

STATISTICS

Str 14, Dex 18 (16+2), Con 10, Int 10, Wis 8 (10-2), Cha 16 (14+2)
Base Atk +0; CMB +2; CMD 16
Feats Two Weapon Fighting, Dodge
Skills Intimidate 14+, Bluff 8+, Disguise 8+, Stealth 8+, Knowledge (local) 4+
Languages Common, Ignan
Favored Class bonus 1 extra skillpoint per level
SQ Stigma, Torment, Charred Hide (Ex)
Gear Leather Armor (10 gp), Scimitar (15 gp), Dagger (2 for 4 gp)and Outfit, Hot Weather (free). 106 gp left over.

Urah, the Corrupted:

The Fall touches everything, even the elements themselves are affected by it. Urah was a young ifrit in the desert who encountered one of the Greenstorms, great dust storms infused with the energy of the Fall... This one was infused with sickly, green fire. Urah survived even as the horrifying fire engulfed him, instead of incinerating him like it did to most the green flame was absorbed into him... That day Urah became what most peoples of the desert call a "corrupted elemental", where once his head bled with a halo of red fire now it burned with green. His eyes also became changed by this, where once they burned red with an inner fire now they seem to be green tinged embers... They do flare into life occasionally however with menacing green flame.

Urah wears a white robe and turban, these garments protected him in the desert and they prove useful in the lands he now resides. It's hard to figure out whether a man is just an ifrit or a fallen when most of the features are obscured behind heavy, loose clothing. All that most see is a ifrit with a scimitar and a dagger sheathed on his waist, most could never suspect the truth...

If you like the initial concept gm I can expand him easily enough, he can also be made a madcap or seducer if that is what you need... Incinerator just seemed thematic... Any Aden traits that seem appropriate for this character?

Shadow Lodge

Hello folks, sorry for the slow response as I have been away at a gaming convention this weekend.

As for Craft: Mechanical it does not apply to installing implants. You use the Heal Skill because you have to perform surgery to mix the Metal Bits with the Fleshy Bits. Thus this requires some medical knowledge to perform, which falls under the preview of the Heal skill. What I will allow however is that a person with the heal skill can do the surgical part of the job rather than the Mechamage himself. Still it is a good rule of thumb for a Mechamage to take some ranks in heal so he can do the implanting himself.

As for Viluki, playing an Ifrit is fine. The elemental races are rare but do exist as Aden Wizards interact more with the Elemental Planes rather than the Alignment Planes. You sound like a character who probably came from the The Rhanate (Which resembles Saudi Arabia), or Yzeem (Which is the Egyptian themed setting). An Incinerator seems thematically appropiate although be careful as the Inquisitors of the Eye DO know what the Green Eldritch Fire of the Darkfall looks like so put some thought into when and where you use your fire powers.

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