
Terquem |
Hello, and welcome to the recruitment thread for an
Iron Gods Adventure Path
campaign.
With a few complications
What I am hoping to accomplish with this recruitment is find two to four interested players who would like to play through the Iron Gods Adventure Path. I will give you the player character creation guidelines below, but first I want to explain those complications I mentioned, to make sure you understand what will be the same and what will be different about this version of Iron Gods
The Adventure Path will be played almost exactly as it is presented in the booklets (the first book, Fires of Creation will be slightly modified to make the encounters a little more difficult, as there will be a few second level characters in the party). The biggest change will be how Numeria is used in this version of the campaign.
I have two current games on these boards that have similar themes to the Iron Gods Adventure path, but due to some mistakes I made, and player drop out, both of those games are a little off course right now.
I have asked the players of those two games if they would object to closing those threads and consolidating the story lines of those adventures into an Iron Gods Adventure, and they have agreed.
One of the games is set in a frontier setting, where a new continent was discovered and is being settled.
This game
will be used to introduce the “Numeria like” setting for this version of Iron Gods.
This version of Numeria will be placed on one of my campaign world settings (the World of Riom) and will not be related to Golarion,
however everything about Numeria will be used (except for its placement in Golarion) exactly as it is described in the Iron Gods Adventure Path. The Golarion deities will be used (it will be assumed that the people of this “Numeria” have established these religions on their own over their recorded history.
The people of this “Numeria” are mostly unaware of the existence of other people from other parts of this world, and their understanding of the world will be as it is described in the adventure path, only they know what their world is like (the world of the “Rain of Stars” event) and almost nothing of the world beyond their natural borders.
The Science Fiction background (the origin of the technology) of Numeria will be the same, but also incorporate Science Fiction elements that were introduced in my other two games. A major addition will be a description of some monster types present in the Adventure Path that are a kind of technology/necromancy based hybrid and they will be called “Necromechadons.”
Character Creation Guidelines
1) All elements presented in the Iron Gods Players Guide are used without restrictions
2) The 2 to 4 characters I would like to recruit for this adventure will have to be local inhabitants of Torch (you will be met, and join other adventurers who are not from Torch)
3) Ability Scores should be generated using the “Heroic” method (roll 2d6+6 a total of six times and arrange the scores to your liking
4) Characters should be created at first level with maximum HP
5) Race – you can select any core Pathfinder Race for your character – non-core races may be permitted after evaluation (I would prefer only races mentioned in the Players Guide for this Adventure Path, but I will try to be flexible).
6) Class – This is a bit scary for me, but I am going to allow all current PRD listed Classes. Please, do not suggest classes that are exclusive to the d20PSFRD website.
7) Traits – you can begin the adventure with one trait, selected from the PRD references (Traits that are found in the Players Guide for this Adventure Path are allowed, as long as they can be selected for a local resident of Torch).
8) Wealth – you will begin with 3d4 x10 gold pieces plus a standard set of clothing (your character is not among the well off of Torch – you recently had a financial setback, or some other explanation as to why you are of limited resources, basically this will be a driving factor in your willingness to join with the strangers who have arrived in the town and are hiring help).
You do not have to create an alias right away, but I will want to see a fully filled out Alias before I make final selections
How I play
1) I try to post at least once every other day, sometimes once every day, and occasionally once every three days – but it will never be my intention to just disappear. I respond to direct questions as quickly as I can.
2) I prefer that characters post in game spoken dialog with Bold script, thoughts with Italic script and Player questions or other out of character comments with OOC script options.
3) Your Alias, should be populated with everything I, as a DM, will need to know about your character, this includes background, abilities, equipment and special rules situation that apply to your character that you want to make sure I am aware of. Also, it is very helpful to me if you use the “Race/Class” fields of the alias to give me immediate access to important character information. If you need help formatting these fields, just ask
4) Typically, you will not need to pro offer rolls such as Knowledge or Perception checks, and if they are called for, in a situation where it will make a difference, I will usually ask for them, or give a spoiler with the results of those checks if you roll high enough (so normally, if you don’t get asked to make a specific check or a spoiler is not posted, assume rolling a perception or Skill check at that moment is not required)
Who is already involved?
These characters will appear in Torch, in two separate groups, and each group has a specific agenda. The characters recruited here will join these other player characters for this adventure
From the “Reflections in the Eye’s of the beholders” game thread
Stella
And her NPC companion
Oscar
From the Beyond Fort Horizon game thread
Ritmush
Unbolath
Portia
And their NPC companion
Calliope
I am going to mention two more things in conclusion, first, for this version of Iron Gods, the characters recruited through this effort will be locals of Torch, and currently, given the situation at the beginning of the Fires of Creation Adventure Path Module, no one in Torch is even remotely interested in getting involved in what has happened. Your character should only consider joining in on the investigation of the mystery because you are persuaded to join the strangers who have come to town. Second, and please forgive me sharing a little personal information, but I am having a minor surgery next week, and will be away from my regular posting activities for a few days. I hope to have this recruitment sorted out, and the new game ready to launch before I take this little break, so forgive me if I seem to be in hurry.
This was a wall of information, and I hope I didn’t overwhelm anyone. Feel free to ask me questions about the adventure, or myself as a DM, and I will try to answer as soon as I can.

Felicia LaFou |

Well this is Felicia. She was created for an Iron Gods adventure path with a little caveat. She was in hypersleep on the ship and is an alien. It offers some cool roleplay options as she know nothing of this world, and mechanically she is a mix of catfolk and human, so there's no real advantage, just not completely crippled as a swashbuckler who uses a falcata right off the bat.
She gives up I think a racial trait and a game trait to gain proficiency with her falcata and her ability scores still reflect catkin.
She's ditzy and flirty, but also has a painful story of being taken from her homeworld.
if it sounds fun to you, let me know! I'd be happy to adjust her stats to fit this game, so long as my rolls don't suck lol.

Kalas |

This sounds very interesting. Let's see what we get for stats:
Stats:
2d6 + 6 ⇒ (6, 2) + 6 = 14
2d6 + 6 ⇒ (1, 2) + 6 = 9
2d6 + 6 ⇒ (5, 2) + 6 = 13
2d6 + 6 ⇒ (2, 2) + 6 = 10
2d6 + 6 ⇒ (6, 6) + 6 = 18
2d6 + 6 ⇒ (4, 4) + 6 = 14
Starting Wealth:
3d4 ⇒ (3, 1, 3) = 7 x 10 = 70 gp.
Those look workable. The current group appears to have the arcane and combat sides covered, so I'm thinking some type of divine character. I'll get to work on my submittal.

Terquem |
Felicia - I am just today reading the first module, Fires of Creation (I've read the Players Guide to Iron Gods this weekend) - so forgive my ignorance for a moment - by being in "hypersleep" will you be available to join the party when they arrive in Torch and start looking for help, or will they need to find you during the adventure? Also, will you be able to rebuild the character to first level?
Kalas - A divine character (who is vehemently opposed to the Technic League, maybe?) would be a big help to this party

wicked_raygun |

Let's give this a shot. I dig the idea of being a local.
2d6 + 6 ⇒ (6, 3) + 6 = 15
2d6 + 6 ⇒ (2, 3) + 6 = 11
2d6 + 6 ⇒ (2, 2) + 6 = 10
2d6 + 6 ⇒ (1, 3) + 6 = 10
2d6 + 6 ⇒ (5, 2) + 6 = 13
2d6 + 6 ⇒ (1, 1) + 6 = 8
Now this could be a challenge. Probably best with a single Stat class. Let's build a down on their luck wizard. Let's see if he can even buy spell components.
Wealth: 3d4 ⇒ (2, 1, 1) = 4 * 10 = 40gp
Wow, just barely. Thankfully the spellbook is free.
And let's make him a Lawful Neutral worshipper of Abadar to really drive home the indignity of falling on such hard times.
Now I just need to figure out a school. I'm tempted to go Enchanter to make this guy a real business man. But I'm fragile enough, I think. So how about a conjurer.

Adrien Belmont |

Allow me to introduce Adrien Belmont, a Numerian Archeologist who's game has recently fallen on some hard times. One of our players, along with the GM, seem to have gone AWOL, and the game has ground to a halt. Obviously he would need to be rebuilt, but Adrien was designed originally for Iron Gods.
He is built as a summoner, with his "eidolon" actually being an automaton he recovered from a Numerian ruin. Statistically he remains the same, but flavor-wise he is not an "eidolon" per say, and is instead controlled via a techno-magical bond via Ozymandias's control staff.
2d6 + 6 ⇒ (2, 3) + 6 = 11
2d6 + 6 ⇒ (4, 1) + 6 = 11
2d6 + 6 ⇒ (1, 3) + 6 = 10
2d6 + 6 ⇒ (3, 2) + 6 = 11
2d6 + 6 ⇒ (2, 5) + 6 = 13
2d6 + 6 ⇒ (2, 4) + 6 = 12
Uh... you didn't mention anything about re-rolling, but that brings my modifiers to a mighty +2 overall, so if you don't mind I'm going to go ahead and do those re-rolls. If you'd rather I didn't, I might try and work with those scores, but I'll probably ending up having to pass.
2d6 + 6 ⇒ (2, 4) + 6 = 12
2d6 + 6 ⇒ (5, 2) + 6 = 13
2d6 + 6 ⇒ (4, 4) + 6 = 14
2d6 + 6 ⇒ (6, 6) + 6 = 18
2d6 + 6 ⇒ (2, 1) + 6 = 9
2d6 + 6 ⇒ (5, 4) + 6 = 15
Now THAT I can definitely work with. I'll start building with those scores, and I'll re-build if you'd prefer I use the originals.

Stella Lucem Caelum |

Also, due to prior game I had to go Bard but intended to go Oracle of Lore. If that helps anyone know where I was taking her. I would happily take Divine help.
Mystic Theurge would be fun except I hate that class with a passion for it gives you nothing but the capstone. And with these classes wouldn't really make it til later :P

Terquem |
Hi Stella - thanks for dropping by!
Wicked Raygun - please throw out one of the 10's you rolled and replace it with a 16
Adrien - you can keep the second set of rolls
So, unlike some of my usual recruitments, this one is jumping right off with some great looking ideas
Felicia
Kalas
and
Adrien
three solid ideas 9and alias already in the works)
Wicked_raygun - very interesting idea (the urban Druid? shouting about the coming technological apocalypse no doubt)

Celissa |

Iron Gods! This is one I've quite wanted to play. You said you'd prefer core races, but also that you were okay with those mentioned in the Player's Guide, so I've a question. Would you accept an android? That's fine if not, but the concept that's currently talking in my head thinks she's an android. Silly character concepts with minds of their own!

JonGarrett |

OK, so I'm thinking a trangender Half-Elven Warpriest of Svarozic, Empyreal Lord of Advancement and Invention. Numeria seems like the kinda place for them.
Are we allowed to take a Drawback for a second trait?
Also, Starting Funds: 3d4 ⇒ (4, 2, 4) = 10 = 100gp

Celissa |

Yay for finally home from work! Okay, so let's see what I can roll up for stats.
2d6 + 6 ⇒ (5, 6) + 6 = 17
2d6 + 6 ⇒ (6, 2) + 6 = 14
2d6 + 6 ⇒ (4, 1) + 6 = 11
2d6 + 6 ⇒ (6, 1) + 6 = 13
2d6 + 6 ⇒ (2, 1) + 6 = 9
2d6 + 6 ⇒ (5, 2) + 6 = 13
Definitely seen--and rolled!--worse.
Starting Wealth: 3d4 ⇒ (3, 4, 1) = 8
I can work with this.

wicked_raygun |

Okay, here's Mad Marko. A resident of Torch and town pariah who is always decrying the obscenities of the Technic League. I'm picturing him to be a little bit like Heimskr from Skyrim.
"Aye, love. Love!"
Obviously, I'll turn down the annoying for the players. ;-)
He's a Seasons Domain druid. I thought of maybe making a storm druid, but losing spontaneous summoning was just a bit too painful. The Urban Druid was also super tempting, but it seems geared for a more charismatic character. And I really want to turn up the random crazy fun with this guy.
Mad Marko
Human (Kellid) druid 1
CN Medium humanoid (human)
Init +4; Senses Perception +8
--------------------
Defense
--------------------
AC 12, touch 10, flat-footed 12 (+2 armor)
hp 14 (1d8+6)
Fort +4, Ref +0, Will +6
--------------------
Offense
--------------------
Speed 30 ft.
Melee sickle +1 (1d6+1)
Druid Spells Prepared (CL 1st; concentration +5)
. . 1st—cure light wounds, entangle (DC 15), goodberry[D]
. . 0 (at will)—create water, detect magic, light
. . D Domain spell; Domain Weather (Seasons domain subdomain)
--------------------
Statistics
--------------------
Str 13, Dex 11, Con 15, Int 10, Wis 18, Cha 8
Base Atk +0; CMB +1; CMD 11
Feats Improved Initiative, Toughness
Traits against the technic league (spells)
Skills Handle Animal +3, Heal +8, Perception +8, Spellcraft +4, Survival +10
Languages Common, Druidic, Hallit
SQ nature bond (Seasons domain[APG]), nature sense, untouched by the seasons, wild empathy +0
Other Gear leather armor, sickle, backpack, belt pouch, blanket[APG], flint and steel, holly and mistletoe, mess kit[UE], sack, soap, spell component pouch, trail rations (5), waterskin, 10 gp, 4 sp, 8 cp
--------------------
Special Abilities
--------------------
Against the Technic League (Spells) +1 save DC vs. targets you know are associated with the Technic League
Druid Domain (Seasons)
Untouched by the Seasons (1 hours, 7/day) (Su) As per Endure Elements
Wild Empathy +0 (Ex) Improve the attitude of an animal, as if using Diplomacy.
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Arknight |

Ok, I am interested in this for sure. :)
2d6 + 6 ⇒ (4, 2) + 6 = 12
2d6 + 6 ⇒ (6, 6) + 6 = 18
2d6 + 6 ⇒ (6, 6) + 6 = 18
2d6 + 6 ⇒ (1, 2) + 6 = 9
2d6 + 6 ⇒ (3, 3) + 6 = 12
2d6 + 6 ⇒ (1, 5) + 6 = 12
Starting Wealth: 3d4 ⇒ (4, 1, 2) = 7*10 = 70
I can work with that. :) I'm considering making a Human Investigator (Psychic Detective) with maybe the Local Ties trait....
Also are you considering (or would you?) the Background Skills option?

Celissa |

Okay, I think I have this part done. I'm not yet done writing up the fluff; that takes a bit longer than simple stats work. Please, do let me know if I've messed up anywhere!
Cerebeth
Android Unchained Rogue 1
N Medium humanoid (android)
Init +4; Senses Perception +7 (+8 Trapfinding); Darkvision 60 ft.
--------------------
Defense
--------------------
AC 16, Touch 14, Flat-Footed 12 (+2 armor)
HP 11
Fort +2, Ref +6, Will +1
--------------------
Offense
--------------------
Speed 30 ft.
Melee Rapier +0 (1d6/18-20)
Melee Dagger +0 (1d4/19-20)
Ranged Dagger (thrown) +4 (1d4/19-20)
--------------------
Statistics
--------------------
Str 11, Dex 19, Con 14, Int 15, Wis 13, Cha 7
Base Atk +0; CMB +0; CMD 14
Feats Technologist, Weapon Finesse
Traits Numerian Archaeologist
Skills Acrobatics +8, Appraise +6, Bluff +2, Climb +4, Disable Device +9, Escape Artist +8, Knowledge (Local) +6, Perception +7 (+8 Trapfinding), Sleight of Hand +8, Stealth +8, Use Magic Device +2
Languages Common, Androffan, Read Lips
SQ Sneak Attack (1d6)
Gear leather armor, rapier, dagger (5), belt pouch, backpack, bedroll, rope (hemp/50 ft.), soap, torch (5), waterskin, caltrops, chalk (10), flint and steel, grappling hook, mess kit, mirror (small/steel), pitons (10), thieves' tools, trail rations (5)
--------------------
Special Abilities
--------------------
Numerian Archaeologist Roll twice for determining glitches when using timeworn technology; able to read the Androffan language.
Sneak Attack 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.
Trapfinding A rogue adds 1/2 her level on Perception checks to locate traps and on Disable Device checks (minimum +1). A rogue can use Disable Device to disarm magic traps.
Finesse Training 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.
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.
Constructed For the purposes of effects targeting creatures by type, androids count as both humanoids and constructs. Androids gain a +4 racial bonus on all saving throws against mind-affecting effects, paralysis, poison, and stun effects, are not subject to fatigue or exhaustion, and are immune to disease and sleep effects. Androids can never gain moral bonuses, and are immune to fear effects and all emotion-based effects.
Emotionless Androids have problems processing emotions properly, and thus take a -4 penalty on Sense Motive checks.
Nanite Surge An android's body is infused with nanites. Once per day as an immediate action, an android can cause her nanites to surge, granting a bonus equal to 3+ the android's character level on any one d20 roll; this ability must be activated before the roll is made. When an android uses this power, her circuitry-tattoos glow with light equivalent to that of a torch in illumination for one round.

Ritmush Noscale |

-pokes head in-
Lots of fun folks in here.
Terquem shot down the drawback idea back when I pitched it for Ritmush so I expect it will be the same.
Also, Hear this
For those who don't know of the separation, the Pathfinder Reference document and D20PFSRD are not the same web site.
PRD
D20PFSRD
Currently the reference document has:
Core rule book
Advanced players guide
Advanced Class guide
Advanced Race guide
Ultimate combat
Ultimate Magic
Ultimate Equipment
Ultimate Campaign
The NPC codex, Monster Codex and the mythic handbook (Which I am assuming is never going to see use in this campaign for our use.)
Please try to draft your characters out of those sources.
If you have sufficient reason for your character to have something outside those sources (Glances to Alias of human with Kobold heritage bloodline) then the best option is to make your case once you have built something compelling.

Ritmush Noscale |

Hrmm.. well putting on my GM hat here I'd say the ability isn't worth a terribly large amount.
I mean on the one hand, yes non-magical light that you don't have to worry about.
But on the other hand you might as well give up on trying to sneak without a garment heavy enough to cloak any revealed light from the Tattoo. It can very easily spoil most disguises as well.
With so many low level light spells and other methods available to provide cheap lighting Fire Ink is really just a vanity item
I'd say that as Fire ink is a fantastic and obvious export for Fire types and Flamboyant casters exist that there really ought to be a method to permit character without fire resistance to access them.
Looking at the stuff it appears to cause irritation due to the manner of its creation. Perhaps one could make an alternative version out of glowing mushrooms. Another option would be to have a dermal implant made of Fire forged steel. Forged in such a fashion to absorb and direct the irritating heat away from the body.

JonGarrett |

Yeah, it's why I like Infernal Influence. Fire Resistance 1 - just enough to negate Fire Ink. And it is purely a fun item, especially on a Divine caster with Light as a Orison. I was hoping to combine it with the Holy Symbol Tattoo trait, hence why I asked about Drawbacks.
For now I can't grab one without being sickened. It's not the end of the world - but for Svarozic, the Face of Flame, having a burning tattoo of his Holy Symbol would be pretty damned bad ass.
Or I can consider other races that do get Fire Resistance either as a FCB or as a racial trait. I'll think on how attached to Half-Elf I am.

Felicia LaFou |

Felicia - I am just today reading the first module, Fires of Creation (I've read the Players Guide to Iron Gods this weekend) - so forgive my ignorance for a moment - by being in "hypersleep" will you be available to join the party when they arrive in Torch and start looking for help, or will they need to find you during the adventure? Also, will you be able to rebuild the character to first level?
Well, She'd have to crawl out of the ship one way or the other, so yes, She could meet the gang in Torch if you so deign appropriate, albeit confused and woozy.
And Yes, I would readily adjust her stats and rebuild her at level one.
In fact, may as well begin.
2d6 + 6 ⇒ (6, 5) + 6 = 17
2d6 + 6 ⇒ (1, 5) + 6 = 12
2d6 + 6 ⇒ (5, 5) + 6 = 16
2d6 + 6 ⇒ (4, 5) + 6 = 15
2d6 + 6 ⇒ (3, 4) + 6 = 13
2d6 + 6 ⇒ (4, 3) + 6 = 13

Redrick Streit |

Stat: 2d6 + 6 ⇒ (6, 6) + 6 = 18
Stat: 2d6 + 6 ⇒ (4, 6) + 6 = 16
Stat: 2d6 + 6 ⇒ (5, 5) + 6 = 16
Stat: 2d6 + 6 ⇒ (2, 2) + 6 = 10
Stat: 2d6 + 6 ⇒ (1, 4) + 6 = 11
Stat: 2d6 + 6 ⇒ (2, 3) + 6 = 11
wealth: 3d4 ⇒ (4, 1, 3) = 8 x10 = 80gp
Redrick is a barbarian (armoured hulk) who is currently loosely involved in a Santiago campaign. I'd love to stat him up as a numerian warrior for this campaign (especially with those rolls!). I'll post a backstory and submission ASAP!

Terquem |
JonGarret – I am not a big fan of the drawback rules (I generally like the idea of character flaws that also give some mechanical advantage in some way, but the drawback rules – to me, are not balanced, because it is too easy to choose a drawback that will never come into play, unless the DM selectively sets out to focus on each character's drawback often enough to make it count, which to me is too much trouble to go to, and the ability to select any trait at all once a drawback is selected seems wrong). I would prefer a system that has the trait built into the drawback, so then the responsibility for making the trait count falls on both the player and the dm, when the drawback comes into play, the trait associated with it kicks in some way. Does that make sense? So, I’m sorry but no I do think I will allow drawbacks in this adventure
Wicked-raygun – yes you get the idea, if I can find the rules here on Paizo’s website I am far more likely to allow it. That being said, it seems like the Kellid option is a flavor variety kind of option, describing a unique culture in the Golarion setting, is that right?
Here is what I will offer players creating human Characters for this setting. My favorite part of playing D&D, since 1976, has been creating the world that we are playing in as we work through the adventure – my players have always contributed to the refinement of the worlds I use for campaigns). Since you would be the very first “Humans” created to populate this part of Garicadia, you can create the culture for me. While Numeria (which we are sort of using as close to how it is described as possible) is the actual setting for this adventure, there is no reason why you could not establish the peculiarities of what the Human, Wasteland, tribal culture is like here. So, Wicked-raygun, and any other player who makes it into this game as a human character can create the small details of the human culture of this “Numeria.”
So, after saying that to Wicked, let me try to give just a little more information about how this setting should work (I hope anyway)
On this world, Riom
There is a continent called Garicadia, which existed in isolation from the development of the major civilizations of the eastern and western hemispheres*
10,000 years ago a civilization dominated by a race of lizard-men flourished in the central mountainous region of western portion of Gericadia. When the Star Fall event occurred, this civilization was nearly wiped out, and the central plains and mountains were affected by the incident in much the same way as it is described for the Numerian setting. The Lizard man civilization never recovered from the event, and a new civilization rose in place of it – this is the “Numeria” of the Riom Campaign world setting.
Torch, for the Iron Gods Adventure Path as played on Riom, will be located on the very western boarder of the scared landscape of central Garicadia, about 180 miles from the southwest coast, and about 120 miles from Fort Horizon (the setting of the previous game “Beyond Fort Horizon”).
The Fort Horizon campaign setting was dominated by an organization called the Western Alliance Exploratory Company (or WEAC, for short).
The WEAC is a joint exploration and settlement effort undertaken by three governments of the western ring, and a collection of dwarven merchant guilds of the Western Shore. Settlement of the southwest coast of Garicadia was started only a few years ago, and most of the settlers are Humans (from Dwargleland), Halflings and Gnomes (from Aeromnia and Ilgnorland), Dwarves and Goblins (from The Western Shore), and a small number of Elves (from Zierferland).
The general population of the settlements established by the WEAC is completely unaware of the existence of the “Numeria” setting in the heart of Garicadia. The WEAC, however, knows of this world, through contact with Torch, and is at this time, desperately trying to keep its existence a secret.
Player Character’s from this recruitment will, naturally, know about their world, about Torch, the Technic League, The Black Sovereign, and the Star Fall Event. Lizard Folk colonies still exists (this is not a normal part of the Numerian setting), and have become highly antagonistic toward the other races who came to dominate this land after the Star Fall.
Each Player Character, once created and joining the adventure, will have an opportunity to Roll for a chance to know about the WEAC, and their activities within Torch.
*the major land mass of this world is a ring that circles the globe except for a gap on the eastern hemisphere, and at the southern pole.
People of the advanced civilizations of the western hemisphere refer to the parts of this world as the Eastern Ring (Thyromnia, Gowa, and Moderia, as well as the legendary empire of Thulolimnia) and the Western Ring (The Northern Expanse, Yandiland, Gitaw, Dwargleland, The Western Shore, Aeromnia, Ilgnorland, Zierferland, and The Frozen Land).
While the people of the eastern hemisphere (older civilizations) refer to the whole world as Riom, and do not differentiate between the two lands (they believe the land is connected across the North Pole, but no explorer has been able to prove that yet). Contact between the people of the east and the west was established 250 years ago, and over time the western people adopted the name Riom, for the whole world, whereas the people of the east never adopted the habit of referring to the separate worlds as the Western Ring and the Eastern Ring.

Drogeney |

The character I'm thinking of is an Android who goes by the name ANDEMOS MkB0T. He's an experimental model that was created and then sent out to test his viability. His name stands for: Advanced Nanite Defense and Energy Manipulation Operating System Mark B-0T. He is a sage born sorcerer who focuses on evocation, conjuration, and abjuration magic. Personality wise he is very much like Data from Start Trek in that he is immensely curious of the "normal" races and desires to understand them and their emotions. He's socially awkward and prone to making mistakes when interacting with others.
If I have permission for the character I will get started on him, otherwise I'll come up with something else. Stats I have to work with are below.
stats: 2d6 + 6 ⇒ (5, 1) + 6 = 12
stats: 2d6 + 6 ⇒ (2, 1) + 6 = 9
stats: 2d6 + 6 ⇒ (6, 5) + 6 = 17
stats: 2d6 + 6 ⇒ (4, 3) + 6 = 13
stats: 2d6 + 6 ⇒ (4, 4) + 6 = 14
stats: 2d6 + 6 ⇒ (1, 2) + 6 = 9

Terquem |
Drogeney -
An android character will be allowed, but if you don’t mind I’d like to offer two different approaches to how the character would work in this campaign
First – we treat the android type exactly as it is detailed in the Fires of Creation module, and your character is an inhabitant of Torch, who originated in some mysterious location of this version of Numeria (from a creation process that was once part of the original Star Fall event).
Or
Second – Androids already exist in my regular campaign settings (two of them are regular characters, one an NPC, in the Strangler of the Shadow Moor campaign). This Android, as you describe, will not be from the Star Fall event at all, and instead will be a secret agent of very covert branch of the CoIT (Congress of Interstellar Trade – you will hear more about them as the adventure begins). You are working deep undercover to evaluate the situation here, and report back to your superiors, but the real problem you will have is keeping your nature secret from agents of the IRS (Interplanetary Relief Society – who will also make an appearance early in the game). You would be tasked with convincing anyone who discovers your Android nature that you are IN FACT a machine left over from the Star Fall event, and not a spy. Your curiosity about the people of this world would not change, but you need to gather information has more motives than just that.

Terquem |
I gotta admit, the second option is kinda awesome, is there more information available on those groups before I make a decision?
Also, is the Android in your regular campaign setting the same as Paizo's or different?
How much do you know about the game Traveller?
Anyway, the IRS was what was the Scout Service (In My Traveller Universe, IMTU) and the CoIT was the Merchant Service. I can provide you with all the details, and keep it as brief as possible, if you are sure you want in on this game, as an android PC.
Malcolm, above was originally a Traveller character, but is converted, for these games, to a Pathfinder Android (but not affiliated with the Star Fall event)
Currently, and please remember no one recruited in this thread would have this as character knowledge, the party of the Fort Horizon game have already met two agents of the IRS.
For all the others, how are you coming along with your character ideas?
Felicia - I think that having your character race be derived from the wreckage of the Star Fall e vent is doable, however I would not offer any special advantage to your character because of this. You would only have a "feeling" that you came from another world and don't belong here, that is all.

Drogeney |

Not familiar at all with Traveller. Gotta admit I like the idea of a spy though if I do that I may build something very different and probably not an android since my stat rolls won't make it very viable since that bloodline is int based for casting and I have to 9's to distribute. I'll think on it a bit more and try to come up with what I want to do.
Are there other races that might do such a role as a spy for the CoIT? I'm assuming a human would but are there others?

Terquem |
Any core race could be a person from "off-world." However, I would like to absolutely restrict this recruitment to only one such character. Being closely tied to Torch is important for the Adventure Path to work in many ways, so natives of Torch are preferred.
In this "universe" The hierarchy of power (off world) is
The United Consortium of Planetary Governments (the most powerful body in the known universe)
The Congress of Interstellar Trade (not powerful in their demands, but they make all the rules that govern free trade between worlds)
The Interstellar Relief Society (least powerful, when it comes to making people do what they want them to do, follow certain rules and all, but at the same time protected from many harms by long standing treaties between many interstellar governments, some that pre date even the UCPG, they are in many ways like a combination of the Red Cross and Red Crescent societies, and the International Maritime Rescue Federation).
(all of these organizations will ultimately play a role in the Iron Gods adventure path I am running, assuming it generates enough interest, and players do not lose faith in me as a DM, fingers crossed).

Drogeney |

K, would you be opposed to me submitting the android as a Torch native and then some on as a spy based character (with the spy the preferred) in case someone comes up with a better non-native character? If so should I roll a second array or use the same one for both?

Terquem |
So far this is what I am seeing as far as player interest is concerned
Ace Matthews (character, Felicia) class, swashbuckler, race, Catfolk(?)
Max Hellspont (character, Kalas) class, (Divine?), race (?)
Wicked_raygun (character, Mad Marko) class, Druid, race, Human
JDPhipps (character, Adrien Belmont) class, summoner, race, half-elf
JonGarrett (character, ?) class, war priest, race, half-elven
Celissa (character, Cerebeth) class, rogue, race, android
Arknight (character, ?) class, ?, race, human
Bantamweight (character, Redrick Streit), class, Barbarian, race, Human
Drogeny (character, ?) class, ?, race, ?
This list includes both well seasoned players here in these forums, and some newcomers. I do not want to restrict the selection to only one or the other type. I am still pretty certain that four players will be all I can manage (when added to the existing players that will be part of this game) so, it will be hard for me to decide who is in and who is out.

Redrick Streit |

Have you decided a cutoff date for submissions? I'd just take a look at your party, and maybe choose characters which compliment your current lineup. At a glance, it seems you're short on divine casters and maybe a rogue.
And armoured hulk barbarians; you definitely need more armoured hulk barbarians :P

Terquem |
Haha, one can never have too many armored hulk barbarians, am I right?
No, anyway. I am scheduled for a minor surgery (did I mention that I am not a young person, I'll just leave it at that) on Tuesday, the 27th and I'd really like to be ready to select the four players here by Sunday night. Then I hope to wrap up the other two games by Monday, take a little break, and launch this game the Weekend of the 1st of November.
Is that reasonable?
Also, this campaign may be swamped with long posts, I hope that doesn't chase anyone off. While I delight in Role playing very much, I will stick to the Adventure path so there will be challenging encounters (I'm trying now to figure out how best to do the encounter maps, I've used MapTool for other games, but I'm worried it will not be adequate for this game.)

Celissa |

Long posts? Okay, you've managed to catch my interest even more so now than the mere mention of Iron Gods did. Still working on getting Cerebeth fleshed out a bit. I can see options for her either as a Torch-native android or as a potential observer for the CoIT. This is quite intriguing. Which variant might you prefer, Terquem, or is that something you'd leave in my hands? I must say that the latter may or may not be a very safe option; my mind tends to go haring off towards "interesting" at improbable times--hence the idea of an android character in the first place.

Drogeney |

Decided on what I am going to submit, a human sorceress with the Rakshasa bloodline and if allowed I'd like to have her magic be psychic from occurring adventurers.
She was genetically altered using dna from an extra dimensional being (fox formed Rakshasa) to give her mental abilities (magic) and serve as an infiltrator and spy by the CoIT.
I'll flesh her out after work.

Terquem |
Well, this is embarrassing. I can only see there being one spy in this scenario, so I would like to know for sure if Drogeny would be upset if I offered this role to you (which I should have, since you applied as a potential android before he did). I don't want to hurt anyone's feelings and can only say that I feel that no matter what role the new player characters take, being part of Torch means I will be setting each of you up with some information about the game scenario that I hope you find as interesting as being an off world spy.
Edit okay forget everything I just said.
Drogeny - I accept the premise of a human sorceress as an agent of the CoIT, so that matter is settled.
Celissa - if Drogeny doesn't mind giving up the option to be a spy, I will leave it up to you to decide if that is a role you want to take. It will not be any more dangerous than any other role these four characters will take (of course, they will all be pretty much in the bum bum bum bum, certain death, category).
Celissa - due to the confusion generated by me putting out these options, I would like to offer you a new option. I will PM you the details if you are still interested in optional starting situations - however, you will still be considered a local of Torch
Okay, now?