
Redrick Streit |

Correct, there is no such thing as too many armoured hulks :)
I think that setting the cutoff for Sunday sounds reasonable, there is plenty of interest so I guess the seriously keen parties will have submissions ready by then. As far as backstory goes, my character is going to be a born and bred local of torch, an armoursmith by trade. I assumed you were chasing a towns person feel for the newer characters so I've approached it as such. Is the Technic League still a part of your version of Numeria? I'm leaning towards having lost my livelihood due to their almost overbearing taxation laws (justifying the low starting gold, and providing a reason to take up as an adventurer).

Runn Winterfang |

Bantamweight / Redrick here, posting as my completed alias for submission. I'd like to introduce Runn Winterfang, armour smith by trade and aspiring adventurer. The backstory is just a rough, rough draft so feel free to let me know if you require a fully polished one before submissions close.
Runn Winterfang
Male human Barbarian (Armoured Hulk) 1
Init: +3
Senses: Perception +4
--------------------
Defense
--------------------
AC: 20, touch 13, flat-footed 17
HP: 16
Saves:Fort +6, Ref +3, Will +0 (+2 when raging)
--------------------
Offense
--------------------
Speed 20ft
Melee:
Battleaxe +5 (1d8+4 / x3)
Shortspear +5 (1d6+4 / x2)
Ranged:
Sling +4 (1d4+4/ x2, 50ft)
Shortspear +4 (1d6+4/ x2, 20ft)
Special Attacks:
Power attack (-1 to hit, +2 damage or +3 two handed)
Overrun (combat maneuver +3, if successful knock opponent prone and move through their space
--------------------
Statistics
--------------------
Str 18,Dex 16, Con 18, Int 10, Wis 11,Cha 11
Base Attack +1; CMB +5; CMD 18
Feats: Power Attack, Improved Overrun,
Skills: craft(armour)+4, intimidate+4, knowledge(nature)+4, perception+4, survival+4
Traits : Armour Expert
Special qualities: rage 8 rounds/day, indomitable stance
Indomitable Stance:An armored hulk gains a +1 bonus on combat maneuver checks and to CMD for overrun combat maneuvers, and on Reflex saves against trample attacks. He also gains a +1 bonus to his AC against charge attacks and on attack and damage rolls against charging creatures. This replaces fast movement.
Rage Combat Stats:
AC 16, touch 11, flat footed 13
CMB +7, CMD 20
HP 18
Saves: Fort +8, Ref +3, Will +2
Attacks: Battleaxe +7 (1d8+6 / x3)
Gear: Scale mail armour, heavy wooden shield, battleaxe, shortspear, artisan’s outfit, sling, 10 bullets, backpack, bedroll, blanket, 8gp 4 sp
Runn was born and bred in the small Numerian town of Torch. His mother died due to complications at his birth, leaving his hard working father to raise the boy alone. An armoursmith by trade, he put his son to work at an early age. Although he displayed no natural talent, the boy worked hard to earn his father’s respect. By the age of fourteen he had helped build his father’s business into a moderate success save for the heavy hand of the Technic League taxing their precious earnings at every turn.
By the time Runn had reached nineteen, his father had fallen ill. Years of working the forge had taken their toll on his lungs, and before long he was forced to retire. Runn could not keep pace with the standing orders for his father’s forge, and it was with heavy heart that he sold it to cover their mounting tax debt. He took work where able, and spent much time in the woods surrounding Torch hunting and foraging for the food they couldn’t afford to purchase.
Runn holds anger in his heart, a strong hatred for the technic league, and a burning desire to earn enough gold to purchase the healing potions and poultices his father so desperately needs to be well.

Drogeney |

My crunch is more or less done sans the questions above. Just waiting ona bit more info before I write up the back ground and personality sections and post it. I'll have her done by this afternoon once I get back from work.
Oh, and starting gold: 3d4 ⇒ (1, 4, 2) = 7x10=70 gp
*EDIT
Thanks, good catch.

Terquem |
Drogeny - thanks for reminding me about that House rule. going to have to ask how everyone feels bout this. I imposed it (like an good Power Mad Dungeon Master) on players in other games, but I'd like a consensus on it before I make it a rule in the new game (and if it is not liked here I'll negotiate with the existing players to get them out of this rule in a way that satisfies their character builds).
Proposed House Rule
House Rule #1
Perception is now an Intelligence based Skill
Sense Motive as a skill is replaced by (and becomes a use of) a new Skill called
Intuition which is a Wisdom based Skill
You can use both these skills untrained
Intuition is a Class Skill for all Divine Magic using classes, Fighters, Monks, Cavaliers, Samurai, and Barbarians (I need to review the newest Pathfinder classes to determine where this Class Skill falls for them )
Perception is a Class Skill for all Arcane Magic using classes, Rogues, Inquisitors, Alchemists, Gunslingers, and Ninjas ((I need to review the newest Pathfinder classes to determine where this Class Skill falls for them )
Basically, if the class normally favors Intelligence based game play rules, Perception is a Class Skill, and if the Class features Wisdom based game play then Intuition is a Class skill
Both Skills can be used to collect information about what the Characters are experiencing, and for the most part will reveal the same kinds of information, but you might get to that information in a different way depending on which skill you rely on. You can always choose to use both skills in any situation when you think you need to,
but HERE IS the catch
You have to call out one Skill, and find out the results of the check before you can use the other
So either you rely on Perception first, followed by Intuition, or Intuition first followed by Perception (if you want to use both skills)
A failure or success on the first can affect the second. So be careful of your choices
Perception will tell your character what he/she can deduce based upon the “smarts” you have and what you see, hear, smell, touch, or taste. It tells your character that what he/she perceives IS what it appears to be. It can even clue you in as to how “hurt” a monster is in a combat situation.
Intuition will tell your character what he/she feels is “up with” any particular situation based on your character's past experiences and a gut feeling that something IS NOT what it appears to be.
Remember, Sense Motive is now what you do with the Intuition Skill, so if you want to be able to Sense Motives, put a rank into Intuition.
Can I get some feed back from interested players on how this House Rule might effect their interest in the game?
And for the second question, No we will not be using the Background Skill system

Celissa |

Interesting idea. I like the added depth to each skill. The one thing I'd ask, however, is whether or not Intuition remains a class skill for rogues, as Sense Motive typically is. Not that I really need it; Cerebeth isn't the type to rely heavily on intuition at all. I'm just the curious sort, personally speaking!

Terquem |
Felicia - I am still seeing a level 3 character sheet - and to be clear, that myth-weavers (hey did you ever hang around the old DnDonlinegames web site?) link is not going to be helpful to me most of the time, I really prefer having everything entered into the Alias, I know that can be a lot of work, but it is better for me because most of the time I cannot access that web site at all.
Hey! Paizo, work on giving us better character sheet options in the Alias, okay!

Terquem |
I am pretty sure, almost pretty sure about two submissions so far, with my mind swinging to opening up a fifth slot here (so three other applicants may have a shot at getting in this game)
Right now I like Celissa's character, and Drogeny's Character very much
ther rest are pretty darn good to, the ones with more than just a set of numbers rolled anyway, and I will still go till Sunday, Sunday night I will make the selection, and I hope I don't let anyone who is really interested in this adventure down.

Celissa |

I can certainly agree about shifting the focus of rogues from wisdom to intelligence. It focuses more with how I'll often play them anyway--smart enough to know when something mightn't be the best idea, but not always wise enough to refrain from doing it. After all, if it's a logical conclusion, it must come out all right in the end, no?

Kleora |

I have the mechanics finished as well as appearance and personality. The backstory is rather light for now pending more information about the setting and the group she's affiliated with. If we use the house rules I will be tweaking skill points and feats a bit and I haven't actually spent my money yet. Everything is in the alias but I will add it here for good measure. I also added a section with the rules for Psychic Magic in case you allow that in the end.
Kleora
female human sorceress 1
CN medium humanoid (human)
Init +2; Senses Perception +2
--------------------
Defense
--------------------
AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 7 (1d6+1)
Fort +1, Ref +2, Will +1
--------------------
Offense
--------------------
Speed 30 ft.
Melee dagger -1 (1d4-1 /19-20 x2)
Ranged weapon 1 +n (ndn/×n)
Special Attacks silver tongue (Su) (6/day),
Spells (CL 1; concentration +4):
1st (4/day)—charm person (dc 14), grease (dc 14)
0 (at will)—detect magic, ghost sound (dc 13), prestidigitate, acid splash
--------------------
Statistics
--------------------
Str 9, Dex 14, Con 13, Int 14, Wis 9, Cha 17
Base Atk +0; CMB -1;CMD 11
Feats simple weapon proficiency, eschew materials (bf), skill focus: profession (spy) (FS), skill focus: perception (1st)
Traits outcast's intuition
Skills bluff 3+1+5=9; disguise 3+1+3=7, diplomacy 3+1+2=6, profession (spy) -1+1+6=6, perception -1+0+3=2, sense motive -1+1+4=4
Languages common (taldane), hallilt,
SQ cantrips, spells, bloodline, bloodline arcana, bloodline power, focused study, silver tongued
Combat Gear ammo 1 (n); Other Gear gear 1
Misc Gear gear 1, n gp
--------------------
Special Abilities
--------------------
Bloodline Arcana Add half your sorcerer level to the Spellcraft DC for others to identify spells you cast. If their checks fail by 5 or more, they mistakenly believe you are casting an entirely different spell (selected by you when you begin casting).
Focused Study All humans are skillful, but some, rather than being generalists, tend to specialize in a handful of skills. At 1st, 8th, and 16th level, such humans gain Skill Focus in a skill of their choice as a bonus feat. This racial trait replaces the bonus feat trait.
Outcast's Intuition You gain a +1 trait bonus on Sense Motive checks, and Sense Motive is always a class skill for you. In addition, your caster level is treated as 1 level higher for the purposes of any attempts to dispel your magic.
Silver Tongue (Su) At 1st level, you can draw upon your outsider heritage to spin amazingly convincing lies. Activating this ability is a swift action. You gain a +5 bonus on one Bluff check made to convince another of the truth of your words (similar to using glibness). If a magical effect is used against you that would detect your lies or force you to speak the truth, the user of the effect must succeed on a caster level check (DC 10 + your sorcerer level) to succeed. Failure means the effect does not detect your lies or force you to speak only the truth. You can use this ability a number of times per day equal to 3 + your Charisma modifier.
Silver Tongued Human are often adept at subtle manipulation and putting even sworn foes at ease. Humans with this trait gain a +2 bonus on Diplomacy and Bluff checks. In addition, when they use Diplomacy to shift a creature's attitude, they can shift up to three steps up rather than just two. This racial trait replaces skilled.
Psychic Components
Psychic magic originates from the distinctive qualities of the caster's composite being, rather than through arcane formulae or rote supplication to divine entities.
Therefore, psychic spells never have verbal or somatic components, and have only expensive material components. Psychic spells are purely mental actions, and they can be cast even while the caster is pinned or paralyzed. Focus components work the same way with psychic spells as they do with other spells.
When a spell calls for an expensive material component, a psychic spellcaster can instead use any item with both significant meaning and a value greater than or equal to the spell's component cost. For example, if a spiritualist wanted to cast raise dead to bring her dead husband back from the grave, she could use her 5,000 gp wedding ring as the spell's material component.
Instead of verbal and somatic components, all psychic spells have components related to the caster's inner being. The two psychic components are called emotion components and thought components. If a spell's components line lists a somatic component, that spell instead requires an emotion component when cast by psychic spellcasters, and if it has a verbal component, it instead requires a thought component when cast by psychic spellcasters. Psychic spells cast by non-psychic arcane and divine casters use any listed somatic and verbal components as normal.
Emotion Components: Emotion components represent a particular emotional state required to cast the spell.
A psychic spellcaster marshals her desire in order to focus and release the spell's energy. It is impossible to cast a spell with an emotion component while the spellcaster is under the influence of a non-harmless effect with the emotion or fear descriptors. Even if the effect's emotion matches the necessary emotion to cast the psychic spell, the spellcaster is not in control of her own desires and animal impulses, which is a necessary part of providing an emotion component.
Thought Components: Thought components represent mental constructs necessary for the spell's function, such as picturing a wolf in vivid detail—down to the saliva dripping from its jaws—in order to cast beast shape to transform into a wolf. Thought components are so mentally demanding that they make interruptions and distractions extremely challenging. The DC for any concentration check for a spell with a thought component increases by 10. A psychic spellcaster casting a spell with a thought component can take a move action before beginning to cast the spell to center herself; she can then use the normal DC instead of the increased DC.
Just as spell-like abilities never require verbal, somatic, or material components, these abilities also don't require thought or emotion components. A psychic spellcaster can replace verbal and somatic components with thought and emotion components only for the purposes of the spell components themselves, not for the purposes of any other rules elements that relate to verbal and somatic components. She can't use Silent Spell to ignore the thought component of a spell, for example. The new feats Intuitive Spell and Logical Spell serve a similar function for these new components.
What she doesn't know is that she was forcibly taken for this project as she was the only one with the appropriate genetics to accomplish the procedure that CoIT could readily find. Her family is one of substance who still look for her and want her returned. Whether they ever find her and whether she ever remembers who she was is a question that has yet to be answered.

GoatToucher |

I don't know if I'm too late, but I'd like to throw in my Neutral Good Dwarven cleric of Torag into the ring. He's a smith by training and inclination, and will take the artificer domain.
stats: 6 + 2d6 ⇒ 6 + (5, 5) = 16
stats: 6 + 2d6 ⇒ 6 + (5, 5) = 16
stats: 6 + 2d6 ⇒ 6 + (2, 4) = 12
stats: 6 + 2d6 ⇒ 6 + (2, 5) = 13
stats: 6 + 2d6 ⇒ 6 + (6, 1) = 13
stats: 6 + 2d6 ⇒ 6 + (2, 4) = 12
wealth: 3d4 ⇒ (4, 2, 3) = 9 x 10 = 90 gp

Terquem |
Welcome GoatToucher
And thank you everyone fro showing interest in this Iron Gods adventure. I promised to answer questions as quickly as possible, but I admit, there has been more interest than I expected, so if I missed your question, please be patient with me and maybe remind me of what you are still needing to know.
I am going to have a difficult time selecting players.

Terquem |
I am losing the ability to focus my left eye, which is sort of why I am havinf surgurey on Tuesday, should all be fixed up in a week, yea!) so before I can't do this at all today (it comes and goes, so hopefully tonight I can be back one more time)
These three Characters are selected to be a part of this adventure. I will open the Discusion thread, please post there to introduce your character and yourself as a player. Also, please give me, on a scale of 1 to 5 how well your character is known to others in Torch with 1 being - you keep a low profile and only close friends and a few merchants know you by name to 5 - you get out a lot and everyone knows your face, even if they don't know youtr name
I will select one more Player Character from the applicants so if you are still working up a character, or want to give me something else to think about for your character now is the time. There are a lot of great ideas, I just don't know what the fourth character will be right now.
Thanks

Terquem |
That looks great Trawets71, I'll pm you with some question about how your character will fit into this adventure (being one of the established NPCs, and with some ideas I have, I think it could be fun)
I cannot decide between Felicia and Runn, both are fighter types and I think both would fit in nicely, but taking you both would put the party at nine characters. So I need another day to think about it.

Terquem |
Hey Terquem, I'm in the running for another campaign which looks pretty time consuming so I'm more than happy to withdraw my application to make life easier for both of us. Thanks for considering me, and good luck with the game!
Thank you for the message, I appreciate it, and good luck. If things don't work out, please drop me a line and maybe we can work you into this game after all.

Alynthar42 |

This is intriguing. And best of all, a modern campaign in which to put Mr. Brooks and his psychotic alter ego, Ham! Who do I bribe to get in?
I would like to submit my newest creation(s), Mr. Brooks and Ham. Please note the archetype requests at the bottom. Also, the whole "amnesia" thing isn't just a way to cop-out of making a background. I originally had a whole story about being raised in a minor noble family (the nation would have depended on what campaign I was accepted into) before an attack in which Ham made himself known, and Mr. Brooks was disowned. I just liked the idea of Mr. Brooks not knowing anything about his past, and the potential for him to run into people who recognize him. If selected, I will happily adjust him to your guidelines.
http://www.myth-weavers.com/sheet.html#id=600165