
Philo Pharynx |

Okay, here's Rikkivar Greenfur, by Ratfolk Alchemist.
Rikkivar is an tan-furred ratfolk, at least if you see him around town. When travelling outside, his fur has a greenish oily sheen. He works with Khonnir Baine around the lab and going out to get reagents.
As a ratfolk, he's been naturally curious and has explored most of the nearby ruin sites. He's managed to get into some tight crevices, and unfortunately that means soaking in some strange chemicals. It's gotten into his system and he's now able to secrete poison. Useful to avoid beasts when you are a three foot snack to many of them.
Rikivar Greenfur
Ratfolk alchemist (toxicant) 1 (Pathfinder Player Companion: Dirty Tactics Toolbox 7, Pathfinder RPG Advanced Player's Guide 26, Pathfinder RPG Bestiary 3 231)
N Small humanoid (ratfolk)
Hero Points 1
Init +3; Senses low-light vision; Perception +7
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Defense
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AC 17, touch 14, flat-footed 14 (+3 armor, +3 Dex, +1 size)
hp 14 (1d8+6)
Fort +4, Ref +5, Will +1
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Offense
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Speed 30 ft.
Melee tailblade +1 (1d2)
Ranged bomb +6 (1d6+4 Fire) or
. . sling +4 (1d3)
Special Attacks bomb 5/day (1d6+4 fire, DC 14)
Alchemist (Toxicant) Extracts Prepared (CL 1st; concentration +5)
. . 1st—adhesive spittle[ACG] (DC 15), cure light wounds
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Statistics
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Str 11, Dex 17, Con 14, Int 19, Wis 13, Cha 10
Base Atk +0.75; CMB -1; CMD 12
Feats Brew Potion, Throw Anything, Toughness
Traits firebug, local ties
Skills Bluff +0 (-4 to affect animals), Climb +0, Craft (alchemy) +10 (+11 to create alchemical items), Craft (leather) +8, Diplomacy +0 (-4 to affect animals), Disable Device +7, Disguise +0 (-4 to affect animals), Heal +5, Intimidate +0 (-4 to affect animals), Knowledge (arcana) +8, Knowledge (nature) +8, Perception +7, Survival +5, Swim +0; Racial Modifiers +2 Craft (alchemy), +2 Perception
Languages Common, Draconic, Dwarven, Gnome, Halfling
SQ alchemy (alchemy crafting +1), cheek pouches, hero points, surface sprinter, toxic secretion (4 dmg, 1 round, DC 14), unnatural[ARG], weapon secretion
Combat Gear acid (2); Other Gear studded leather, sling, sling bullets (20), tailblade[ARG], alchemy crafting kit[APG], bedroll, belt pouch, flint and steel, ink, inkpen, masterwork leatherworking tools, mess kit[UE], pot, soap, thieves' tools, torch (10), trail rations (5), waterskin, 1 gp, 1 sp, 1 cp
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Special Abilities
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Alchemy +1 (Su) +1 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Bomb 1d6+4 (5/day, DC 14) (Su) Thrown Splash Weapon deals 1d6+4 fire damage.
Cheek Pouches You can store things in cheeks, but suffer 20% failure with verbal spells.
Hero Points Hero Points can be spent at any time to grant a variety of bonuses.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Surface Sprinter Gain low-light vision and 30 ft. base speed.
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.
Toxic Secretion (1/day, DC 14) (Ex) Secrete a poisonous toxin that affects those striking you with natural or unarmed attacks.
Unnatural -4 to CHA skills vs. animals, +2 Dodge AC against animals. Animal starting attitude one step worse.
Weapon Secretion (5/day, DC 14) As a swift action, the toxicant can collect and concentrate this secretion into a poison she can deliver as a touch attack or apply to a weapon. Targets of such attacks must attempt saving throws as if they had touched the toxicant’s toxic secretio

Seth86 |

XJ18
XJ18
Android Nanoshade 1 (Pathfinder RPG Bestiary 5 19, Pathfinder RPG Ultimate Combat 13)
N Medium humanoid (android)
Init +4; Senses darkvision 60 ft., low-light vision; Perception +5
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Defense
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AC 17, touch 14, flat-footed 13 (+3 armor, +4 Dex)
hp 10 (1d8+2)
Fort +1, Ref +6, Will -1; +4 vs. mind-affecting, paralysis, poison, and stun
Defensive Abilities constructed; Immune disease, emotion, exhaustion, fatigue, fear, sleep
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Offense
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Speed 30 ft.
Melee dagger +4 (1d4/19-20) or
. . wakizashi +4 (1d6/18-20)
Special Attacks sneak attack +1d6
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Statistics
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Str 11, Dex 19, Con 12, Int 19, Wis 8, Cha 7
Base Atk +0; CMB +0; CMD 14
Feats Weapon Finesse
Traits experimental escapee, local ties
Skills Acrobatics +7, Appraise +8, Climb +3, Disable Device +7, Escape Artist +7 (+9 on checks made to break free of bonds, grapples, and the like), Knowledge (engineering) +9, Knowledge (local) +8, Linguistics +8, Perception +5, Sense Motive -5, Sleight of Hand +7 (+11 to hide objects on your body (doesn't stack with heavy clothing but does with bonuses for attempting to hide small objects), +9 to hide small objects on your person), Stealth +9, Swim +3; Racial Modifiers +2 Perception, -4 Sense Motive
Languages Androffan, Common, Draconic, Dwarven, Elven, Gnome
SQ logical, exceptional senses, ironspy, poison use
Other Gear studded leather, dagger, wakizashi[UC], backpack, bedroll, belt pouch, pickpocket's outfit[UE], pocketed scarf[UE], shinobi shozoku, signal whistle, thieves' tools, 4 gp, 2 sp, 4 cp
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Special Abilities
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Constructed (Ex) Counts as both humanoids and constructs for effects that target type.
Darkvision (60 feet) You can see in the dark (black and white only).
Logical (Ex) Androids have problems processing emotions properly, and thus take a –4 penalty on Sense Motive checks.
Exceptional Senses Androids have darkvision to a range of 60 feet and low-light vision. They also gain a +2 racial bonus on Perception checks.
Immunity to Disease You are immune to diseases.
Immunity to Emotion (Ex) You are immune to all emotion effects.
Immunity to Exhausted You are immune to the exhausted condition.
Immunity to Fatigue You are immune to the fatigued condition.
Immunity to Fear (Ex) You are immune to all fear effects.
Immunity to Sleep You are immune to sleep effects.
IronspyReduce the penalty for using Stealth while moving at full speed by 5 and reduce the Stealth check penalty for sniping by 10.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Poison Use You do not risk poisoning yourself accidentally while poisoning a weapon.
Sneak Attack +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Since she came online, the world has greeted her with... well. Nothing. She seem to have a knack for not being in places when you expect her to be there. An unknown group was hunting for as long as she could remember, and only through the kind graces of a one named Khonnir Baine, did she elude them in her early times of discovering the world. She had to develop her skills, what she was good at, and the kind human helped her so that she didnt attract the attentions of those who hunted her. Now she was ready to face the world, and... not let the world face her

Captain collateral damage |

Characters Submitted So far:
Arcane
None?
Divine
Rosa Luminass, android cleric (iron preist)
Martial
Goyarg, dwarf unchained barbarian
Vors Falchen, human fighter
Azmerai, half-orc bloodrager (primalist)
David Hayter, human gunslinger (pistolero)
Skilled
K0-1L, android investigator (empiricist)
Darian Six, android alchemist (chirugon, inspired chemist)
Jolkum Torn Heart, human rogue (knife master, scout)
Rikkivar Greenfur, ratfolk alchemist (toxicant)
XJ18, android ninja (nanoshade)

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Hey guys! Iron Gods is one of my favourite adventure paths, one I sadly couldn't finish due to GM RL issues. I've played a bit through the latter parts of the first book, (I can tell the GM where and what I saw), though I think I can keep player and character knowledge different.
I'm currently playing with a concept in my head, which is an alchemist. I've noted that there's an overabundance of those applications already, but it's a pretty damn flexible class, and having more than one isn't too terrible in my opinion.
4d6 ⇒ (5, 6, 4, 2) = 17
4d6 ⇒ (6, 6, 1, 2) = 15
4d6 ⇒ (3, 3, 4, 5) = 15
4d6 ⇒ (5, 6, 1, 6) = 18
4d6 ⇒ (2, 2, 6, 5) = 15
4d6 ⇒ (5, 2, 1, 6) = 14
Gold: 3d6 ⇒ (6, 6, 5) = 17
I could definitely work with that! The concept I had is a gnomish crafter, both of mundane and alchemical weaponry, and a friend of Khonnir and Val. Usually gets a bit firey in conversation regarding magical materials with Khonnir. I'll work up on posting a backstory and crunch as soon as I can!

FedoraFerret |

I have yet to buy gear for her, but here's the basic sheet and backstory.
Female human fighter (warlord) 1
NG Medium humanoid (human)
Init +4; Senses low-light vision; Perception +2
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Defense
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AC 14, touch 14, flatfooted 11
hp 12
Fort +3, Ref +4, Will +2
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Offense
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Speed 30'
Melee rapier +5 (1d6+4, 18-20/x2)
Ranged
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Statistics
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Str 11, Dex 18, Con 15, Int 8, Wis 14, Cha 16
Base Atk +1; CMB +1; CMD 15
Feats Weapon Finesse, Weapon Focus (rapier), Fencing Grace
Traits numerian archeologist, trustworthy
Skills Acrobatics +8, Diplomacy +8, Knowledge (engineering) +3
Languages Common, Hallit, Androffan
Other Gear 155 gp
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Special Abilities
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Evasive Dueling (Ex): At 1st level, and at every even level thereafter, warlord can add a +1 dodge bonus to his Armor Class instead of taking a bonus feat. The dodge bonus does not apply when wearing any armor, when using a shield, or when carrying a medium or heavier load.
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Backstory
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Fera was born into a small Kellid tribe and told, from a very young age, not to even look at the strange technology and ruins that dotted Numeria's landscape. So of course, she did anyway. From the time she was small she always held a fascination for these ruins that the Kellid tribes called taboo, and would often sneak off to go investigate them. It was through this investigation that she learned of written words, something not found in Hallit, and began learning the basics of reading, albeit in Androffan, through associating old audio logs, translators, and transcriptions. She also learned how to tinker with the old technology, although she never took any home with her. However, even taking the greatest of precautions, she was still discovered by her tribe leaving an old, empty chunk of spaceship, and banished for breaking the taboo. Now she wanders the Numerian Plains, surviving as a scrapper and makeshift archeologist. Most recently, she's found her way to Torch, where the mystery of Khonnir Baine and the caves below the town prove far too interesting an excursion to miss.

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Hello! I present to you Eddwick, a fan of exotic weaponry, materials, and judicious use of explosives. He specialises in building things and taking enemies apart and spreading them over a wide area.

Arknight |

Rogue gold: 4d6 ⇒ (2, 2, 1, 3) = 8 x 10 = 80 .... below average... oh well. :)
I'm starting as a Half-Elf (Spireborn) Rogue (Unchained, Carnivalist, Numerian Scavenger) actually planning my next levels to be a Sorcerer (Wildblooded (Sage), Seeker) (later, Technomancer)
Although he was born and raised at the Mordant Spire, while there he never showed much arcane ability, he was always busy with tinkering and learning about more Engineering than Arcana. As a result, when an interest was raised regarding the goings on in Numeria, he was chosen as a perfect individual to investigate. He's been living in Torch the last couple of years, trading with Khonnir and others what he finds out in the wilderness and below it. A couple of months ago, while exploring, he encountered a frightened Petromin which seemed to become as fond of him as he was of it. Now, it's with him everywhere he goes, often being very useful in all the dark places he finds himself.

Darian Six |

I could do a weird love tria- oh, wait, OTHER than that.
As written, Darian is a resident of Torch, with limited exposure to the outside world and not very good at understanding other humanoids. He doesn't have a lot of "friends" but he might have connections with other people who live in the town or who come through from time to time, especially because he tends to try to be helpful with his limited skills.
Also, if it makes any difference, I have a concept for a different character, an android kineticist, who is a little more "spicy." Would fit into the ranged damage area, as kineticists don't really have enough broad utility to sub for an arcane caster.

Vezron Deelt |

Whelp i finished up my Galvanic Saboteur (He's a mixed bag of utility and martial fightiness). Might make a offensive spell caster with the same stat blocks as well though.
Vezron Deelt
Male Android Galvanic Saboteur (Ranger)
LG Medium Humanoid
Int +2,Senses Darkvision,Perception +6
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Defenses
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AC 17, touch 12, flat-footed 15
HP 13 (1d10+3)
Fort +5,Ref +4,Will +0
Resistances
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Offense
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Speed 30 ft
Melee
Greatsword +5 (2d6+6 19-20/x2)
Special Attacks Favored Enemy: Construct, Power Attack
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Stats
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Str 18,Dex 15,Con 16,Int 14,Wis 11,Cha 9
Base Attack +1,CMB +5,CMD 18
Feats Power Attack
Skills Disable Device +6, Perception +6, Know (Eng) +7, know (arc) +6, stealth +6, survival +4, linguistics +7, know (geo) +6
Languages Common, Androffan, Hallit, Orc
Special Ability Darkvision, Constructed, Nanite Surge, Favored Enemy: Construct, Reprogram, Emotionless
Gear Greatsword, Scale Mail, Explorer's outfit, bedroll, folding chair, silk rope, grappling hook, crowbar, thieves tools, shovel, backpack
35gp
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Traits
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Local Ties Khonnir Baine is a teacher and close friend of Vezron. Taught Vezron quite a bit about the engineering of technology and has helped from time to time with Vezron's quest for answers. +1 to knowledge (eng) and treated as having technologist for know (eng) rolls.
Thirst for Knowledge You gain a +1 trait bonus on Linguistics checks, and Linguistics is a class skill for you
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Vezron awoke one day standing outside on the Harsh plains of Numeria. Surrounding him were some mysterious ruins covered in odd writing, piles of strange contraptions littered here and there. With no memories of who he was and with little else to do he explored his surroundings. Vezron found the writings and contraptions fascinating and spent a large amount of his time trying to understand them. Days turned into weeks and weeks turned into months and months turned into years. And Vezron learned.
However his solitude did not last forever. One day Vezron heard screams and went out to investigate this new phenomena. Outside a group of beings was being attacked by some of the contraptions Vezron had been studying. Seeing these new people as a possible new source of information Vezron quickly went out to rescue them. Using what he knew of the contraptions Vezron, along with the help of one of the beings wielding a large sword, shut them down. He was quickly thanked by the group, who informed him they were hoping to study the ruins. Vezron, seeing this as a good opportunity to learn, offered himself as a guide in exchange for learning anything the group was willing to teach him. Of greatest interest to him though was the man with the large sword, Dravik. As it turned out both the group and Dravik had a great much to teach the young android. For starters he learned what an android was and that he in fact was one himself. From there he learned about languages, geography, and much else. Dravik showed Vezron how to fight constructs and use many a weapon. Of all the things he studied learning the way to fight was what gripped Vezron the most.
After over a year acting as both guide and pupil, the group decided its time at the site was done. Wanting to learn more Vezron asked to join the group to continue his lessons. Realizing that they had little else to teach the curious android but not wanting to leave him all by himself again, the group pointed him in the direction of a newer settlement called Torch. More specifically they told him about an engineer there, Khonnir Baine, who would have much more to teach. Vezron instantly took to the idea of meeting this man but before he could leave Dravik had a parting gift for his young pupil. A greatsword and a set of armor for his travels. The group of researchers gave a letter of introduction to give to Khonnir once he reached Torch. Vezron thanked his teachers and parted ways with the friendly group of researchers.
However his trip to Torch was not easy. Multiple times he was attacked by animals and constructs, only fending them off with what he had learned from Dravik. On one occasion he even had a run in with some Technic league thugs who tried to capture Vezron. He managed to fend them off long enough to duck into some nearby abandoned caves where he managed to lose them in the darkness. After many rough weeks of traveling he managed to get to Torch where Khonnir, after reading the letter from the group of researchers, accepted Vezron as a student.
Torch became Vezron's new home after that day where he has spent the last few years learing under Khonnir. From time to time Dravik would stop by Torch for a few weeks and continue Vezron's teaching in the ways of combat. In his free time he would explore every nook and cranny of torch looking for something new to learn about, from the junkyard to the mayor's house. Vezron has a particular interest in how the flame in torch works. However now the flame has gone out and Khonnir has gone missing, leaving Vezron to meet up with some others to search for his teacher.

Vezron Deelt |

So hey my character wants to learn about "feelings" as part of his quest for knowledge. I think it would be fun if another character from torch was his "feelings" teacher.
Also looking at some other people's background i like the 10 min background set up.
Five things about Vezron
1. 6' and 215 lbs, green coloring to wiring under skin with one emerald green eye and one blood red eye.
2. Woke up alone in some ruins, and spent 25 years exploring and studying them. After 25 years a group of researchers found the ruins and with it Vezron. He offered to guide them through the ruins in exchange for anything they could teach him. It was from the groups bodyguard, Dravick, that Vezron learned how to fight. Vezron practiced his new combat skills on the various constructs he found in the ruins and the occasional bandit.
3. After a year exploring the ruins the group headed out, telling Vezron about a man named Khonnir Baine in Torch who could teach him more. With gear provided by the group and a letter from the researchers to give to Khonnir, he leaves the ruins for the first time to go to Torch.
4. On his way to Torch he has a bad run in with a group of Technic League hunters who try and capture him. After desperatly fending them off and injuring their leader, Vezron loses them in some nearby caves.
5. Vezron spends the next few years studying under Khonnir in Torch, learing all he can about technology. He does this while also continuing his combat training. While learning in Torch his interest in "emotions" and "feelings" leads him to study these as well.
2 goals
1. Learn all that he can to try and better understand and improve himself. This includes learning about what it means to "feel"
2. Improve his combat skills to defend himself from things like the technic league and to help him delve into deeper more dangerous ruins.
Three people (Two friends, one enemy)
1. Vamic Keene, human technologic researcher from group that found him
2. Dravick Thurg, Half-Orc Ranger who taught him how to fight
3. Havro Luure, Technic League hunter injured by him who has sworn to find Vezron and kill him
Two secrets (1 known, 1 unknown)
1. After his near capture by the technic league, he becomes incredibly agitated when he does not have his sword with him.
2. His red eye is a camera left over from his bodies previous mind. It allows a mysterious group of aliens in Numeria to see through it.
Mannerisms and quirks
1. He enjoys breaking things as much as he likes learning about them. He finds some of the best ways to learn about technology is to bust it open.
2. Has found a soft spot for the organics beings around him, especially the ones who have taken time to teach him. Is willing to go to great lengths to protect these so called "friends"
3. Has a tendency to hit first and ask questions later