DM IRONLord's Iron Gods Book 1 (Inactive)

Game Master Dave Herman

Foundry Map

Black Hills Caves


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Diego Rossi wrote:

Perfect, what I wanted to know.

- * - * -

The other question that probably was lost in the discussion about the level bonuses:

Diego Rossi wrote:

To stay away from the whole mess, the arcanist count as a spontaneous spellcaster for Dragon disciple?

Ahh.. Nope. It is a prepared spellcaster.

Grand Lodge

Am I glad my plan is to just stick with the same two classes for the entire gestalt.

Silver Crusade

me as well, I like keeping things simple.


I plan to start going through submissions for review Sunday or Monday. So, try and have a nice organized submission if you want feedback... it doesn't have to be finalized of course.


Hi, Putting in Ninier, my Android ranger(galvanic sabotuer archeypte)/investigator (empiricist archetype) in for consideration. He/it is pretty well rounded can do a bit of everything well. As the game requires he/it could go skill monkey or more martial or even buffer :). Thanks for running the game.

I took two favored class bonuses. I think that might be wrong but otherwise I think I got it down. Not planning on multi classing :).

21 points one for one seems pretty powerful. I'm guessing the enemies are going to be deadlier than standard?

Ninier Crunch:

1st: Investigator(Empiricit)/Ranger(Galvanic Saboteur) FCB +2 HP
Male looking Empiricist/Galvanic Saboteur Age few months Body age unknown
N Medium (Humanoid/Consruct)

Init +5 (+3 dex +2 trait); Senses 60 feet darkvision, low light vision; Perception +6 (+0 wis +1 rank +3 class,+2 race)

Favored Class: Investigator(Empiricit)/Ranger(Galvanic Saboteur)

Languages: Common, Androffan, Hallit, Aklo, Gnome

DEFENSE
AC 16, touch 13, flat-footed 13 (+ 3 dex, + 3 armor)

HP 14 (1d10(10) + 2 con + 2 class bonus )

Fort +4 (+2 base +2 con), Ref +5 (+2 base +3 dex), Will +2 (+2 base)

OFFENSE
Speed 30 ft.

Falchion 1d20+4;2d4+3 (+1 BAB +3 STR) (2d4 weapon +3 str 18-20/x2)

Ranged

Composite (+1) Shortbow 1d20+4;1d6+1 60 feet (+1 BAB +3 DEX) (1d6 weapon +1 str x3)

Space 5 ft., Reach 5 ft.

EXTRACT SPELLS
Level 1: DC 15
2 extracts per day

FORMULA BOOK
Level 1: DC 15
Cure Light wounds
Expeditious Retreat
Long Arm
MonkeyFish
Shield
True Strike

SPECIAL ABILITIES
Race:
Alert: +2 bonus on Perception
Emotionless: -4 penalty on Sense Movtive
Constructed: +4 bonus on saving against mid-affecting,paralysis, poision and stun. No fatigue or exhaustion, disease, or sleep. No morale bonus immune to fear and emotion effects
Nanite Surge: Once per day as an immediate action, granta bonus equal to 3 + the android's character level on any one d20 roll; causes circuitry-tattoos glow with light equivalent to that of a torch in illumination for 1 round
Class:
Galvanic Saboteur: Favored Enemy Construct +2 bluff, know, perception, sense motive, survival checks. +2 bonus attack and damage
Galvanic Saboteur: Track: 1/2 level (min 1) bonus to follow tracks
Galvanic Saboteur: Reprogram: Improve attitude of mindless construct. Wild Empathy at +int+rangerlevel but -4 penalty
Empiricist: Alchemy - Bonus on crafting alchemy, 2 extracts per day, starts knowing 6 extracts
Empiricist: Inspiration, 5 points, add 1d6 to skill and ability checks, use two points to add to attack and saving rolls, free for Kn: Lingustics, Spellcraft
Empiricist: Trap finding. Add 1/2 level to Perception and Disable Device checks. Can disable magical traps.

Feat:

TRACKED RESOURCES
Inspiration 5/5

STATISTICS

Str 16, Dex 16, Con 14, Int 18, Wis 10, Cha 9

Base Atk +1; CMB +4 (+1 BAB +3 STR) CMD 17 (10 + 1 BAB +3 STR +3 DEX )

Traits
Against the Technic League - +2 Damage to Technic League
Reactionary - +2 trait bonus initiative

Feats
First: Technologist

Skills
10 ranks per level (6 class +4 int)

Adventuring:
Acrobatics +3 (0 rank, 3 dex, 0 class)
Appraise +4 (4 int)
Bluff -1 (-1 cha)
Climb +3 (0 rank, 3 str, 0 class)
Craft Alchemy: +7 (1 rank, 4 int, 3 class, 1 investigator) Rank 1
Diplomacy -1 (-1 cha)
Disable Device +7 (1 rank, 3 dex, 3 class) Rank 1
Disguise -1 (-1 cha)
Escape Artist +3 (0 rank, 3 dex, 0 class)
Fly +3 (3 dex)
Handle Animal -1 (0 rank, -1 cha. 0 class)
Heal +4 (1 rank, 0 wis, 3 class) Rank 1
Intimidate -1 ( rank, -1 cha, class)
Kn:Arcana
Kn:Dung +8 (1 rank, 4 int, 3 class) Rank 1
Kn:Enginee +8 (1 rank, 4 int, 3 class) Rank 1
kn:Geography
KN:History
KN:Local +8 (1 rank, 4 int, 3 class) Rank 1
KN:Nature
KN:Nobility
KN:Planes
KN:Religion
Perception +6 (1 rank, 0 wis, 3 class, 2 race) Rank 1
Ride +3 (3 dex)
Sense Motive +0 (1 rank, 0 wis, 3 class, -4 race) Rank 1
Sleight of Hand +3 (3 dex)
Spellcraft +0 ()
Stealth +7 (1 rank, 3 dex, 3 class) Rank 1
Survival +4 (1 rank, 0 wis, 3 class) Rank 1
Swim +3 (0 rank, 3 str, 0 class)
Use Magic Device +3 (1 rank, -1 cha, 3 class) Rank 1

GEAR/POSSESSIONS

Location: On Person
Investigator's kit 37 lbs
Formula Book - lbs
Explorer's outfit 8 lbs
Falchion 8 lbs
Composite Shortbow (+1) 2 lbs
arrows X 40
blunt arrows X 20

Location Worn:
Studded Leather armor 25 lbs

Carrying Capacity Light: 76 lbs. Medium: 77-153 lbs. Heavy: 154-230 lbs.

Money: 6 GP SP CP

Total Weight: 67 lbs.

Ninier Background:

Awake... I come awake watching a bright shining light. It fills my view as it blazes up into they sky like a beacon. I watch it for a very long time until.. hunger... causes me to tear my gaze away and look around.
I am sitting at the mouth of a cave. I identify the objects around me as a.. sword... a bow.. arrows. a book of formulas.. and other odds and ends and also a note to me from my... father? I read and know how I am.

I contemplate my existence for a while as I go back to looking at the light. I am not my father though I inhabit his body. My mother is unknown to me. The buidlings at the foot of the great beacon indicate other beings.. beings that I am to be wary of. I am filled with an insatiable curiosity about all of these things. Finally the hunger is too much to ignore and I pick up my bow and move out. I find I am skilled at hunting, killing, skinning, and preparing meat. Residues of the skill of my father? I also find that I have a... intense dislike for the... Tehcnick League though I do not know what that is.

So I eat and study my father's note and my formula book and gaze at the light. My curiosity somehow sated by staring at it. Until... one day.. the light goes out and all I am left with is my questions... The most urgent is the first.

Why?

I don my hides, pick up the equipment and head towards the dwellings.

Description

Ninier is a six foot tall humanoid being with a curiosly slack face devoid of expression and yes that are a silvery metal grey. The way he holds himself indicates that he is skilled with the sword and bow that he is wearing and the way he looks around indicates a deep curiosity.


I have a question about gestalt characters... I know that generally, prestige classes that are basically just combined classes (like arcane trickster) aren't allowed, but what about ones like loremaster? And can you make a loremaster/wizard to double your spell progression? Cause that would mean 9th-level spells at level 12 which seems kinda ridiculous.


Ok here is TurtSnacko's character, Cloak

Stats:

Cloak
Weapons master-knife master/1
Int +7 Senses
========================================================================
Defense
========================================================================
AC 20 touch 16 flat-footed 14 (+5 dex, +4 armor, +1 dodge)
hp 15
Fort +3 Ref +7 Will +2
========================================================================
Offense
========================================================================
Speed 30ft
Melee (5)dagger +7 (1d4)
Melee
Melee
Ranged
========================================================================
Statistics
========================================================================
Str 10 Dex 20 Con 13 Int 12 Wis 14 Cha 14
Base Atk +1
CMB +1
CMD 16
Feats weapons finesse, weapons focus(dagger), dodge, Toughness
Skills Acrobatics +9, stealth +9. Disable Device +10, escape artist +9, knowledge local +5, perception +6, sense motive +6, use magic device +6, slight of hand +9 (+13 to hide my knife)
Traits local ties, reactionary.
Racial Traits talented
Languages common
Combat Gear
Other Gear chain shirt, cloak, 5 daggers,
========================================================================
Special Abilities
========================================================================

Sneak Stab (Ex)

A knife master focuses her ability to deal sneak attack damage with daggers and similar weapons to such a degree that she can deal more sneak attack damage with those weapons at the expense of sneak attacks with other weapons. When she makes a sneak attack with a dagger, kerambit, kukri, punching daggers, starknife, or swordbreaker dagger, she uses d8s to roll sneak attack damage instead of d6s. For sneak attacks with all other weapons, she uses d4s instead of d6s.

This ability is identical in all other ways to sneak attack, and supplements that ability.

Hidden Blade

A knife master adds 1/2 her level on Sleight of Hand checks made to conceal a light blade.

This ability replaces trapfinding.

Finesse Training (Ex)

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


background:

Cloak was born was born with no name in the town of Torch to a very poor family, his father a failed mercenary and his mother, a theif, both of whom, just called him boy.
He grew up with a knife always in hand and a cloak always covering his face. He was poor, so he took to larceny to make money, hating himself everytime he took something from some body.
One day however, he stole something from a trader. Thinking it to be very pretty, he took it to his mother as a gift. It turns out that it actually belonged to the technic league, which had his parents killed.

Alone at the age of 7, he had no idea what to do. That's when he was found by a 6 year old girl named Val, who named him Cloak, took him home with her and managed to convince her adopted father Khonnir Baine, to adopt him to as a protégé. As time pasts, he grew to see Khonnir as his father...and grew to love Val

It's been ten years since then, now Khonnir has gone missing. Cloak has promised Val that he would find him, to repay him and to repay her

RPG Superstar 2012 Top 32

@Na2Te- no. You can't gain more than one caster level in a single class at any given level (those levels would overlap, not stack)

@diego- I'm not sure what you're going for but magus and witch both have spontaneous casting archetypes (Eldritch Scion and Ley Line Guardian, respectively)


Dragon Diciple has Spontaneous Arcane casting in its prerequisites, but the increasing caster level class feature doesn't mention spontaneous.


Ok so at this point I have decided on taking ranger with my ghoran kineticist. This fits thematically but also helps with the feat tax facing kineticists who use physical blasts. The concept is such that he reveres nature and sees these constructs as threats outside the natural order. Not as profane as undead but still an affront. This being said due to his curiosity he will work with any android party members to see if despite their unnatural origens they can be a force for good. I'll try to get the crunch up soon. Again super excited for this.


... Now I want to play a tentacled space alien.

1) I know it is a NO.

2) I need to calm down.

@ DM IRONlord, my question about Unchained Monk and the Martial Artist archetype was because that archetype remove the alignment restriction for Monk.

RPG Superstar 2012 Top 32

@nutcase- I'm not sure exactly what you're trying to accomplish but brawler has no alignment restrictions, and neither does bloodrager... There's also a race trait for aasimars that lets you be a NG monk... Or some archetypes that grant rage with no alignment restrictions (Viking fighter or wild stalker ranger come to mind)


1 person marked this as a favorite.

The Steel-Breaker Brawler even gets the Martial Artist's Exploit Weakness ability.

Liberty's Edge

nate lange wrote:


@diego- I'm not sure what you're going for but magus and witch both have spontaneous casting archetypes (Eldritch Scion and Ley Line Guardian, respectively)

I want to make a mostly intelligence based caster, the bard levels are to get access to Dragon Disciple and some other stuff, but the total caster level will be way lower than the magus level.

The bard can use light armors, so it will be good till level 7, when the magus get medium armors. At that point there are mithral armors and elven chain mail.

Depending on the group composition I could use the bards archetype to grab trap sense if no one make a rogue.


Diego Rossi wrote:
nate lange wrote:


@diego- I'm not sure what you're going for but magus and witch both have spontaneous casting archetypes (Eldritch Scion and Ley Line Guardian, respectively)

I want to make a mostly intelligence based caster, the bard levels are to get access to Dragon Disciple and some other stuff, but the total caster level will be way lower than the magus level.

The bard can use light armors, so it will be good till level 7, when the magus get medium armors. At that point there are mithral armors and elven chain mail.

You will need to be Magus 7 for the Medium Armor, DD only increase spells per day and spells known + their caster level.


Hey guys, love the enthusiasm. Just want to mention, nobody's thrown down a healer.


I think there were a few clerics in the mix.

I might convert to it myself - I've an U-monk/cleric I've been wanting to play for a while, albeit I'll have to think up a new story for it that fits with the whole Iron Gods thing.

RPG Superstar 2012 Top 32

Diego- the Ley line guardian is still Int based despite being a spontaneous caster...

One of my original pitches (in the interest check) was for an uMonk/shaman who could be a healer but I haven't worked on him at all because there were a bunch of people in this thread who proposed uMonk/divine caster characters... Have none of them actually submitted anything?


I haven't decided on what the other half of my gestalt was going to be, so I could always have the other half of Adrien be an Oracle, and have him be the party healer. I'll go with the Lore Oracle with the Ancient Lorekeeper archetype for elves, so if I were to be picked we would have a healer.


I think I will bow out, it sems DM IRONlord's and my posting availabilities are almost completely on the opposite side of the 24 hours spectrum.


I'm interested, with a barbarian/slayer in mind, but I probably won't have her ready to post until Monday. :/


I'll throw in Takek. He's a cleric of Gorum, built for another, ill-fated Iron Gods campaign.

I haven't changed the crunch to account for the rules here, nor added the Gestalt level, but I can do that over the weekend. I suspect that I'll either go with fighter, or possibly paladin.

He pairs well with Krisam's character (his wife in the former game), but I suppose it's not mandatory to accept them both. ;-)

Basically, this is submission of the fluff and concept. I'll fix the crunch this weekend.


Takek Iron-Back wrote:

I'll throw in Takek. He's a cleric of Gorum, built for another, ill-fated Iron Gods campaign.

I haven't changed the crunch to account for the rules here, nor added the Gestalt level, but I can do that over the weekend. I suspect that I'll either go with fighter, or possibly paladin.

Basically, this is submission of the fluff and concept. I'll fix the crunch this weekend.

Gorum is Chaotic Neutral, so no Paladin there.


You could try Warpriest instead.


Right.

Obviously, I haven't put a ton of energy into the rebuild yet. :-) But he's a fun character, and I wouldn't mind bring him back (with tweaks).

The concept is pretty clear, I think, it's just hammering out the crunch to make him a useful healer/basher. :-)


Takek Iron-Back wrote:

Right.

Obviously, I haven't put a ton of energy into the rebuild yet. :-) But he's a fun character, and I wouldn't mind bring him back (with tweaks).

The concept is pretty clear, I think, it's just hammering out the crunch to make him a useful healer/basher. :-)

Well, there are a lot of Gods and Goddesses to chose from.


Nutcase Entertainment wrote:
Takek Iron-Back wrote:

Right.

Obviously, I haven't put a ton of energy into the rebuild yet. :-) But he's a fun character, and I wouldn't mind bring him back (with tweaks).

The concept is pretty clear, I think, it's just hammering out the crunch to make him a useful healer/basher. :-)

Well, there are a lot of Gods and Goddesses to chose from.

I think Takek will be sticking with Gorum. I like the idea of a guy who sees the Lord in Iron as a god who believes in taking joy in the moment, and in overcoming life's challenges. While wearing armor. :-)

He's not a traditional bandaid-box, and won't be hanging out in the rear ranks, looking for the opportunity to buff and heal "the real fighters." He's used to fighting right next to his only other party member (his wife), and healing as needed. It'll be fun for him to learn along the way that he can maybe trust other folks a bit more, and grow into being a second-ranker, because there's a team now.


Takek Iron-Back wrote:
Nutcase Entertainment wrote:
Takek Iron-Back wrote:

Right.

Obviously, I haven't put a ton of energy into the rebuild yet. :-) But he's a fun character, and I wouldn't mind bring him back (with tweaks).

The concept is pretty clear, I think, it's just hammering out the crunch to make him a useful healer/basher. :-)

Well, there are a lot of Gods and Goddesses to chose from.

I think Takek will be sticking with Gorum. I like the idea of a guy who sees the Lord in Iron as a god who believes in taking joy in the moment, and in overcoming life's challenges. While wearing armor. :-)

He's not a traditional bandaid-box, and won't be hanging out in the rear ranks, looking for the opportunity to buff and heal "the real fighters." He's used to fighting right next to his only other party member (his wife), and healing as needed. It'll be fun for him to learn along the way that he can maybe trust other folks a bit more, and grow into being a second-ranker, because there's a team now.

No offence meant, and none taken.


Flicker

---

"No, children, it's better we don't speak with Mister Flicker. He's an odd one, you see..."

He'd gotten used to the name by now. It'd been at least a year now. It only made sense that they would have named him eventually. Thinking about it, it seemed right. It made sense, at least.

He twitched. His circuits flickered from blue to red. The name might make sense, but he hated it. He made it out after all these years, and humans were still making choices for him? Why was he letting this happen? Did they want to send him back to the Technic League? He couldn't go back. They had done horrible things to him. They were the reason he was like this.

Another flicker, and he went from red to blue. He shuddered a bit, and tried to forget what he was thinking about.


No offence?

Cool. I didn't see any offence anywhere. Definitely didn't mean to give any, and didn't take any at all. :-)


Okay, here's my character's fluff - the crunch I won't have redone until Monday, as I said. Her current crunch was for a heavily houseruled game that died.

Her fluff goes best with Takek (her husband), obviously. :)

- Krisam

Liberty's Edge

Nutcase Entertainment wrote:
Diego Rossi wrote:
nate lange wrote:


@diego- I'm not sure what you're going for but magus and witch both have spontaneous casting archetypes (Eldritch Scion and Ley Line Guardian, respectively)

I want to make a mostly intelligence based caster, the bard levels are to get access to Dragon Disciple and some other stuff, but the total caster level will be way lower than the magus level.

The bard can use light armors, so it will be good till level 7, when the magus get medium armors. At that point there are mithral armors and elven chain mail.

You will need to be Magus 7 for the Medium Armor, DD only increase spells per day and spells known + their caster level.

DD is for the bard side, not the magus side.

nate lange wrote:

Diego- the Ley line guardian is still Int based despite being a spontaneous caster...

And suffer from spell failure.

I am making a front line combatant with support abilities, not a caster with some combat ability.


Here is Diego submission.

I have kept the background short as for DM IRONLord suggestion.

Background:
The Sobachesky family has a long history of blending weapons and magic. Most of its members are maguses or bards. In the last 400 years every generation a member of the extended family has wielded a black blade, a powerful weapon that only some magus can use. Some member of the family think that it is always the same weapon, the one wielded by Aral “blackblade” Sobachesky, the first recorded bladebound in the family, that travel from worthy wielder to worthy wielder when they die.
Not being the “lucky” (or some say un-lucky, as most of them die young) wielder of the back blade for this generation, Illyan has dedicated his talents to learning new forms of magic that work with weapons. For that reason it has moved out of Varisia and to the east, to Numeria and the town of Torch.
Here he has found a Master Bjorn, that has taught him the rudiments of technomancy. After a few weeks of training agents from the Technic Leagues killed him to keep their knowledge secret. That deeply enraged Illyan that woved to get revenge on the assassins.

statblock:

Illyan Sobachesky
Male human (Varisian) fighter 1/magus 1/gestalt 1
NG Medium humanoid (human)
Init +1; Senses Perception +1
—————
Defense
—————
AC 15, touch 11, flat-footed 14 (+4 armor, +1 Dex)
hp 12 (1d10+2)
Fort +4, Ref +1, Will +2
—————
Offense
—————
Speed 30 ft.
Melee dagger +5 (1d4+4/19-20) or
scimitar +5 (1d6+4/18-20)
Ranged sling +2 (1d4+4)
Special Attacks arcane pool (+1, 5 points), spell combat
Magus Spells Prepared (CL 1st; concentration +5)
2 Level 1, 3 cantrips

Statistics
—————
Str 18, Dex 12, Con 14, Int 18, Wis 10, Cha 13
Base Atk +1; CMB +5; CMD 16
Feats Combat Stamina, Power Attack, Technologist
Traits against the technic league (weapons), bladed magic
Skills Climb +6, Diplomacy +2, Intimidate +3, Knowledge (arcana) +8, Knowledge (local) +5, Perception
+1, Spellcraft +8, Swim +6, Use Magic Device +5
Languages Common, Draconic, Dwarven, Elven, Polyglot, Varisian
SQ power attack
Other Gear chain shirt, dagger, scimitar, sling, sling bullets (10), adventurer's sash, backpack, belt pouch,
chewing stick, cold weather outfit, comb (0.2 lb), flint and steel, hemp rope (50 ft.), journal UE, mirror, spell
component pouch, sponge, waterskin, light horse, artisan's outfit, bedroll, Hairbrush (0.3 lb), ink, inkpen,
mess kit, Nail file (0.1 lb), pack saddle, pot, saddlebags, Scissors (0.3 lb), soap, Tooth Powder (0.1 lb), torch, trail rations, traveler's outfit, 100 gp, 9 sp
—————
Tracked Resources
—————
Arcane Pool +1 (5/day) (Su) - 0/5
Dagger - 0/1
Sling bullets - 0/10
Stamina Points - 0/3
—————
Special Abilities
—————
Against the Technic League (Weapons) +2 weapon damage vs. targets you know are associated with
the Technic League
Arcane Pool +1 (5/day) (Su) Infuse own power into a held weapon, granting enhancement bonus or selected item powers.
Bladed Magic You have an innate talent for using magical weaponry and those weapons capable of becoming magical. You gain a +1 trait bonus on Craft checks made to craft magic or masterwork
weapons. In addition, when you use your arcane pool class ability to grant a weapon an enhancement bonus, that bonus lasts for 2 minutes instead of 1.

Cold weather outfit +5 Fort save vs. cold weather.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Power Attack [Combat Trick] 2 stamina points to use Power Attack only until end of turn, instead of the start of the next turn.
Spell Combat (Ex) Use a weapon with one hand at -2 and cast a spell with the other.
Technologist You are familiar with the basic mechanics of technology.
Benefit: You are considered to be trained in any skill used against a technology-based subject. If the skill in question requires training to use even against non-technological subjects, you must still have ranks in that skill in order to gain the benefit of Technologist.

—————
Horse, light
Horse ( Pathfinder RPG Bestiary 177)
N Large animal
Init +2; Senses low-light vision, scent; Perception +6
—————
Defense
—————
AC 11, touch 11, flat-footed 9 (+2 Dex, -1 size)
hp 15 (2d8+6)
Fort +6, Ref +5, Will +1
—————
Offense
—————
Speed 50 ft.
Melee 2 hooves -2 (1d4+1)
Space 10 ft.; Reach 5 ft.
—————
Statistics
—————
Str 16, Dex 14, Con 17, Int 2, Wis 13, Cha 7
Base Atk +1.5; CMB +5; CMD 17 (21 vs. trip)
Feats Endurance, Run B
Tricks Come, Heel, Riding, Stay
Skills Acrobatics +2 (+6 to jump with a running start, +10 to jump), Perception +6
SQ riding
Other Gear artisan's outfit, bedroll, hairbrush (0.3 lb), ink, inkpen, mess kit UE, nail file (0.1 lb), pack
saddle, pot, saddlebags, scissors (0.3 lb), soap (2), tooth powder (0.1 lb), torch (10), trail rations (5),
traveler's outfit
—————
Tracked Resources
—————
Torch - 0/10
Trail rations - 0/5
—————
Special Abilities
—————
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Riding [Trick] The animal has been trained to bear a rider.
Run Run 5x your speed in light/medium armor or 4x speed in heavy armor and keep Dex when running.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.

combat:

BAB +1
Scimitar
Main hand: +5, 1d6+4 with Power attack +4, 1d6+6
Both hands: +5, 1d6+6 with Power attack +4, 1d6+7
Sling
Ranged, +2, 1d6+4 Rng: 50'

AC 15 Touch 11 flat footed 14
(chain shirt, dexterity 12)
Saves
Fort +4, Dex +1, will +2

CMD 16 CMB +5

HP 12


Skills:

Skill points are the values within the parenthesis
All values are already modified by the armor where appropriate

Acrobatics +1
Appraise +4
Bluff +1
Climb +2
Diplomacy (1) +2
Disguise +1
Escape Artist -1
Fly -1
Heal +0
Intimidate +1
Knowledge (arcana) (1) +8
Knowledge (local) (1) +5
Perception (1) +1
Ride -1
Sense Motive +0
Spellcraft (1) +8
Stealth -1
Survival +0
Swim +2
Use magic device (1) +5


Traits, feats and special abilities:

FEATS

Combat stamina (Bonus figther)

You stop at nothing to drive your attack home.

Benefit: You gain a stamina pool. After you make an attack roll with a manufactured weapon, unarmed strike, or natural weapon attack with which you are proficient, but before the results are revealed, you can spend up to 5 stamina points. If you do, you gain a competence bonus on the attack roll equal to the number of stamina points you spent. If you miss with the attack, the stamina points you spent are still lost.

Power attack -1/+2 (Bonus figther)

Technologist

You are considered to be trained in any skill used against
a technology-based subject. If the skill in question requires training
to use even against non-technological subjects, you must still have
ranks in that skill in order to gain the benefit of Technologist.

TRAITS
Against the Technic League (Weapons)
Although the Black Sovereign rules Numeria in name, it's the spellcasters of the Technic League who hold the real power. While their influence is certainly strongest in the capital of Starfall, their touch can be felt even here in Torch - the League takes a significant cut of the town's income as tithes every month. For some reason, you have a grudge against the Technic League. Perhaps your parents lost their jobs as the result of an act they took that displeased the League - you might even suspect the League was responsible for their deaths. Alternatively, you could just rankle at the League's open acceptance of slavery, their reputation for sadism and cruelty, or their penchant for hoarding and controlling technological wonders. Talk to your GM to refine the reasons why you hate the Technic League, but you're convinced that they are somehow responsible for putting out the town's torch and that evidence of their tampering can be found in the caverns below – if you can find evidence of the Technic League working against Torch's better interests, that could well be a step toward the town's independence from the League.
Choose either weapons or spells. If you choose weapons, you gain a +2 trait bonus on all damage rolls made against targets you know are associated with the Technic League.

Bladed Magic [/b
You have an innate talent for using magical weaponry and those weapons capable of becoming magical. You gain a +1 trait bonus on Craft checks made to craft magic or masterwork weapons. In addition, when you use your arcane pool class ability to grant a weapon an enhancement bonus, that bonus lasts for 2 minutes instead of 1.

[b]RACIAL TRAIT
Dual Talent
Some humans are uniquely skilled at maximizing their natural gifts. These humans pick two ability scores and gain a +2 racial bonus in each of those scores. This racial trait replaces the +2 bonus to any one ability score, the bonus feat, and the skilled traits.

CLASS ABILITIES: Magus
Arcane Pool +1 (5/day) (Su)
At 1st level, the magus gains a reservoir of mystical arcane energy that he can draw upon to fuel his powers and enhance his weapon. This arcane pool has a number of points equal to 1/2 his magus level (minimum 1) + his Intelligence modifier. The pool refreshes once per day when the magus prepares his spells. At 1st level, a magus can expend 1 point from his arcane pool as a swift action to grant any weapon he is holding a +1 enhancement bonus for 1 minute. For every four levels beyond 1st, the weapon gains another +1 enhancement bonus, to a maximum of +5 at 17th level. These bonuses can be added to the weapon, stacking with existing weapon enhancement to a maximum of +5. Multiple uses of this ability do not stack with themselves.

Spell Combat (Su)
At 1st level, a magus learns to cast spells and wield his weapons at the same time. This functions much like two-weapon fighting, but the off-hand weapon is a spell that is being cast. To use this ability, the magus must have one hand free (even if the spell being cast does not have somatic components), while wielding a light or onehanded melee weapon in the other hand. As a full-round action, he can make all of his attacks with his melee weapon at a -2 penalty and can also cast any spell from the magus spell list with a casting time of 1 standard action (any attack roll made as part of this spell also takes this penalty). If he casts this spell defensively, he can decide to take an additional penalty on his attack rolls, up to his Intelligence bonus, and add the same amount as a circumstance bonus on his concentration check. If the check fails, the spell is wasted, but the attacks still take the penalty. A magus can choose to cast the spell first or make the weapon attacks first, but if he has more than one attack, he cannot cast the spell between weapon attacks. .

Equipment:

Total Weight Carried: 67/300 lbs, Light Load
(Light: 100 lbs, Medium: 200 lbs, Heavy: 300 lbs)

Adventurer's sash (empty) 3 lbs
Backpack (5 @ 18.2 lbs) 2 lbs
Belt pouch (3 @ 2.68 lbs) 0.5 lbs
Chain shirt 25 lbs
Chewing stick <In: Backpack (5 @ 18.2 lbs)> -
Cold weather outfit <In: Backpack (5 @ 18.2 lbs)> 7 lbs
Comb <In: Backpack (5 @ 18.2 lbs)> 0.2 lbs
Dagger 1 lb
Explorer's outfit (Free) -
Flint and steel <In: Belt pouch (3 @ 2.68 lbs)> -
Journal <In: Backpack (5 @ 18.2 lbs)> 1 lb
Mirror <In: Belt pouch (3 @ 2.68 lbs)> 0.5 lbs
Money <In: Belt pouch (3 @ 2.68 lbs)> 2.18 lbs
Rope <In: Backpack (5 @ 18.2 lbs)> 10 lbs
Scimitar 4 lbs
Sling -
Sling bullets x10 0.5 lbs
Spell component pouch 2 lbs
Sponge -
Waterskin 4 lbs

Money: 100 gp, 9 sp

Horse

Total Weight Carried: 59/690 lbs, Light Load
(Light: 228 lbs, Medium: 459 lbs, Heavy: 690 lbs)
Gear
Artisan's outfit 4 lbs
Bedroll 5 lbs
Hairbrush 0.3 lbs
Ink, black -
Inkpen -
Mess kit 1 lb
Money -
Nail file 0.1 lbs
Pack saddle 15 lbs
Pot 4 lbs
Saddlebags (empty) 8 lbs
Scissors 0.3 lbs
Soap x2 0.5 lbs
Tooth Powder 0.1 lbs
Torch x10 1 lb
Trail rations x5 1 lb
Traveler's outfit 5 lbs
.


Languages:

Taldan (Common)
Elven
Draconic
Dwarven
Hallit
Varisian
.

appearance:

Height 5’ 11”
Weight 180 lbs
Age 22

Hair black
Eyes: brown
Skin tanned

Illyan use his magic to keep his gear clean and ironed. Similarly he use it to trim his hair and mustache. While his apparence isn’t striking he is still well fit and pleasant looking.
.

RPG Superstar 2012 Top 32

Diego Rossi wrote:
I am making a front line combatant with support abilities, not a caster with some combat ability.

fair enough. in that case... bloodrager is a spontaneous caster! 5 levels of that will be a nice buff to your BAB and HP, plus rage (and with the Mad Magic feat you can cast magus spells while raging).

Liberty's Edge

nate lange wrote:
Diego Rossi wrote:
I am making a front line combatant with support abilities, not a caster with some combat ability.
fair enough. in that case... bloodrager is a spontaneous caster! 5 levels of that will be a nice buff to your BAB and HP, plus rage (and with the Mad Magic feat you can cast magus spells while raging).

Nice combo, thanks for the suggestion. But it is too different from how I see my character.

I see Illyan as someone that fight in a very controlled way, even a bit too cerebral, trying to keep his emotions from affecting the way in which he fight. Sure, under the skin the emotions are there and can even push him into reckless acts, but outwardly he will always try to project a face of calm control.

His family taught him the basis as a bard and he will develop some ability in that class in time, but even then he will not be a great performer. He will either take a martial archetype like the Arcane duelist or a explorer of knowledge like an Archivist or a Archaeologist.

Silver Crusade

Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

I would like to propose for inclusion Garri Leaflock, a goblin cleric of Sarenrae and unchained rogue. He is fleeing far from home in order to avoid the temptation of falling back into goblin evil, now that Sarenrae has redeemed him. His rogue side concentrates on scouting for the party, rather than theft or any evil. He still is sometimes tempted to eat odd (to humans) things. I don't have the details made yet, because I just noticed this recruitment.


Question: The primal hunter barbarian archetype ability, Focused Rage, alters Rage. Does it replace the bonuses Rage gives, or add to them?

If it replaces them, I still have some re-crunching to do.

Liberty's Edge

A warning: if you use Herolab and use fractional increases + gestalt you get weird numbers.
Even without fractional increases you sill get some dubious result when mixing classes.
So it is a good idea to re-check Herolab results.


Crunch fixing is taking a bit longer than expected. Current crunch showing is a mish-mash of the new stuff and the heavily houseruled former game.

I'll have him all fixed up at some point tomorrow (Monday). The fluff is still good though.


Diego Rossi wrote:

A warning: if you use Herolab and use fractional increases + gestalt you get weird numbers.

Even without fractional increases you sill get some dubious result when mixing classes.
So it is a good idea to re-check Herolab results.

His is one of the reasons why I like to stick to a "single" class whenever possible. I know some prestige builds require a certain amount of multi-classing, but most concepts will work without it.

Dragon Disciple is probably one that won't, although a straight Bloodrager with the Draconic bloodline actually gives it a run for its money, better in some respects.


Late to the party, but I've got an android arcanist from a dead IG game that I'd love to resurrect. I'll work on modifying the crunch today. For gestalt, I'm thinking Steel Hound Investigator. Maybe Lore Warden Fighter with Kirin Style and eventually Strike.

BACKGROUND:

Kinna only recently integrated her consciousness into the housing in which she currently resides. It was less than a decade ago that she first opened her eyes in the dark. It took her several minutes to realize the former resident of this shell had been buried, and significantly longer to break through the coffin's lid and dig herself up and out of the grave.
She emerged, appropriately enough, into a dark and stormy night, and by chance wandered away from the town where the former owner of her new housing had lived. With no need to eat or sleep, Kinna aimlessly wandered the windswept wastes for several days before stopping to ask herself what it was that she wanted. Where was she going? Why was she walking? What was the point of it all?

The answer was obvious- she had many questions, so she needed answers. She sought answers from the first humanoids she encountered, a tribe of Kellid barbarians. While they weren't cruel to her, their violent lifestyle wasn't to her liking and, truth be told, their shaman had no answers for her questions. He gave her a name, though, so she didn't come away with nothing.

She left the tribe and sought answers from the next group she ran across- a band of orcs. These humanoids were cruel to her, doing a great deal of damage to her housing over a long period of time. Eventually, though, she was able to make her escape late one night after uncovering the use of some of the chassis's built-in abilities. So again, while she didn't have her answers she still came away from the experience with something.

Her flight from the orcs took her far out into the wilds of the Numerian plains. She eventually noticed a bright light- Torch's eponymous fire- and homed in on it. Khonnir Baine was the very first resident of the town who saw her. He was out gathering alchemical reagents and noticed her shambling toward the town.

The wizard realized what she was immediately and whisked her back to his laboratory for repairs. It was there that she realized her housing had some residual affinity for arcane matters, as she recognized apparatuses and spell components without being prompted. Baine let her recuperate in his lab and took her under his wing.

Once she was in good enough shape that she was no longer shocking to look at, Baine let her explore the town. Kinna hasn't left Torch since, now more than 7 years gone. Over the years she met more non-arcanists and developed a fondness for certain people, particularly children.

A few years ago she started reading stories to children on the steps of the Temple of Brigh. They might have run her off but for the fact that she is an android, a created being much like the way Brigh is portrayed, if more human looking. As parents came to know her they started sending their children to her and Kinna's occasional story reading turned into a regular event and she found a place nearby where she could meet with the children regularly and teach them as well as read to them.

Kinna's school is larger now but still small compared to any academy you'd see in a city, but she a pair of assistants now to help her and has books and desks and supplies for all of her students. The fact that she does not need to sleep allows her to teach during the day and study in Baine's laboratory at night. Because while teaching fulfills something in her, a need to connect with people, pursuing the mysteries of the cosmos still drives her. Her head is still full of questions that need answering, and magic, so far, has been the only thing that promises any.

APPEARANCE:

Kinna is a tall, slender female in the model of a human woman. Her chassis, body and face, is sculpted to a high degree of physical attractiveness. Her hair is a shade not found in naturally occuring humans, though, and her eyes look more like bright, shiny gold coins than normal eyes.

The circuit tracery on her skin is too faint to see except in direct light, when the lines flash reflections, or when she is exerting herself, when the lines line up from within. She has a number of unnerving mannerisms, which in addition to those unnatural elements, put people off. She never blinks or breathes and when she is not actively moving she is perfectly still, like a statue.

Added to the fact that she is perfectly literal- she does not yet understand irony enough to recognize it in conversation, despite years of living among humans- and it is easy to see how she might be repellent to some.


I will start looking through the submissions today, and begin commenting either late tonight or tomorrow.

Silver Crusade

Sweet, cant wait for the results


OK.

All fixed. I decided to go with a Brawler (Exemplar archetype)/Cleric, rather than Fighter/Cleric. He loses the heavy armor proficiency, but the better Reflex saves and the versatility of Martial Flexibility help him be a better support-type, I think. And the Exemplar archetype tosses the Brawler's focus on light/no armor and unarmed combat (which wouldn't have worked for a priest of the Lord in Iron), in exchange for the "lead from the front and inspire the faithful" flavor, which I think fits better with Takek's take on Gorum's teachings anyway.

I really like this version of the character. I hope you do, too, DM.


Valki Valka wrote:

Question: The primal hunter barbarian archetype ability, Focused Rage, alters Rage. Does it replace the bonuses Rage gives, or add to them?

If it replaces them, I still have some re-crunching to do.

I believe it just modifies them. So you would still get the boost to strength.


Nutcase Entertainment wrote:
I think I will bow out, it sems DM IRONlord's and my posting availabilities are almost completely on the opposite side of the 24 hours spectrum.

Sorry to hear that.


I might throw down an arcanist|investigator for this campaign


Preliminary reviews part 1: Note – I am only reviewing submissions with (mostly) completed character sheets.

Garidan Lafayette - Human Alchemist (Mindchymist)/Fighter (Lore Warden)
Everything seems in order. I like the concept.

Tachi Kamai – Sylph Witch (White Haired)/Monk Unchained
A monk with no WIS bonus? Interesting...

Elai C'tara – Lashunta Psychic/Slayer
Interesting concept, although I'm guessing you're not quite finished since you don't have gear listed. I'm guessing with a negative CON bonus you don't intend to mix it up in melee.

Scootz Baine – Ratfolk Fighter (Two Weapon Warrior) / Rogue (Knife Master)
Cool.

Jex “Thorium” Baine – Ratfolk Magus (Kensai)/Swashbuckler (Inspired blade)
I like the duo, but you do know you can't use the Estoc with your Inspired Finesse, or the Rapier with your Canny Defense, yes?

Θ3Ξ5 - Android Ranger (Galvanic Saboter)/Rogue (Trapsmith)
Nice concept, very appropriate for the AP. Just expect that I will call you Othes rather that cut and past your name or try and remember how to type those characters

That's it for now. I will get the next batch up after I get home from work.


Redelia wrote:
I would like to propose for inclusion Garri Leaflock, a goblin cleric of Sarenrae and unchained rogue. He is fleeing far from home in order to avoid the temptation of falling back into goblin evil, now that Sarenrae has redeemed him. His rogue side concentrates on scouting for the party, rather than theft or any evil. He still is sometimes tempted to eat odd (to humans) things. I don't have the details made yet, because I just noticed this recruitment.

Don't worry, there's plenty of time.


DM IRONlord wrote:

Θ3Ξ5 - Android Ranger (Galvanic Saboter)/Rogue (Trapsmith)

Nice concept, very appropriate for the AP. Just expect that I will call you Othes rather that cut and past your name or try and remember how to type those characters

I quite understand. That would be why I inserted that line into the profile.

I had my computer eat the document I was working on, so I'm having to restart the work on the background. I'll get that up ASAP.

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