Demonmoose's Iron Gods AP Blue (Inactive)

Game Master GM Demonmoose

Set in Numeria using the Iron Gods Adventure Path.
Forest
Jevik's farm
Blue Aurora

Tower Map 1

Tower Map 2


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GM Demonmoose

New to PBPs and forum posting. Recruiting five players for Pathfinder campaign Iron Gods.

Standard Adventure Path characters: 20 pt buy, any Paizo classes, races, archetypes and prestige paths. I will adjust encounters based on what everyone selects to preserve some level of challenge.

Fairly casual PBP as I am still getting used to the system. Any advice from knowledgeable PBP players and GMs is welcome.

Looking to complete at least the first book "Fires of Creation."


Interested. I'd kinda like to play a class I don't have much experience with, but would like to explore. Count me in for a gnome Alchemist.

I can post with the alias later.

Liberty's Edge

I would like to apply with this character. If there is anything you do not like, just tell me and I will fix it right up :-)

Uran:

Uran
Male Gnome Gunslinger (Experimental Gunsmith) 1 (Pathfinder RPG Advanced Race Guide 0; Pathfinder RPG Ultimate Combat 9)
NG Small humanoid (gnome)
Init +3; Senses low-light vision; Perception +6
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Defense
--------------------
AC 18, touch 14, flat-footed 15 (+4 armor, +3 Dex, +1 size)
hp 12 (1d10+2)
Fort +4, Ref +5, Will +0; +2 vs. illusions
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Offense
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Speed 20 ft.
Melee longsword +3 (1d6+1/19-20)
Ranged pepperbox rifle +4 (1d8/×4)
Special Attacks grit
Gnome Spell-Like Abilities (CL 1st; concentration +2)
. . 1/day—dancing lights, ghost sound (DC 12), prestidigitation, speak with animals
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Statistics
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Str 12, Dex 16, Con 14, Int 12, Wis 11, Cha 12
Base Atk +1; CMB +1; CMD 14
Feats Point-Blank Shot
Traits against the technic league (weapons), just like new
Skills Craft (firearms) +7, Diplomacy +2, Intimidate +5, Knowledge (local) +5, Perception +6, Sense Motive +1; Racial Modifiers +2 Craft (firearms), +2 Perception
Languages Common, Gnome, Goblin, Sylvan
SQ deeds (deadeye, gunslinger's dodge, quick clear), experimental firearm, innovations (recoilless), master tinker
Other Gear lamellar (leather) armor, longsword, pepperbox rifle, 135 gp
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Special Abilities
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Against the Technic League (Weapons) +2 weapon damage vs. targets you know are associated with the Technic League
Experimental Firearm (Pepperbox rifle) (Ex) Can use Gunsmithing feat on experimental firearm only.
Grit (Ex) Gain a pool of points that are spent to fuel deeds, regained on firearm crit/killing blow.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Master Tinker You are proficient with any weapon you have personally crafted.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Recoilless Increase range increment by 10 feet.
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Born in the Grand Duchy of Alkenstar, Uran was fascinated with firearms and as soon as he was able, he joined the many craftspeople working within the gunworks. It soon became apparent to his supervisors that this young gnome had a knack for repairing and altering firearms. He soon found himself in the research and development department, where he created a system of counterbalances and clockwork gears to counter the recoil from some larger firearms. It was this invention which brought him to the attention of a visiting member of the Technic League. This figure was purchasing weapons for his faction, and decided to add to his bounty by bribing the young gnome to come back with him. Through flattery and promises of unlimited access to "high tech", he conned Uran into leaving the Grand Duchy and following the emissary back to Numeria.

The truth of this was Uran was approached by members of the Shieldmarshals as soon as the Technic League emissary made his offer. He was deputised by the Marshals and was sent to learn as much as possible about what the League knew about firearms. Unfortunately a turncoat in the Shieldmarshals tipped the emissary off and outside the town of Torch, he made his move. He left the gnome for dead, but did not finish the job. Uran was able to make it to Torch and began the slow process of healing. He is still in the town, determined to carry out his mission, or die trying.


dotting .... four of them as a matter of fact,

Questions, in no particular order:

any idea how long you are keeping the application process open for?

Is starting income average for character class?

How many traits, and where from, and any drawbacks?

How often do you expect posts?

any alignment restrictions?


dotting with a melee focused hunter using the Verminous Hunter archetype.


Would you allow an Aegis from Ultimate Psionics? I feel like that class just screams to be in this adventure path. Basically I want to play Iron Man. ;)


Pathfinder Adventure, Adventure Path, Rulebook Subscriber

Interested! I'm in with a changeling Oracle of life. (Keeps the heals coming.)


O yes thinking rogue


Hey, I'm thinking of playing a bard, arcane duelist archetype. I'll put up the character soon.


My suggestions as a player and GM: Play-by-Post is very different from tabletop. Personally, I've found that it works best to have three or fewer players in a game. Otherwise, you could find yourself waiting a couple of days between each post (real life issues do happen!), and that drags out an already-slow method of playing. You may also want to consider rolling more things for the players than usual - Initiative, Saving Throws, etc., but allow retroactive corrections (or ask them to tell you when they'd normally use something that would change results, and assume they will) when necessary. It does take a little player control away, but it speeds things up immensely, and I've yet to hear complaints about that in my own games. Players can also, optionally, roll for many rounds of attacks at once if they plan to simply hit something until it's dead, and you can turn a week or more of fighting into a couple minutes of putting things in order and calculating the results (and, again, allow them to establish certain criteria for their other actions, like "Take a five-foot step back and drink X potion if my health drops below Y...").

As for playing, I'm hoping for a game that plans to go through the full path, not just the first book. XD That maaaaay be a bit too much of a commitment for you if you're newer to PbP, though, so I understand if you'd rather not do it.

Envoy's Alliance

applying with this guy

As a GM who runs an AP, if you follow the book to the letter, you will find yourself disappointed and the game won't be fun for you. Not to mention you will be telling your players constantly you can't do X, Y and Z because the book does not say what would happen if this happens. You have to be willing to improvise. If players ask you story questions you aren't sure of or don't know, make something up and add it as part of the story.

Liberty's Edge

Withdrawing my submission....I was lucky enough to get into another game...so I will vacate this spot for someone else to apply. Best of luck and have fun!


Okay I have the game stats for Linpul a gnome hunter with a beetle for a vermin companion. I am still constructing a back story as the ideas kept coming to me while figuring out game stats for her. Back story, personality, and physical description will be made probably by tomorrow morning. How she will work out is if there are any full casters in the party Linpul will stay back and defend them while the beetle moves around in melee as a wandering flanking bonus/teamwork feat platform. I hope you consider me.


Submitting this guy, still waiting to hear about another Iron Gods game so I'll withdraw if I get into that one.


Rolling things like Perception and Initiative for everyone can speed things along. If someone doesn't show during a combat, they can be botted as well.

Here is Elizabeth Ardoc. Run away daughter of the Ardoc crime family from Kaer Maga. I have submitted to another IG game but it looks like I didn't get in

Crunch:

Full Name : Elizabeth Ardoc

Race: Human

Classes/Levels Wizard (Skill points)

Gender f

Size M

Age 18

Special Abilities :

Alignment: NG

Deity Brigh

Location

Languages Common,Dwarf,Dragonic,Abyssal,Celestial

Occupation : Apprentice Tectonic

Strength 10
Dexterity 12 (+1)
Constitution 14 (+2)
Intelligence 18 (+4)
Wisdom 12 (+1)
Charisma 10
Height: Weight: Hair: Blonde Eyes: Blue
Favored Class: Wizard
EXP:
Hit Points: 11
Spd: 30
Init: +5
AC: 11( armor shield)/Touch 11/FF 10)
BAB: +0
CMB: +0
CMD: 12
Saves: Fort +2 Ref +1 Will +3(+5 vs. fear)

Weapons:
Club +0 1d6
Light Crossbow 1d8 19-20/x2 80 feet

Skills: 8/Level(2 class INT+4 Race+1 FCB+1)
Perception (1+1)2
Know-Arcana(1+4+3+1)9
Know-Engineering (1+4+3+1)9
Spellcraft (1+4+3)8
Know-Planes (1+4+3)8
Fly (1+1+3)5
Profession-Engineer (1+1+3)5
Craft (armor) (1+4+3)8

Feats:Improved Initiative, Toughness(+3 HP +1 HP/lvl past lvl 3),Defensive Combat training(Boon)Use HD as attack bonus for CMD(1).Scribe Scroll(Class)
Traits: Mathamatical Prodigy(+1 Know-Arcana/Engineering),Couragous(+2 saves vs. fear)
Special Abilities:Bondeditem(Ring cast 1 spell known/day),Hand of Apprentice 7/Day +4 Hit

Equipment
Wizard's Kit (21)
backpack
bedroll
belt pouch
flint and steel
ink
inkpen
iron pot
mess kit
soap
spell component pouch
torches (10)
trail rations (5 days)
waterskin
Club
Light Crossbow
20 bolts
Potion of CLW
44 gp

Spells per day 3/3/
DC 14+level
0:Detect Magic,Light,Jolt
1(15)Magic Missle,Ray of Enfeeblement,Enlarge Person
2(16)
3(17)
Virtue:Elizabeth is devoted to advancing her knowledge so she can at long last build golems.
Flaw:Elizabeth despises mysogony and will be abupt and rude to such people.

Spellbook
0 All
1 Magic Missle,Ray of Enfeeblement,Mage Armor,Enlarge Person,Ant Haul,Charm Person,Alarm
2
3

Background:Elizabeth originally hails from Kaer Maga where she was born into the Ardoc family, a group of ruthless criminals who enforce their will through golems and other constructs. Elizabeth longed to be able to join her brothers in the golemworks but the Ardocs were male-dominated and Elizabeth was expected to be a 'good girl' and eventually marry for the benefit of the clan. Elizabeth rebelled against this and stole money to fund her journey to Numeria and eventual apprenticeship to the Tetonic League where she hope she will be able to achieve her goals.

Liberty's Edge

I would like to submit a female human scientist, essentially an archaeology bard focused on Intelligence and Knowledge skills.

Spoiler:

Name: Astra Picard
Abilities: Str 10 Dex 10 Con 10 Int 20 Wis 10 Cha 13
Race: Human (Kellid)
* Heart of the Fields: half character level bonus to Craft (mechanical), replaces extra skill point
* Focused Study: three Skill Focus feats at lvls 1-8-16, replaces bonus feat
Class: Bard (archaeologist)
Traits: Stargazer (+1 to Geography), Precise Treatment (use Int for Heal)
Feats: Fast Learner (both +1hp and +1sp for favored class bonus)
Skills: Craft (mechanical), Heal, Linguistics, lots of Knowledge skills
Spells: (0) Know Direction, Light, Mage Hand, Mending, (1) Comprehend Languages, Cure Light Wounds

If allowed, I'd like to take a drawback such as Family Ties (if the GM feels like working in family connections) or Oppressive Expectations (-2 to skills after failing in them), in exchange for a third trait Bruising Intellect (use Int for Intimidate).

Background: Astra was The Smart Girl in the village of Torch. The one the other kids whisper about, and the one that the adults expect great things from. Great things that *they* want, of course. Be a healer, be a magistrate, be a leader, be a seer, be this and that, always what *they* want. Having an extensive clan with six siblings and dozens of cousins, that's a lot of expectations to fill. Over the course of her relatively young life, Astra has been pressured to study a lot of things, which explains her being such a know-it-all. But late at night, when everyone else goes to sleep, and there aren't eighteen voices screaming in her ear what she should be, that's when she always sneaks outside town, with her self-made spyglass, with crystals she polished by hand. And she looks at the sky, where there are no sounds, no voices, nothing but silent beauty. It is those moments that Astra lives for, when she can lose herself in the starry skies of Numeria, and the vast void where she can truly feel like she is alone. Peace, calm and serenity.

Currently, Astra is in her early twenties, and has established herself as somewhat of a doctor and sage in the town of Torch. Professionally, she is highly successful, but of course, that isn't enough for her family. Some of the heavier expectations on her shoulders currently are various relatives pressuring her to move to a bigger city, where she could be even more successful -- staying in Torch is limiting herself, they say -- and of course, starting a family. As she has gotten older, Astra has gradually gotten slightly more comfortable with asserting herself, her own wishes and desires, and as the campaign starts, we're on the threshold of her finally telling her family, "Screw you guys, I'm doing what I want to do."


Gonna submit a character that didn't make it trough another IG recruitment, with the hope of having better luck. He is a summoner that got trapped under some ruins long long time ago, and survived in extasis provided by an angel-like being (his Eidolon). He awakened recently and is trying to adapt to his loss of memory...

Valt Skyddade:

[Favored Class - HP:0 Skill:1]
NG Medium humanoid (human)
Init +0 Senses Perception + 0
--------------------
Defense
--------------------
AC 13, touch 10, flat-footed 13 (+3 armor)
hp 10 (1d8+2 Con)
Fort +2, Ref +0, Will +2
--------------------
Offense
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Speed 30 ft.
Ranged
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Special
--------------------
Summoning: 7/7day
Spells: Base DC: 14 +1 for conjuration spells
Cantrips: Detect magic, light, mending, daze
Level 1 (2/2day): Grease, Shield
--------------------
Statistics
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Str 10
Dex 10
Con 14
Int 14
Wis 10
Cha 18 (16+2 human)

Base Atk +0; CMB +0; CMD 10

Base Atk +0; CMB +0; CMD 12
--------------------
Feats
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1-Spell focus: conjuration //-Augmented summoning (human)

Skills 6/level (2class+1 human+1FCB+2Int)
Craft (Int)
Diplomacy (Cha) (1) 9
Fly (Dex)*
Handle Animal (Cha)
Knowledge (arcana) (Int)(1) 6
Knowledge (dungeoneering) (Int)
Knowledge (engineering) (Int)
Knowledge (geography) (Int)
Knowledge (history) (Int) (1) 6
Knowledge (local) (Int)
Knowledge (nature) (Int)
Knowledge (nobility) (Int)
Knowledge (planes) (Int) (1) 6
Knowledge (religion) (Int)
Linguistics (Int) (1) 6
Profession (Wis)
Ride (Dex)*
Spellcraft (Int)
Use Magic Device (Cha) (1) 8

*Armor penalty -0

Languages: Androffan(Trait), Hallit, Celestial (Int), Terran (Int), Aquan (Lin).
--------------------
SQ
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Weapon and Armor Proficiency: Summoners are proficient with all simple weapons. Summoners are also proficient with light armor. A summoner can cast summoner spells while wearing light armor without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a summoner wearing medium or heavy armor, or using a shield, incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass summoner still incurs the normal arcane spell failure chance for arcane spells received from other classes.
Spells: A summoner casts arcane spells drawn from the summoner spell list. He can cast any spell he knows without preparing it ahead of time, assuming he has not yet used up his allotment of spells per day for the spell's level.
To learn or cast a spell, a summoner must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a summoner's spell is 10 + the spell level + the summoner's Charisma modifier.
A summoner can cast only a certain number of spells of each spell level each day. His base daily spell allotment is given on Table 2–7. In addition, he receives bonus spells per day if he has a high Charisma score (see Table 1–3 of the Pathfinder RPG Core Rulebook).
A summoner's selection of spells is extremely limited. A summoner begins play knowing four 0-level spells and two 1st-level spells of the summoner's choice. At each new summoner level, he gains one or more new spells as indicated on Table 2–8. (Unlike spells per day, the number of spells a summoner knows is not affected by his Charisma score. The numbers on Table 2–8 are fixed.)
Upon reaching 5th level, and at every third summoner level thereafter (8th, 11th, and so on), a summoner can choose to learn a new spell in place of one he already knows. In effect, the summoner “loses” the old spell in exchange for the new one. The new spell's level must be the same as that of the spell being exchanged, and it must be at least one level lower than the highest-level summoner spell he can cast. A summoner may swap out only a single spell at any given level and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.
Cantrips: A summoner learns a number of cantrips, or 0-level spells, as noted on Table 2–8 under “Spells Known.” These spells are cast like any other spell, but they may be cast any number of times per day. Cantrips prepared using other spell slots, due to metamagic feats, for example, consume spell slots as normally.
Eidolon: A summoner begins play with the ability to summon to his side a powerful outsider called an eidolon. The eidolon forms a link with the summoner, who, forever after, summons an aspect of the same creature. An eidolon has the same alignment as the summoner that calls it and can speak all of his languages. Eidolons are treated as summoned creatures, except that they are not sent back to their home plane until reduced to a number of negative hit points equal to or greater than their Constitution score. In addition, due to its tie to its summoner, an eidolon can touch and attack creatures warded by protection from evil and similar effects that prevent contact with summoned creatures.
A summoner can summon his eidolon in a ritual that takes 1 minute to perform. When summoned in this way, the eidolon hit points are unchanged from the last time it was summoned. The only exception to this is if the eidolon was slain, in which case it returns with half its normal hit points. The eidolon does not heal naturally. The eidolon remains until dismissed by the summoner (a standard action). If the eidolon is sent back to its home plane due to death, it cannot be summoned again until the following day. The eidolon cannot be sent back to its home plane by means of dispel magic, but spells such as dismissal and banishment work normally. If the summoner is unconscious, asleep, or killed, his eidolon is immediately banished.
The eidolon takes a form shaped by the summoner's desires. The eidolon's Hit Dice, saving throws, skills, feats, and abilities are tied to the summoner's class level and increase as the summoner gains levels. In addition, each eidolon receives a pool of evolution points, based on the summoner's class level, that can be used to give the eidolon different abilities and powers. Whenever the summoner gains a level, he must decide how these points are spent, and they are set until he gains another level of summoner.
The eidolon's physical appearance is up to the summoner, but it always appears as some sort of fantastical creature. This control is not fine enough to make the eidolon appear like a specific creature. The eidolon also bears a glowing rune that is identical to a rune that appears on the summoner's forehead as long as the eidolon is summoned. While this rune can be hidden through mundane means, it cannot be concealed through magic that changes appearance, such as alter self or polymorph (although invisibility does conceal it as long as the spell lasts).
Life Link (Su): Starting at 1st level, a summoner forms a close bond with his eidolon. Whenever the eidolon takes enough damage to send it back to its home plane, the summoner can, as a free action, sacrifice any number of hit points. Each hit point sacrificed in this way prevents 1 point of damage done to the eidolon. This can prevent the eidolon from being sent back to its home plane.
In addition, the eidolon and the summoner must remain within 100 feet of one another for the eidolon to remain at full strength. If the eidolon is beyond 100 feet but closer than 1,000 feet, its current and maximum hit point totals are reduced by 50%. If the eidolon is more than 1,000 feet away but closer than 10,000 feet, its current and maximum hit point totals are reduced by 75%. If the eidolon is more than 10,000 feet away, it is immediately returned to its home plane. Current hit points lost in this way are not restored when the eidolon gets closer to its summoner, but its maximum hit point total does return to normal.
Summon Monster I (Sp): Starting at 1st level, a summoner can cast summon monster I as a spell-like ability a number of times per day equal to 3 + his Charisma modifier. Drawing upon this ability uses up the same power as the summoner uses to call his eidolon. As a result, he can only use this ability when his eidolon is not summoned. He can cast this spell as a standard action and the creatures remain for 1 minute per level (instead of 1 round per level). At 3rd level, and every 2 levels thereafter, the power of this ability increases by one spell level, allowing him to summon more powerful creatures (to a maximum of summon monster IX at 17th level). At 19th level, this ability can be used as gate or summon monster IX. If used as gate, the summoner must pay any required material components. A summoner cannot have more than one summon monster or gate spell active in this way at one time. If this ability is used again, any existing summon monster or gate immediately ends. These summon spells are considered to be part of his spell list for the purposes of spell trigger and spell completion items. In addition, he can expend uses of this ability to fulfill the construction requirements of any magic item he creates, so long as he can use this ability to cast the required spell.

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Gear
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backpack, blanket winter, flint & steel, dagger, studded leather, Greatsword (Iophiel)
Total weight: 26/33(light) 66(medium) 100(heavy)
GP:34 SP:5
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Special Abilities
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Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Bonus Feat: Humans select one extra feat at 1st level.

Traits
Numerian Archaeologist: Numeria is a land ripe for archaeological exploration, since so many of the strange technological dungeons have been either avoided by the superstitious barbarian tribes or have been locked down by the Technic League, leaving many of them untouched and ripe for exploration. You’ve studied the strange language associated with these eerie technological ruins, and are eager to start exploring them—you suspect that Torch’s namesake is in fact part of a larger buried ruin, and you hope to enter these ruins and learn their original purpose by exploring the caves below town. You gain Androffan as an additional language. In addition, you possess a knack for technological items; when you use a timeworn technological item, roll twice when determining any glitches the item might cause and choose which result to use as your actual result. Talk to your GM for more information about resolving glitches.

World Traveler: Your family has taken the love of travel to an extreme, roaming the world extensively. You've seen dozens of cultures and have learned to appreciate the diversity of what the world has to offer. Select one of the following skills: Diplomacy, Knowledge (local), or Sense Motive. You gain a +1 trait bonus on that skill, and it is always a class skill for you. (Diplomacy)

Iophiel יופיאל (Eidolon)
Celestial outsider Summoned 1
Biped
Starting Statistics:
Size Medium; Speed 30 ft.;
AC 13 (+2 natural armor, +1 Dex) Can they wear armor??
Saves Fort 3(good), Ref 1(bad), Will 2(good);
Attack
+5/+5 claw (1d4+4)
+5 greatsword 2d6+6 (no greatsword atm, no money)
Ability Scores
Str 18 (+2 Evo)
Dex 12
Con 13
Int 7
Wis 10
Cha 11
Feats: Martial Weapon Proficiency :Greatsword
Free Evolutions claws, limbs (arms), limbs (legs).
Evolutions (3) Improved Natural Armor (1), Ability Increase (Ex)(2): Str+2

Darkvision (Ex): The eidolon has darkvision out to a range of 60 feet.
Link (Ex): A summoner and his eidolon share a mental link allows for communication across any distance (as long as they are on the same plane). This communication is a free action, allowing the summoner to give orders to his eidolon at any time. In addition, magic items interfere with the summoner's connection to his eidolon. As a result, the summoner and his eidolon share magic item slots. For example, if the summoner is wearing a ring, his eidolon can wear no more than one ring. In case of a conflict, the items worn by the summoner remain active, and those used by the eidolon become dormant. The eidolon must possess the appropriate appendages to utilize a magic item.
Share Spells (Ex): The summoner may cast a spell with a target of “you” on his eidolon (as a spell with a range of touch) instead of on himself. A summoner may cast spells on his eidolon even if the spells normally do not affect creatures of the eidolon's type (outsider). Spells cast in this way must come from the summoner spell list. This ability does not allow the eidolon to share abilities that are not spells, even if they function like spells.

Background:
Valt.... awake.... Valt....
Valt heard the whisper of a voice in the distance, slowly pulling out of his slumber, as if it weren't really directed to him.
Valt.... it is time... to awake... Valt
Again, Valt heard the voice. This time, less staggered, he will swears the voice does not come from the distance, but from the inside, as if it was his own conscience talking to him. Valt tries to open his eyes, but he was unable at that time; meanwhile, his other sense overtake it, first touch, noting moisture and a hard surface, then the smell, noting a stale stench and dust, then taste, showing thirsty and with an earthy taste on his mouth. Where am I? I..I can not remember it... I'm on the floor?
VALT, AWAKE
This time was no doubt, the voice resonated strongly on his mind, making him open his eyes finally.
who is? What the? Said Valt alarmed and confused. It's eyes wide open barely can see in the dim light that enters the place he lays. He sees now he is covered in dust, and some fungus growing on top of it, all the place filled in webs and what it looks to be plant roots. Valt tries to remember where he is or what happened to him, but nothing comes to his mind.
Uh, the voice calls me Valt, that I figure its my name, but can not even remember that. I must... must go out of here. How long have I been here? What I'm sure about is that voice is not speaking on my mother tongue, thought I can understand it perfectly.
Valt, get up... it is time... for you... to awake... finally
Valt tries to get up, but its muscles does not obey properly, atrophied by the long slumber. He then decides to crawl in direction to the dim light origin. Valt growls in pain as his muscles and articulations aches for the effort. Finally he gets to the light origin, finding too a little water trickling out from the ceiling. Totally thirsty, Valt thanks it, licking the dirty surface to get some of the scarce water. After several minutes, the young man started to burrow the loose terrain up his head, filling the room he was with more and more light.
Finally he was out. A fine rain was falling, cleaning the dirt from him, and refreshing his mouth, now with clean fresh water. And the most beautiful being he has ever seen was just in front of him, smiling. The being, with silver hair and pearly skin, has a couple of feathered wings spread on his back, and a smile with the virtue to easy the soul. A luminous mark on his front calls Valt's attention as if it where familiar.
Who are you? Asks Valt fascinated.
Iophiel is my name, Valt. Hears Valt in his mind. Lots of questions starts to form in his mind, but the being interrupts him.
Sorry, but I does not have much more time. I came to awake you as it is the time. I protected you for so long, you lived far more time than any mortal even dare to dream about, in your deep slumber. Now your time to be awake has come. Go, regain your strength and health and be aware, Valt. I left you with an image of myself, merely a carcass of my power, but will suffice for now...

But wait... hey WAIT! But the voice of Iophiel never to be heard, just the echo of it in the carcass she left to protect Valt.

"That was a year ago, in that time I meet people from all around, learned the local language, found a peaceful town called Torch, earned his way as a teacher, and made some friends. Now I'm decided to investigate what caused the violet flame on the hill to fade, with my good friend Zandu."

more facts:
Discobered the mark א in his forehead. The same Iophiel has.
No memories from before he awake in the underground cave/ruins.
He is sociable and friendly, and thus, people likes him.
He got a work as a teacher, and started to remember (or have the sensation at the least) that he was some kind of scholar.

Next are the creation rules used for this character, if something must be changed, please ask it, with a general opinion.
Creation rules:
Starting Level 1
20-point buy
Races: All Paizo Core
Classes: All Paizo
Traits: 2, one must be from the Iron Gods Players Guide.
Max HP at every level
Starting Wealth 150gp


I'll have me rouge up later today

Silver Crusade RPG Superstar 2014 Top 16

I'm interested.

I notice you have an Obsidian Portal site established.

Will you be playing the game on Paizo.com or Obsidian Portal?


Zahir ibn Mahmoud ibn Jothan wrote:

I'm interested.

I notice you have an Obsidian Portal site established.

Will you be playing the game on Paizo.com or Obsidian Portal?

Playing on Paizo. Will place the characters on Obsidian Portal and any major background information. Maybe images also, unless I can find a better way.


Got into the other Iron Gods campaign, so dropping from this one. Have fun, guys!

Silver Crusade RPG Superstar 2014 Top 16

Ok, so what info do you want for submissions?


Robert Henry wrote:

dotting .... four of them as a matter of fact,

Questions, in no particular order:

any idea how long you are keeping the application process open for?

Is starting income average for character class?

How many traits, and where from, and any drawbacks?

How often do you expect posts?

any alignment restrictions?

-I'll keep the application process open for three more days, August 27, 2014.

-Average starting income, or you can roll it if you prefer.

-2 normal traits. You may have 3 if you take a drawback.

-Expectation of posts is tricky. I'll be checking a few times every day for posts, but don't expect them fairly quickly. If the rest of the party posts, but one person doesn't, I'll probably just skip them. Probably changes every day or other day, along with speeding up combat. Mainly the reason why there are extra players/characters.

-No alignment restrictions. Just try not to betray/kill the rest of the party.


O yes, I like
I post a lot, so more than once a day is fine with me,


Gambit wrote:
Would you allow an Aegis from Ultimate Psionics? I feel like that class just screams to be in this adventure path. Basically I want to play Iron Man. ;)

Aegis looks fine, as long as you can make a back story for it.


I'd love to tag along. I'm working on a Half Orc Slayer using the Vanguard archetype. The guy would be a bit of a thug though generally kinder and smarter than people suspect him to be. Looking at a Neutral Gorumite with the Local Ties campaign trait.

Silver Crusade RPG Superstar 2014 Top 16

Any reason I shouldn't try an Oradin?


dotting .... four of them as a matter of fact,

I must regretfully remove my dots, I was accepted in another game,


GM Wombat here,
Can I offer up
Full Name: Rosa Luminnuss
Race: Tiefling Outsider (native) Devil-Spawn (Hellspawn)
Classes/Levels: Cleric (Diabolism/Asmodeus) [1]
Aliment: LE

Lawful will stop her killing any of the party as any contact that says "Don't Kill members of the party" she will stick to as part of her faith.

O but she is a bad one outside of that, hehe.


Dotting for interest. Will post something up later tonight. Considering most of the basic bases are covered, and I'm a fan of "filling in the blanks", it's going to be hard to decide what I'm down for. You do seem a bit low in the "brute force, beat the living snot out of the enemy" department, so I'm thinking something melee focused.


I present Gavin Forgrave, Investigator from Alkenstar.

Backstory explains it all. And is slightly long but written to be fun to read.

Monologue of historical proportions:
You are probably sitting there wondering how some Taldan peasant boy came to become a field agent for the Grand Duchy. Now I can't just let you skip ahead in the story. We have to go back about twenty years... Twenty years, two decades... That sure was a long time ago. Barely 'emember now. I was a thatcher's boy back then. No taller than my waistcoat is long. Some traveler came into town looking to talk to the local miners about some metal they discovered. T'was a man by the name of Donovan Gulsvig, rest his soul. Donovan came in with some special issue brass gear. My father pegged him for a knight with all that gear. The man's eyes were starting to turn milky about those days. Knew he couldn't take care of me in that state with my mother and sister killed by the plague the winter 'fore. Anyhow, he runs up to Donovan and he says right there in the square, "my boy t'would make an able squire for a traveling man like you, sir. Please, he's smart and tough, and it'll make up for his size in few years." Donnie always was a soft man when it came to children. He scooped me up on his wagon and that was the last time I saw my real father. Truth be told, I can't remember his name or my sister's or mother's for that fact. Might be the ale here...
Anyways, turns out Donnie wasn't anything like a knight. He was a field agent for the Duchy back then before he made Marshal. I used to try to take apart the things he had hidden in the back of his wagon. He would always tell me not to mess with those things. "They're dangerous, kid. Not for the likes of Taldan farm boys." or "One day, you are gonna lose a hand or worse." Came close to losing a finger to a wrist-sheath one day, but that's about the sum of that. Ol' Gulsvig saw my curio for gear tech and when we got done traveling back to his home in Alkenstar, he traded me off to the Temple of Brigh as an apprentice. Those inventors knew the reality of magic. I learned so much there. How to create solvents and solutions, both alchemical and metaphorical. Load bearing stresses, gravitational forces, the dichotomy of matter and energy... Things Taldan scholars would have never considered, let alone some poor thatcher's boy. The way of Brigh was clear, but I never quite felt like worship was the answer. Learning and inventing, that made sense, but a spiritual connection to the machine? Wasn't quite for me. Donnie would come and visit me during my learning there. When I hit about age 'leven, Donovan came back and gave me a formal invitation to join the Grand Duchy as a gun squire. That is where this already wild tale takes a twist!

I joined up right quick, thinking I would be serving alongside Donnie, the man who saved me from the dark with the light o' tech. Never could've been further from the truth. I got stuck in a training class with boys who had been raised to be there. Each had a mastery of firearms and weaponry. I was seeing a pistol for the very first time there. I had read about them, seen the schematics, and I knew what they were capable of. I was real shy about them too, let alone the boys around me. I failed the first twenty martial tests. Got sent straight back the Clergy of Brigh. Turns out one of the aspiring boys got killed that night. Some rumor got around that I was the culprit out of jealousy and spite. I set out fast to correct this before the Marshals hunted me down. Found one clue at the scene of the crime, a single casing with silver inlays. Now that's the thing that cued me off. Silver inlays... No Brigh craftsman would inlay silver. The metal is weak and has too low of a melting point. Had to have been some vainglorious engineer that cast this cartridge. Only two up-and-coming engies were casting cartridges in that district. In no time flat, I had the boy responsible by backtracking the sale records to his family. This is why I never buy anything but alcohol on a tab. Too messy anyways and just flat disrespectful to a true shopkeeper. Hard coin first, ya know?

Well, soon enough the Marshals caught up with me. I told them what was what. They cuffed me about the head, and drug me straight down to the jail. I couldn't understand why. It was an injustice. Turns out they hit me for being so bull headed and when I started yelling they figured I wouldn't listen to reason. Hell, back then, that was about the truth of it. Anyways, they set a group of papers in front of me. It was an invitation to join the Duchy as an investigator, not some grunt manning a bombard. I completed my training and my first field mission a year ago. Donnie himself took me out into the Wastes for that. We were to track down a group of mutants that had grafted some hard steel tech to their bodies. They went about mutilating the caravans calling themselves Ironclad. When we found them, some beast had already done the job for us. That creature was crunching on their metal-clad carcasses; could hear it from three hundred feet. As if we needed to hear it; you could see the blood trail from their last hit lead all the way to this cavern. We moved in to be sure they were all dead. Shouldn't done that. Told Donnie so 'fore we got in there, but it was no good. Gulsvig knew we had to be thorough or I wouldn't get my badge. So in we go... Donnie gunned it down in two blasts of his double matchlock. Never knew why he favored that out-dated piece, but now I know. It was designed for fighting just such beasties, and those runes glow bright when it has slain one.

When we returned, we gave a full report. Never was told what that creature was, but frankly, I don't care. I have my badge and here I am now, far away from the Duchy, here to help out Khonnir with some schematics and basic salvage here. I'll say this much though. This tech is a real find. Nothing quite like it back in Alkenstar, but we are not going to make much more progress if that fire doesn't come back. Too hard to get into some of these lockboxes we found... Oof. Looks like the whiskey is talking too much again. Best leave the rest for when I return, kids. But if you remember anything, remember this: this tech is the future. Without it and the people who believe in it, I would be some thatcher off in Taldor, dyin' of the cough so look to the stars and learn all you can.

*and with that, Gavin puts his hat back on, gets out of the chair and sets off away from the inn.*


Zahir here.

I present Chakos Hyluan.

A half elf of mixed Kellid descent, and possibly some Drow, although he has no Drow abilities. I just love this picture, and the old boy is blue.

I'll get a background written, but he is decently local, and anti-robot. Anti-Technic league.

I intend him to be an Oradin, so by 3rd level he'll be a decent in combat healer for the group.

I have a strong posting history, and will almost always guarantee several posts a day.

My god is not chosen yet. If you pick the Asmodean Cleric to play, I'll go with Sarenrae. If she could team up with Asmodeus, than so can Chakos. Otherwise who knows, something to fit in. My goal isn't to be the jerk Paladin.

Maybe Ragathiel, you don't see vengeance and redemption lumped together all that often!


I'm completely new to Pathfinder, having been drawn to the system by the Iron Gods adventure path. If I could be apart of this group, I'd like to play a Dwarven Pistolero(gunslinger) as found in the Ultimate Combat book. I don't want to start with any Tech but it definitely would be something I want to get into as the story progresses.


Here's thegreenteagamer's character:

Argug of clan Gutwrencher, a full-orc Brawler (no archetype). 6'5, 300lbs of pure rippling muscle, covered with cuts, scrapes, gashes and scars from a battle trained youth, Argug is an impressive sight to behold.

Argug is in many ways your typical orc. Brutish, physically superior, mean spirited, and close minded. He's not a fan of technology, overall, and feels that automatons such as robots or androids are blights on the face of Golarion, a threat to "natural" creatures which should be wiped out. He just doesn't see the point of much of this new tech, when in his opinion, personal effort, dedication, and raw talent can accomplish so much in everyday life.


Dotting for interest... still monkeying with a few ideas.


I worked this character up for another game, didn't get in but i still want to give the concept a try.

Nyssa Veshane:

Female Suli Fighter 1 (Pathfinder RPG Advanced Race Guide 0)
CG Medium outsider (native)
Init +2; Senses low-light vision; Perception +1
--------------------
Defense
--------------------
AC 15, touch 12, flat-footed 13 (+3 armor, +2 Dex)
hp 11 (1d10+1)
Fort +3, Ref +3, Will +3
Resist acid 5, cold 5, electricity 5, fire 5
--------------------
Offense
--------------------
Speed 30 ft.
Melee dagger +4 (1d4+3/19-20) and
. . light hammer +4 (1d4+3) and
. . longsword +4 (1d8+3/19-20)
Ranged longbow +3 (1d8/×3)
--------------------
Statistics
--------------------
Str 16, Dex 14, Con 13, Int 12, Wis 12, Cha 12
Base Atk +1; CMB +4; CMD 16
Feats Iron Will, Point-Blank Shot
Traits against the technic league (weapons), deft dodger
Skills Climb +6, Craft (armor) +5, Craft (weapons) +5, Diplomacy +3, Sense Motive +3, Swim +6; Racial Modifiers +2 Diplomacy, +2 Sense Motive
Languages Common, Draconic, Ignan
SQ elemental assault
Other Gear studded leather, arrows (20), blunt arrows (10), dagger (3), light hammer, longbow, longsword, artisan's tools, artisan's tools, backpack, bedroll, belt pouch, belt pouch, candle (3), chalk, charcoal stick, earplugs, fishhook (5), flint and steel, ink, black, inkpen, iron spike, parchment (5), scroll case, signal whistle, silk rope (50 ft.), soap, string or twine, torch (3), trail rations (3), waterskin, whetstone, 11 gp, 3 sp, 1 cp
--------------------
Special Abilities
--------------------
Against the Technic League (Weapons) +2 weapon damage vs. targets you know are associated with the Technic League
Earplugs +2 save vs. hearing effects, -5 hearing-based Perception.
Elemental Assault (1d6 Acid/Cold/Electricity/Fire dam, 1 round, 1/day) As a swift action unarmed strike/held weapon is wreathed in energy and deals extra damage.
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Energy Resistance, Fire (5) You have the specified Energy Resistance against Fire attacks.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.

Appearance:
Nyssa is tall(5'9") and athletic(139 lbs). Her mass of dark red hair is pulled back in a thick braid when she is at the forge, or adventuring. Nyssa's pale-blue eyes make a sharp contrast to her darkly tanned skin. Nyssa has a pretty face and shapely figure. She possesses a clear gaze and authoritative tone of voice that command peoples attention.
Nyssa wears black armor and cape over her dark blue clothing.
She wears her quiver, and hammer at her belt and her sword scabbarded on her back, along with her yew longbow, when she does not have it in hand.

Background:
Nyssa watched Technic League agents murder her father and drag her mother away. She was only five years old, there was nothing the little girl could do. The agents might have taken her too, but Zandarg Orb, a paladin of Iomedae arrived on the scene. Rather than do pointless battle with the paladin, the agents beat a hasty retreat.
Zandarg took Nyssa back to castle Urion. At that crusader stronghold, Nyssa was trained in martial arts as came of age. She did not find the paladin's code to her liking, much to Zandarg's dismay, but she did exhibit an aptitude for smithing, so she was allowed to stay. The castle's armory was always at at work. Nyssa had always heard of the forge at Torch. Finally she decides to see the wonder for herself. Perhaps she can find a smith there who can teach her more of the art.

Personality:
Nyssa was taught the value of justice, fair play, and kindness, while she was at Castle Urion. However she is a free spirit, valuing freedom more than anything. She harbors a grudge against the Technic League. As far as they are concerned, the ends justify the means, every time.
Nyssa is passionate about her smith work, but she values her social time as well. Nyssa loves to dance, drink and tell tales in the taven after work.


Come, talk a walk on the dark side. Let Rosa show you the delights of the 9 Hells
The fun of the burning pits, the musical screams of the dammed, Go on, you know you want to.

Description:

Your eyes come across a 7'1'' and some 120lb feet tall willow thin silver finely scaled Albino, {She has no Horns) tailed, white animated haired, silver orbs for eyed hell spawn . Tall as she is Rosa walks with grace and pride, and always keeps herself clean and well kept. In dress she likes silver, blood Red and Blacks, Age wise she looks around 30. Shes well spoken and if you talk to her for a wile, she comes across as charming, ruthless, with a sharp mind and wit. But never ever forget, Rosa is a cold hard Sociopath of law, she may seem to be have feelings like yours but its an act. What ever she is feeling it's nothing like human. You see Rosa is not in any way a Tiefling who lives in shame, Rosa dos not hide who and what she is, in the robes of Asmodeus, she is lawful evil and seems proud of it. If you have a problem with that why not take it up with her and her devil lord.

Short Back story:

You can ask her about her past, she will stop what ever she is doing,, look long and hard at you, fixing you gaze with her cold silver orb eyes, An inhuman look. Then she will move on, saying nothing, as if she has seem all she needs to of that question.


Okay Linpul is all finished up, although will need some help from the gm if accepted because of the trait local ties. I've never played a gnome before, this seems like a decent way to do it.


Howdy Demonmoose,

GM Niles here and I'm pretty active on the boards. I've got a long running Falcons Hollow based PbP as well as a Wrath of the Righteous PbP currently in book 2 and I'll be starting an Iron Gods PbP shortly with my Hollow players.

Are you ok with someone having knowledge of the AP while playing? If so I'd like to present myself for inspection. I post 2-3 times per day in all my GM games so I check the games I'm playing in at least that often.

I won't post crunch here unless chosen, because you are recruiting players, not a bunch of stats. I'm ok playing any type of character.


-Average starting income, or you can roll it if you prefer. I'll take average (70) so its 80 less. No greatsword and 30 coins to be subtracted and he is ready to go.

I have plenty of time, and the GM speeding things up when necessary is great.


Chillblame here. This is my submission for the game, Alexis, a Arcane duelist bard.
I'll do the background soonish.

Are we allowed drawbacks?


Here's my submission Aurusk "Demonscarred." I took average gold.


GM, as a GM on here [I have more than one GM alt]
RosaLuminnuss Just about done, need to tot up gold,
3 traits 1 Drawback

Her job is to keep the party alive, cus I see a lot of second line submissions, that's why I made Rosa as a front line hard hitter and a cleric. She can heal and harm. None of that Cure Light Wounds rubbish, no she's going ta fix them up with some nice infernal-healing. Then she likes to sling Fire Balls, cup things up with her Black Hell Blade Great sword Ye she's uses one[/i], with good AC and some other neat stuff, o and she can deal with swarms, [ooc]Got to love channelling Neg. She's the kind of lady you want in front of you in a fight. Cuz she's as scary as the hells balls and kills with unfeeling ruthlessness you just have to admire. Ok! ok!, Yes She's LE but she's more Lawful than Evil, I will be playing her that way. So come, on let a little evil into your life.

So that's why I made her.

PS
I took average gold as well 140+900 Trait.

If you need any help with PbP stuff, just PM me, more than happy to help


I'd also be willing to play a Dwarven Foehammer (Fighter) for the sake of getting a front line combatant into the mix. I'll create both characters and post them up this evening.

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

Welcome to PBP, Demonmoose.

I highly recommend Building a Better Doomed Hero: Painlord's Advanced Play-by-Post Play as a great resource to learn more about running a good PBP. Lots of great advice there.

Feel free to ask questions; in my experience, the board's PBP GMs really enjoy doing it (I tend to enjoy my games I'm running as much if not more than the ones I'm playing in) and enjoy encouraging others to run games.

Also, with all due respect to Rednal, I find five players is the sweet spot for PBP. Any fewer and if you have to DMPC/skip a player, that's a quarter or more of the group. Any more and I find then you do start waiting for a couple people to post and it holds things up. I find with five players, I'm typically at most DMPCing 20 percent of their actions and usually have solid groups I don't have to wait on.

My first rule of PBP GM'ing? Momentum is EVERYTHING -- too slow and people start responding more slowly, which means the GM posting rate is likely to start dropping off and it's a vicious cycle. Establish how often you're going to post and stick with it. It's fine obviously if you're going to go on vacation and let everyone know there'll be a couple weeks without new posts, but other than that, I recommend working REALLY hard to make sure you get to post every day or two. Whatever your rate, though, stick with it.

Other thoughts: Make sure it's clear in combat who's turn it is -- I personally like doing round-by-round, which I think makes it easier, but that's not for everyone. If you don't do it that way, I recommend finishing each round of combat by reminding players who's up next. It just helps keep momentum going.

Use your discussion thread to talk to your players. Make sure you're all on the same page with expectations and especially early on ask what's working and not.

Good luck!


@Motteditos: nice advise, and very clear in key points.

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

Whoops. Except I see now I screwed up that link. Sorry about that. :/

Let's tru again: Building a Better Doomed Hero: Painlord's Advanced Play-by-Post Play


Here's a brawler for consideration. Might need to adjust equipment, made for a different PbP. Tanky front line fighter type.


Alexis Ravani wrote:


Are we allowed drawbacks?

Yep 2 Traits + 1 drawback for a 3ed trait.


Great characters, everyone. Keep the submissions coming (so my job is harder, lol).

Let's make Tuesday, August 26, 2014 the last day for character submissions. I'll use Wednesday for analyzing and selecting party members.

My selections will be based on interesting characters and possible interactions. Posting backgrounds and making characters will help. Please make characters that you really want to play, not just ones that you think are needed.

Thanks for the interest.

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