You’re not quite sure how things have escalated so quickly.
One minute you’ve decided to do something about Torch’s problems, the next you are surrounded by like-minded individuals, people of all types: adventurers who have heard of the town’s plight, or townsfolk themselves, and have formed a group at the Town Hall. Wooden desks, wooden floors and a banner of the town's purple flame are what you see.
In front of you is Dolga Freddert, a dwarven aristocrat, one of the five councilors of Torch. It’s been a few days since all the trouble started.
She looks at all of you, assessing you with sharp eyes while stroking the adamantine warhammer on her lap, and snorts. With a loud voice she announces to the crowd,
"Well, well, well. What have we here? Another group of adventurers to try their luck at fixing our town. If it were up to me, I’d go solve the problem myself, but," she looks at all the empty desks beside hers, "everyone is either missing or unavailable, leaving me to do all the leading."
"The main thing, of course, is to find Khonnir Baine and bring him back alive. There’s 4000 gp in it for you. If you can also rekindle the flame, well, I’ll throw in another 4000 gp. Any questions?"
A large bald man with adorable dimples and broad smile is the first to voulenter, he approaches the dwarf woman and addresses her in a deep voice, "I am Derlin, I offer my blade. My faith has moved me to this town for this purpose. By her healing flame I'll See Khonnir Bain back in his shop and rekindle the flame as well." the handsome man says. He wears a large curved blade on his back and is armored in an exotic mix-match of mirrored steel plates fastened together by leather and hide straps.
If you're local you may recognize Derlin was a missionary archeologist from far away. He's kind and jovial but prone to
fits of temper. He is always willing to chat about life, one's destiny and Serenae's forgiving flame.
"Who will come with me friends? A magnificent place such as this and an upstanding citizen like Bain is surely worthy of our time!" the statuesque foreigner bellows in a tilted common accent.
Male Human Brawler 3 ... | AC 20 T 13 FF 17 | HP 5/29 | F +5, R +6, W +2 | Init +3 | Perc +6
A largish man comes forward, right after the bald one proclaims his interest. He has a large shield on his back, some daggers arrayed on his belt and some vials poking out from a pouch. The leather armor he wears is a little ragged and you can make out intricate tattoo's on his right arm.
"The name's Bran and of course I'll help. Khonnir has to be alive and we will find him." Bran says. Bran paused for a moment to about to say that the money would be unnecessary but then remembered about the bar he broke last week....and the week after that....and that man's healing bills....might be better to accept the money. Khonnir would probably view it as him trying to get his life back together. It would probably be better to accept the money, yeah.
To follow Derlin's example, local's would know that Bran is the estranged adopted son of Khonnir. Outsiders would mostly know him as a bouncer and local guard for hire in the town.
Neutrois half-orc druid (blight druid) 4 | hp 27/27 | AC 15/14/11 | Fort +7, Ref +3, Will +9 | Init +1 | Perception +13 | Fire bolt 7/7 | Ferocity 1/1 | Wild shape 1/1 | Wielding -
Something - no, someone - emerges from beneath a desk. Their skin is black and red, webbed with weeping fissures. They have no hair, and their ears and nose are short, scarred stubs, but they bare their overbite in an approximation of a smile. "I!" they say, bowing and then falling to the floor in a somersault in front of Derlin. They climb back up the Sarenite, who gets a whiff of rotten fish. "Fire help act. None watch act without because I'm Burnt One."
They look at Dolga, smile suddenly gone. "Burnt One has been given much. They must help now."
Burnt One, those established in town for more than a few days would know, is a buffoon who begs and performs for coin outside the Junkyard. Most of their act centers around slapstick and clowning around, but if given a silver they will cough, hack, and breathe out a cone of deadly sparks. They wear rags and carry few possessions but an old greataxe, which is missing half its haft.
Derlin smiles, welcoming all help! His makes no mention of any offending smells though the dazzling display of acrobatics does cause him to nod in appreciation of Burnt One's display. "I expected nothing less from our staunch guardsman or the local dare-devil! Who else amongst you has blood of heroes?" the foreign missionary bellows,deep voice filled with an inner flame. Did I mention dimples?
"It looks like you're forming a group of troublemakers to go down into those caves," the dwarf says. "You better not bring back any. Especially, not you Bran, or you Auehda."
"We want people that help the town, not make it worse."
She looks through a sheaf of papers hurriedly, signs them with quick flourishes and growls, "Blast this, Gods-be-darned paperwork!" By the size of the mound, it looks like it will take her all day.
Councilor Freddert, i have personal reasons to go searching for Khonnir, as some others here like Bran. Nodding to Bran. I assume Bran and Ibuki know each other and may be friends. I´ll also look into that thing with the flame. Waited long enough for a chance to study it directly. Who knows, perhaps i can make myself a name by relighting it. His expression grows strange, eyes glowing with anticipation, yet still clearly worried about the fate of Khonnir, he rubs his hands together.
Can we go or do we need to wait for you finishing that? Pointing at the papermountain.
Female Aasimar Life Oracle/8, Channels 5 [9], HP 60 [60], AC [22], CMB [+9]; CMD [21], Fort +5, Ref +4, Will +6, Init +1, Perception +1, Wielding Heavy Mace
A young women by the door raises her hand. "Oh! I can help! I like to help. I mean not with everything but with good things."
She moves to the front of the assembly. Trying not to step on anyone as she goes. Looking at the other adventures and Dolga.
"So... What are we doing?" She says bright eyed with a smile.
This is Vahanian and the oracle. She isn't the brightest sometimes and is prone to periods of inattention. Mainly she listens to the ghost that haunts her.
Female Aasimar Life Oracle/8, Channels 5 [9], HP 60 [60], AC [22], CMB [+9]; CMD [21], Fort +5, Ref +4, Will +6, Init +1, Perception +1, Wielding Heavy Mace
"Fire? Fire? I like fire. It gets hot though. Why are we making fire?" Val looks at Auehda, smiling.
"Oh. My name is Val, by the way, or rather Valtyra Brightsong. But most people call me Val."
"You may go, Ibuki. If you have no questions for me, then good luck. You'll certainly need it. I'll be here, filling out all these papers."
The townsfolk gathered in the Town Hall filter out of the room after seeing the latest batch of adventurers to attempt to solve Torch's crises. Dolga no longer pays attention to you and scribbles even faster at the different papers.
Things all of you know :
Extinguished Torch: The violet flame that has burned atop Black Hill for over a century has gone out, leaving a strangely seeping pit of rubble and bubbling fluids where the town's livelihood once glowed day and night.
Missing Councilor: Ever since Councilor Khonnir Baine, one of Torch's more powerful wizards and a well-liked individual, went missing on his second expedition under Black Hill, the citizens of the nervous town have edged closer to outright panic. With their hands full handling the growing refuse and waste problems in town now that their primary disposal method is gone, the town council is eager to find out what happened to Khonnir and rescue him they've made public a reward of 4,000 gp to any group that can recover Khonnir's body.
Black Hill Caves: Khonnir Baine discovered the signs of unusual traffic on the banks of Weeping Pond, and shortly thereafter, the submerged tunnel that provides access to several heretofore unknown tunnels under Black Hill. His emergence from the caves with a deactivated semi-humanoid automaton sparked worries that something strange might be going on in the caverns, but when he failed to return from his second expedition a few days ago, those worries turned to outright fear. Several other adventuring parties have gone missing in the caves, and Torch finds itself running short on new volunteers.
Male Human Brawler 3 ... | AC 20 T 13 FF 17 | HP 5/29 | F +5, R +6, W +2 | Init +3 | Perc +6
As the group slowly follows the citizens leaving the building, Bran says, "Well, we can gather some information or head straight to caves under Balck Hill. Only person I know who may know anything though is Khonnir's daughter...."
Ibuki remains seated untill the townsfolk left and then joins Bran.
Might as well start there. Might be we find out something new, something we oversaw so far. Might be best we get some supplies and gear suited for going down there too first. Want at least some light with us i gather.
Female Aasimar Life Oracle/8, Channels 5 [9], HP 60 [60], AC [22], CMB [+9]; CMD [21], Fort +5, Ref +4, Will +6, Init +1, Perception +1, Wielding Heavy Mace
Val moves up' "Light? Oh i can do light!" She says with a smile to Ibuki.
"Lets go find this guy!"
You head west from the Town Hall, cross the bridge (north atop the large hill is normally where the purple flame shoots up) and find yourselves at the Foundry Tavern, where Khonnir lives. East of the tavern is a foundry, hence the name, that Khonnir rents out to smiths shaping skymetal. Slightly north of the two buildings is Khonnir’s residence.
The tavern itself is usually busy and filled with merriment as it is a popular place to hangout, however it seems closed today. The foundry is also closed as there is no smoke billowing from its chimney. Bran and Ibuki know that Val closed both after her father’s disappearance.
Before you can get any closer to the three buildings, you hear a loud crash from the northern stone building and a female scream. You see a young Kellid girl dressed in machinist’s clothing fallen on the ground, looking up at a metal construct . It whirls its four metal arms and appears to be getting closer to her…
The metal construct shudders violently as it moves towards Val Baine. Electricity runs along exposed circuits, wires and metal. It whirls its arms at Val but doesn't hit her.
Neutrois half-orc druid (blight druid) 4 | hp 27/27 | AC 15/14/11 | Fort +7, Ref +3, Will +9 | Init +1 | Perception +13 | Fire bolt 7/7 | Ferocity 1/1 | Wild shape 1/1 | Wielding -
Auehda gasps. Junkmetal moving! They point at the automaton, flame coruscating around the already-charred digit, and grunt as a dart of fire shoots towards their target's chest.
Auehda's fire strikes the metal creature in the chest. Wires, metal and circuitry becomes blackened and small tendrils of smoke billow out from its central frame.
2 damage to robot. Auehda is about 10 feet away from both Val and the construct.
Val scrambles on her hands and crawls backwards about 10 feet. She takes out a metal object from her mechanic's suit and throws it at the robot, but it only bounces off its metal frame.
Male Human Brawler 3 ... | AC 20 T 13 FF 17 | HP 5/29 | F +5, R +6, W +2 | Init +3 | Perc +6
Bran mutters under his breath, "Damn it, what did she get into now." Bran charges the construct and attempts to stop the machine with a low kick to one of it's legs.
Attack for my punch is 5 + 2 for charge. Current AC is 14, 10 + 3 Armor + 3 Dex - 2 Charge penalty. I wasn't sure if I could draw my shield as a part of the charge. Will draw it next turn if it comes to it.
Ibuki moves 15 feet north east to better see the thing and mumbles some arcane words. Daze DC 13, Constructs are susceptible to enchantment (compulsion) for me.
Bran charges across the battlefield, and kicks at one of the construct's three feet. He manages to knock the foot completely off, sending it crashing into the window of Khonnir Baine's house.
The robot shifts its body and manages to keep itself upright.
Ibuki Engineering:
An assortment of different tools are grafted onto the robots arms like strange hands. This repair drone is severely damaged. You notice a net-gun launching attachment on its arm, however there are no nets for the robot to fire. There is also a component inside the exposed cavity that looks to be responsible for healing the robot and other robots, however it is heavily damaged and not likely to function.
You may ask two questions.
Daze save:1d20 + 0 ⇒ (1) + 0 = 1
As soon as Ibuki casts his magic, the robot stops twirling its arms.
Charging across the floor Derlin takes a massive two-handed swing at the...thing! At the last second his blade turns aside to deliver a non-lethal blow.
Attack, Non-Lethal, Charging:1d20 + 5 + 2 ⇒ (11) + 5 + 2 = 18 Damage Flachion, two-handed:2d4 + 7 ⇒ (4, 4) + 7 = 15
If hit, Intimidate via Free Action(Enforcer Feat)
"Get away from the girl!" the large bald olive-skinned man bellows at the offending...thing!
Intimidate:1d20 + 10 ⇒ (16) + 10 = 26
Wow, that enforcer feat is pretty good. Too bad robots don't know fear.
7 damage and 15 nonlethal damage.
Derlin swings his falchion, using the flat of the blade to strike the construct. The sound of metal rings out and the drone shakes. It points its red central eye at Derlin, and it glows with a brighter intensity. An artificial voice escapes from its center, slightly obscured by the sound of electricity sparking along the drone's body.
Androffan:
"Cease your violence, citizen. You must be repaired."
Derlin translates quickly for those gathered,
In Androffan and then in common to tranlate;
"We have the required authorization, white?"
Only in common,
"It's an artifact, with some sort of programming or... sentience?. Please, let's try to subdue it or not destroy it ok? All life has a purpose, if this is life..."
"Its saying something about contacting 'the Divinity Staff'? What is that? It wants some sort of authorization!" the translating archeologist continues to babble.
Female Aasimar Life Oracle/8, Channels 5 [9], HP 60 [60], AC [22], CMB [+9]; CMD [21], Fort +5, Ref +4, Will +6, Init +1, Perception +1, Wielding Heavy Mace
Valtyra draws her mace walking between the robot and the girl.
"Are you ok?" She asks Val over her sholder.
Move action to draw mace, second move to get infront of the girl. If i cant make it there in one turn ill get as close as i can.
Where did you learn that langauge? Ibuki looks amazed and puzzled. Clearly he didn´t expect Devlin to speak an ancient and alien tongue. It only lasts for seconds though. He rushes to Val.
Why do i instantly believe you did not do that. Smiling. You look dashing though.
Repeating the arcane phrase from before Daze DC 13 he holds out a hand to help Val get up.
Male Human Brawler 3 ... | AC 20 T 13 FF 17 | HP 5/29 | F +5, R +6, W +2 | Init +3 | Perc +6
Bran pulls out his shield and yells at Derlin over the cacophony of the fight, "Unless you have some way of getting this thing to shut off, it's probably better to just scrap it and figure out something to salvage it later."
Bran lays into it with his shield and places himself between the machine and Val/Ibuki if possible.
Female Aasimar Life Oracle/8, Channels 5 [9], HP 60 [60], AC [22], CMB [+9]; CMD [21], Fort +5, Ref +4, Will +6, Init +1, Perception +1, Wielding Heavy Mace
"Just stay behind me. We will protect you." Valtyra says to Val. She watches the fight seeing if anyone is hurt.
Ready to channel if anyone gets hurt or hit the robot if it comes closer.
"I'm a Serenite Archeologist. My masters taught me their tongue before sending me here to dig for artifacts - mostly to read any engravings or printed words but I speak it's ancient language. Please, do not misconstrue knowledge for malevolence my dashing friend. We are all here for virtuous purposes." the exotic warrior says.
The construct stops moving again after being hit with Ibuki's magic. Bran backhands the machine with his shield, breaking off another of its arms. A bolt of fire flies from Auehda's hands and strikes the metal creature in the leg. It blackens the metal.
When Derlin slashes the creature with his falchion, he turns the blade so that the dull end slams into the creature's central eye. A crack forms on the lens and the light fades. The repair drone's body sinks lower in a crouch and its arms and hands point downward.
"Is everyone ok?" Derlin asks, eyes affixed to the heap of disabled artifact. "Where did this come from?"
Stooping low, the olive-skinned archeologist runs his fingers over the heap,looking for any identifying marks.
Perception:1d20 - 1 ⇒ (3) - 1 = 2
Derlin looks at Val, "Please, tell us everything."
Does it look completely destroyed or just disabled? If the latter I will suggest to the others that we find somewhere to put it, or a way to bind it should it wake back up.
Neutrois half-orc druid (blight druid) 4 | hp 27/27 | AC 15/14/11 | Fort +7, Ref +3, Will +9 | Init +1 | Perception +13 | Fire bolt 7/7 | Ferocity 1/1 | Wild shape 1/1 | Wielding -
Burnt One stands with Valtyra between the monster and Val, watching closely in case the thing gets back up. They watch Derlin, then approach to look as well. "Can I help?"
Derlin cannot tell if it is destroyed or disabled.
Val looks flustered. Her cheeks are burning red. She wipes away the hair, grease and tears from her face with the back of her hand.
"Well, I was trying to fix it, but nothing I did worked. Dad was missing, so I thought maybe it could tell me clues about what happened to him. I tried everything to fix it. I noticed that the batteries in the power core were broken, so I tried to pull them out. I used grippers, grease, oil, I even tried to smash them with my hammer, but nothing worked."
She raises her hands up and sighs.
"So I went to the kitchen to make a sandwich. Then it just started breaking things in the house, so I told it to stop. I threw a wrench at it. Then it started chasing me."
"Yes, Burnt One. Can you tell if this thing is broken, working, is it a living thing? It's a wreck, I tried not to break it..." the big man looks conflicted and a bit worried.
Derlin sighs.
"Somehow, I always seem to break everything!"
Healing Flame, what have I stumbled upon...guide me, please.
Female Aasimar Life Oracle/8, Channels 5 [9], HP 60 [60], AC [22], CMB [+9]; CMD [21], Fort +5, Ref +4, Will +6, Init +1, Perception +1, Wielding Heavy Mace
"How could it just come to life? What was your father working on?" She asks Val. Looking to see if anyone is hurt.
"It's only disabled then? And just a tool?" the missionary asks, "Is there somewhere we can lock this thing up Val? Perhaps some heavy rope or chain to bind it. We should secure this somewhere and set out to find Khonnir right away. He may hold the key to unlocking this mystery?" Derlin asks a'loud.
"Burnt One, you have my thanks."
Derlin isn't / wasn't sure if these creatures qualified as sentient or alive, he holds all life in great esteem, taking it only if forced.
"I don't know how it activated. Even if someone had some kind of remote control, this construct didn't have energy."
She sighs, looking around and wondering if any of you understand what she is saying.
"You believe me, right Ibuki? Anyway, dad was trying to figure out why the torch went out. So he took a group of people and went underneath Black Hill through the recently discovered passage beneath Weeping Pond. He came back with this robot, then left again and he hasn't come home yet..."
Val motions to the Foundry. "I think there's some rope in the Foundry. Ibuki and Bran know their way around. I closed the Foundry and the Tavern down ever since dad left. You can store it there. If you all are looking for my father, please use the Tavern as a base of operations. There are rooms for sleeping and we have some food there. Just don't drink the alcohol without paying, we might be running low on supplies."
Well, now you have the knowledge of a teenage girl to determine whether it's alive or not.
Neutrois half-orc druid (blight druid) 4 | hp 27/27 | AC 15/14/11 | Fort +7, Ref +3, Will +9 | Init +1 | Perception +13 | Fire bolt 7/7 | Ferocity 1/1 | Wild shape 1/1 | Wielding -
I don't think anyone could have been hurt except Val, and it seems like she's intact.
Burnt One tries to look empathetic as Val explains, but really can't understand what the woman is trying to explain. "It got power? Like magic?" They look up at the torch. "I need to light the fire too. Just go into pond?"
"Beneath the Weeping Pond is it? We should head there right away. Could you tell us how to get to the discovered passage? What do you all think, the sooner we get down there the better our odds of bringing back Khonnir and his companions I think." Derlin asks, sweeping his eyes across the gathered company.
"Val would you mind staying here in case he comes back while we're gone searching for him? Stranger things have happened and I'd hate for him to come back to find you missing as well as a locked up malfunctioning artifact in some closet." the archeologist asks the young girl.
Currently looking for 2 to 3 players to add to Team Orange.
Starting on Book 3, Iron Gods AP.
Please submit a Level 6 character, 20 pt buy. Any Paizo classes and races are available, including unreleased stuff, like Occult classes. I will also consider third party stuff if it connects with the fiction.
You may choose 2 traits, or 3 with a drawback. Purchasing is wealth by level, so 13000 gp. You may also purchase technological items if you are from Numeria or a technology region, like Alkenstar.
Current characters are a paladin/skald of Ragathiel, an *Oracle of Life* and a samurai. You can take a look at the characters and message me or post here for questions.
Should be starting in a week or two, depending on current roleplaying.
Well I know that Both I and the Samurai are melee based and frontline, that may change. The Oracle of Life is healer+ support but she could smack a face or two.
An Arcane is needed obvious and likely you are not the only one who would want to use/will use a chainsawlike weapon. With the gunner Charges would become an issue.
Well... Savage Technologist, unlike Gunslinger, gets Gun Training with all firearms instead of just one, and thus can cycle effectively between weapons when the fancy ones run out of ammo. I'm also trying to decide between going TWF or Two-Handed Vital Strike, with the latter option using only one weapon charge each round.
A Technologist can also fight half-decently with a melee weapon, in a pinch, but would most likely have less interest in chainsaws.
So, here are my questions...
@Yvell (or other group members): If I created a half-orc character and was considering taking Amplified Rage, should I dip a level into Cavalier so that I can Tactician it to the rest of y'all during a Raging Song? That seems like it could be a neat trick, if more than one character would benefit from it (there's easier ways to do these things if it's only one character).
@GM (sorry, hope this isn't too many questions—I think they're generally applicable to everyone):
1. Are you looking for full crunch, or just description and story?
2. Any special house rules I should know about regarding technology, feats, or skills?
3. Do the normal rules for starting wealth (no more than 1/4 on one item, I believe) apply, or are you waiving that since we have the opportunity to buy big honking tech items?
4. How do you feel about retraining before game start, if I do it within the Ultimate Campaign retraining rules and spend some of my starting gold on it (specifically, since feat retraining is the only way for a non-fighter to get Vital Strike at level 6)
5. Should I expect access to advanced or modern firearms, or is that not the sort of technology we'll find lying around in Numeria?
5. Firearms tend to be more advanced than modern, like energy weapons that use batteries. If you want modern firearms, you probably will need to make them yourself as a gunslinger.
Assuming a similar case with the older players the rule were no more than 1/2 can be spent on one item is mainly to stop a character coming in with a weapon or item other existing ones would have had to decide to go the Entire game up to that point without. I believe we can restructure as well.
As far as your Idea it wouldn't really work all that well because tactician only lasts about 4 rounds, so anytime you would want to use that you would have to worry about bouncing up and down in con and possibly losing it for the bossfight or whatever you would use.
I would at last Advise Quick Draw.
Fair enough. I'm interested in using a Ring of Tactical Precision to share Amplified Rage instead of Tactician, but after talking with the GM that'll be a wishlist item for further down the line.
Meanwhile, Quickdraw is excellent and definitely an important part of the concept.
I don’t know the exact story of the campaign so far, so I’ve tried to create a backstory that I assume fits as someone the party would bring in to help with their goals—feel free to offer advice or changes
Personality and Description:
Grammanar is something of a cross between an orc and a porcupine. Standing over six feet tall, his armor—scratched and dulled to hide the sheen of mithral, but still in excellent condition—is criss-crossed with weapon belts and bandoliers. On his back, he carries two forked spears, one long and one short; a quiver holds three shorter throwing spears, and two long knives are strapped to the outsides of his boots, with two more hidden inside. From his belt dangle the ends of a whip, net, and grappling hook, while twin shoulder holsters sport a large pistol and a short blunderbuss. The tall trail pack he carries has been heavily modified, and the spindly legs of a tall gun carriage peek out of the top.
This, at least, is what he looks like when he wants to make an impression. Most of the time, Grammanar travels with a long brown cloak thrown over his shoulder, his face hidden under a hat and several dusty shawls. When he travels, he is a speck on the landscape, quickly hunching down into a large clod of dirt hidden behind a nearby boulder whenever he spots movement, following game trails and forgotten roads back and forth across Numeria. If possible, he prefers to fight from cover, taking carefully aimed shots with his carriage gun, but when cornered he fights with whatever’s at hand, flying into a blind rage as he hurls spears and gunfire alike, using the whip he carries to quickly snatch any advanced weapons his attackers might carry—in a pinch, he’s even learned to protect himself with rocks and sticks when his ammo runs out. He’s had only a few run-ins with robots, preferring to sneak past their predictable patrol routines, but he’s found that they go down eventually, as long as he slows down to aim for weak spots in their armor.
Grammanar is not cruel; but he is also generally untrusting, working alone so far since the death of his mentor. He has seen enough hardship to find small gestures of kindness a waste of time, and he has little patience for prayer or procedure. Carrying tusks of impressive size, his laser-scarred face and leather eyepatch are a bit of a grisly sight, though they tend to earn him grudging respect from the hardened barbarians of Numeria’s lowlands.
Backstory:
Grammanar was born on the borders of last wall, the unlucky child of an orcish raid from Belkzen. Raised in a series of crusader barracks, he learned weapon skills for an early age, though his heritage quickly earned him enough mistrust to rarely train in the same place for long, instead picking up a mixed and undisciplined fighting style that served him well when he was old enough to serve in the army. Rather than fitting into a regular regiment, his superiors in Vigil employed the young Grammanar as a scout and skirmisher, foraging unseen into Orcish territory where, in the worst case, his brutish appearance helped him avoid suspicion from scattered patrols.
One day, an aging commander asked Grammanar to try out a new weapon; a curious and foreign object that appeared to kill, at range, without sound or projectile, only a ray of light. The weapon was part of a set of Numerian artifacts the commander had acquired, and Grammanar soon discovered he had a knack for dealing with such devices; an intuitive understanding rather than an intellectual one, perhaps aided by his years of practice with a wide variety of weapons and tools of all sort. With Grammanar quickly demonstrating the proper use of a laser pistol, his commander offered up a confession—as new recruits to the crusader nation continued to dwindle, he had been tasked with the quiet project of finding new and better weapons to use against the encroaching orc hordes.
Soon, Grammanar had been set up with Clockfather Riley, a young and ambitious priest of Brigh convinced that victory for the orcs of Belkzen would strike a worrying blow against technology and progress across Avistan. With Grammanar commissioned as his bodyguard and scout, the Clockfather led an operation to bring skymetal weapons and adamantine armor from Numeria to Lastwall, occasionally smuggling the occasional artifact out from under the gaze of the Technic League. The dangers of Ustalav and the Upper Sellen bothered the experienced scout little, and he learned to craft his own primitive firearms for use in self-defense. Over the next few years, Grammanar and Riley, the Gunrunners of Lastwall, moved far more adamantine—and the occasional smith who knew how to work the stuff—out of Numeria than anyone had expected. In the town of Torch, they found a powerful ally—the wizard Khonnir Baine, sympathetic to the church of Brigh and the spread of technology, who provided the two with information on Technic League patrols, sealed weapon vaults to raid, and tips on forging skymetals and evading robots and ancient traps.
And then, on their most recent trip to Torch, Khonnir was nowhere to be found, with foul play suspected. Troubled, Grammanar and the Clockfather found themselves returning from a trip mostly empty-handed, and decided to investigate an underground cache of weapons near the town. It was here that the two were caught by a Technic League ambush—dour sorcerers who shot before asking questions, bringing down the old priest in a barrage of sudden laser-fire and gravely injuring Grammanar in the process.
Since then, he’s been on the run. With his extensive skills and experience in scouting, fighting, and evading traps and robots, he’s looking for work, answers, and revenge.
Character Role:
- Grammanar is a ranged switch-hitter, able to fight at close range or far range, fire many quick shots or a few powerful slow ones against resistant enemies. His damage output is pretty good, and with Quick Draw and Vital Strike, he can easily switch between the weapons he carries as needed, conserving the costly ones for single powerful shots.
- Good at disabling technological traps. Highly skilled at Perception and Stealth, he can also make a decent scout.
- Can use most technological weapons extremely well, able to avoid the penalties for broken objects and avoid consuming charges or causing glitches several times per day. While he doesn’t have any tech weapons with him at the moment, he’ll be quick to make use of any such spare gear the group picks up.
- With decent defenses and excellent saves, Grammanar is less frail than a normal ranged character; while not a massive tank, he can provide melee back-up as needed. Reasonably self-sufficient as a character, and eventually (with teamwork feats and rings at some higher level) be able to buff everyone else who’s raging.
- Superstition, Witch Hunter, and readied range attacks make him a pretty effective anti-caster character, for picking off those pesky Technic League Sorcerers from a safe distance.
About the Player:
- I’m a relatively active player, and have never left a PbP game in which I was a PC. I’ve got a bit of a fondness for fantasy games in post-apocalyptic or forgotten-technology settings, but with the massive rush of interest a few months back I decided I didn’t want to be part of the manic land-rush that was the recruitment for the first online Iron Gods games. Looking a bit at this game, it looks like you’ve got an awesome group going of active players and dedicated role-players whom I would enjoy being a part of.
- This character's appearance—but not his personality—may be slightly inspired by the classically absurd Warhammer 40k orks.
Character Stats (will format better if picked):
Feats: Rapid Reload (Double Pistol) (1), Quick Draw (3), Vital Strike (5, retrained)
Bonus Feats: Gunsmithing (Gunslinger 1), Two-Weapon Fighting (Technologist 1, only with certain weapons)
Feat Plans: Point-Blank Shot (7), Precise Shot (7, with Fighter dip), Rapid Shot or Deadly Aim (9), Furious Finish (eventually?), eventually Amplified Rage + Ring of Tactical Precision; possibly Butterfly’s Sting with a Keen weapon
Traits: Local Ties (Disable +1, class skill, pseudo-Technologist), Coherent Rage (Stealth while raging), Deadeye (Orcs of Golarion; +2 Perception); Burned (Drawback)
Str 14
Dex 18 (20 with belt)
Con 14
Int 10
Wis 14
Cha 8
Offense:
Speed 30’, Init +5
Gains Two-Weapon Fighting with gun and melee weapon
Gains +2 damage vs spellcasters or monsters with SLAs
CMB +8, or +10 whip disarm
No penalties for using improvised or broken weapons
Guns:
+1 Double-Barreled Pistol +12/+7 or +14/+9 raging (1d8+6/+8 raging), 20’ increment
+1 DB Pistol, rapid discharge +8/+8/+3/+3 or +10/+10/+5/+5 raging
+1 DB Pistol vital strike +12 or +14 raging (2d8+6/+8 raging)
Double Hackbut +12/+7 or +14/+9 raging (2d12+6/+8 raging), 50’ increment, requires set-up
D Hackbut vital strike +12 or +14 raging (4d12+6/+8 raging), 50’ increment, requires set-up
Broken Blunderbuss +9 or +11 raging vs. 15’ cone (1d8+6/+8 raging), 10’ increment
Melee:
Attack bonus (for all current melee weapons):
Melee attack +8/+3, or +10/+5 raging
Thrown attack +11/+6 or +13/+7 raging
Damage:
Trident (1d8+2/+4 raging), Whip or Dagger (1d4+2/+4 raging), Shortspear (1d6+2/+4 raging), Ranseur (2d4+3/+6 raging)
Defense:
HP: 66 (5d12+1d10+20 con)
AC: 21 or 22 raging, 23 with shield (Dex +5 or +6, Armor +6, Shield optional +1)
T: 15 or 17 raging, FF: 16 or 17 with shield
CMD: 23 or 27 raging
Fort: +8, or +12 vs spells while raging
Ref: +8, or +10 raging, +14 vs spells while raging
Will: +3, or +5 raging, +9 vs spells while raging
Rage:
16 rounds/day
+4 Str, +4 Dex, +2 Will
Superstition (+4 bonus with favored class)
Witch Hunter (+2 damage vs anything with spells or SLAs)
Spend 2 rage rounds for +2 Diplomacy
Deeds:
1 grit to use 1 fewer charge when firing *any* technological weapon
1 grit to prevent a firearm glitch
Racial Abilities:
Beastmaster (+2 to Handle Animal, proficient with nets and whips), Darkvision 60’, Scavenger (+2 Appraise, Perception vs traps/secret doors), Fey Thoughts (Diplomacy and Stealth as class skills)
Favored Class:
3 to increase superstition bonus; 2 to increase rage rounds
Perdix is a scholar out of Oparra who has traveled extensively studies the ruins of the many ancient civilizations of the Inner Sea region. Jistka, Ancient Osirion, Thassalon, and even ancient Azlant are all familiar to Perdix, in his researches. He is well known in the museums of his home city, often hired as an expert in authenticity of artifacts. One day he was summoned to the Blackrose museum to inspect some new artifacts. They were completely foreign to Perdix, which was a first for him. asking where they had come from, he learned they were tech artifacts from Numeria. This was a whole new vista of investigation opened up before him, and he immediately organized an expedition to the far north land. He has been poking around in Numeria for some time now, and has only barely managed to avoid severe punishment from the Technic League for probing into places he should not go. Their evident disfavor of his efforts has caused his supply of henchmen to dry up, and currently he is looking for some support so he can resume his investigations.
personality:
He looks to be the absent minded professor type, with his hair askew, his clothes disheveled, and spectacles perched on the end of his nose. He doesn't always notice things around him, but he can react with alarming alacrity nonetheless. His best friends are generally his books and his pet scorpion, kept in it's pouch. He doesn't particulary like to use his arcane abilities for violence, rather for protecting himself and his expedition members, or to reveal secrets he wishes to know. He is genial in a rather forgetful sort of way.
stats:
Perdix the scholar
Male human (Taldan) diviner 6
N Medium humanoid (human)
Init +15; Senses Perception +2
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Defense
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AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 38 (6d6+12)
Fort +8, Ref +6, Will +7
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Offense
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Speed 30 ft.
Arcane School Spell-Like Abilities (CL 6th; concentration +11)
. . 8/day—diviner's fortune (+3)
Diviner Spells Prepared (CL 6th; concentration +11)
. . 3rd—arcane sight, dispel magic, haste (2)
. . 2nd—glitterdust (2, DC 17), mirror image, see invisibility, see invisibility
. . 1st—abundant ammunition[UC], comprehend languages, feather fall, grease (2), mage armor
. . 0 (at will)—detect magic, ghost sound (DC 15), mage hand, prestidigitation
. . Opposition Schools Enchantment, Evocation
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Statistics
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Str 10, Dex 14, Con 14, Int 21, Wis 10, Cha 10
Base Atk +3; CMB +3; CMD 15
Feats Alertness, Arcane Builder[UM], Combat Casting, Craft Wondrous Item, Great Fortitude, Improved Initiative, Scribe Scroll
Traits numerian archeaologist, reactionary
Skills Appraise +9, Fly +9, Knowledge (arcana) +14, Knowledge (dungeoneering) +10, Knowledge (engineering) +14, Knowledge (geography) +9, Knowledge (history) +12, Knowledge (local) +12, Knowledge (nature) +10, Knowledge (nobility) +9, Knowledge (planes) +13, Knowledge (religion) +13, Linguistics +14, Perception +2, Sense Motive +2, Spellcraft +14
Languages Abyssal, Androffan, Azlanti, Celestial, Common, Hallit, Infernal, Jistka, Osiriani, Ancient, Shoanti, Skald, Thassilonian, Varisian
SQ arcane bond (daedalus, scorpion, greensting), forewarned
Combat Gear wand of infernal healing (50 charges); Other Gear cloak of resistance +2, gloves of reconnaissance, handy haversack, headband of vast intelligence +2, candle (2), chalk, everburning torch, hammer, piton (4), sack (2), silk rope (50 ft.), sunrod (3), tindertwig (4), 120 gp
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Special Abilities
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Arcane Builder (Wondrous Items) You have an exceptional understanding of the theory behind creating magical items. Select one type of magic item (potions, wondrous items, and so on). You create items of this type 25% faster than normal, and gain a +4 bonus on Spellcraft checks (or
Combat Casting +4 to Concentration checks to cast while on the defensive.
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Divination Diviners are masters of remote viewing, prophecies, and using magic to explore the world.
Diviner's Fortune +3 (8/day) (Sp) As a standard action, touch grants ally +3 insight bonus to many checks for 1 round.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Enchantment You must spend 2 slots to cast spells from the Enchantment school.
Evocation You must spend 2 slots to cast spells from the Evocation school.
Familiar Bonus: +4 bonus on initiative checks You gain the Alertness feat while your familiar is within arm's reach.
Forewarned 3 (Su) Can always act in surprise rounds.
Gloves of reconnaissance (10 rounds/day) Can see and hear though up to 15 ft of solid materials.
Numerian Archeaologist Roll twice when a timeworn item glitches and choose the result.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Speak with Familiar (Ex) You can communicate verbally with your familiar.
True, but neither are batteries. Technomancy and Protection from Technology are also pretty neat, though I don't know whether or not you're planning to go into the Technomancer PrC.
You just described our entire party save like one person.. I hope it goes well for you then
Yvell is a General/Militaristic A%%#%%~
Valtyra is like the Motherly one.. She recently Smacked Yvell
Muga is the Bloodknight who like to crack jokes at Yvell's Expense
Phylla is the Alien Plant Cat-like Mascot.
I do still recommend the Technomancer PrC for anyone interested in creating robots.
Grammanar is someone with local ties to the mysteries of Numeria, and probably won't be too weirded out by anything that's not actually trying to kill him.
Anycow, yeah. I have a lot of access to computers during downtime at work—usually at unpredictable times, and often for only 15-30 minutes at a time (but several times per day). Which has made me a very reliable player, and a somewhat unreliable GM (as hallows can attest), though my schedule in that regard has been getting steadily better over the last few months.
Endoralis' friend checking in, I assumed 7th level so I need to adjust down to 6th which I will do tonight after I get off work, just wanted to get a post in to express my interest.
Phylla is not a mascot. When she wants to help she does very well.
Hi all im the Life Oracle in the party. Just wanted to introduce myself here. Looks like we have some good applicants. Feel free to ask questions if you have them.
I was mostly kidding about the mascot. I cant tell if Muga is being serious but Phylla is actually a good buffer and soon after equipment, a nice fighter. She is also quite durable. If you all have a smewhat decent will save she has a Debuff ability along the lines of Save or Sucks.
THis one.. not so much. Its more dependent on use and concept than anything. Muga won't be poor thats for sure. That loot difference can be a Big BIG factor. You should be aware considering you are a martial character.
Absolutely—I just meant the wealth we get in book 3 will probably be more than books 1+2 together, as generally more loot is given out to everyone at higher levels.
I'd like to submit a sorcerer named Tazwell. He'll fill roles as an arcane caster and a partial rogue substitute.
The intention would be to change him over to the Technomancer prestige class at 7th level.
He's very good at disable device and engineering and can deal with traps and locked doors fairly well.
The requirements for Technomancer ending up spreading his feats around in a odd fashion for an arcane (Technologist, Skill Focus, and Fast Learner for more skill points), but he's pretty good at doing the things he's supposed to do.
I haven't purchased equipment yet or generated the stat block for his familiar.
Backstory:
Tazwell was born and grew up in torch. His parents were small-time merchants that died in a fire when he was eight years old.
Taz has always thought that there was foul-play involved in his parent’s death, although there was never any proof.
After his parents died, his care was given over to the church of Brigh.
Taz was a constant source of trouble. Acting out, running away, and committing petty crimes. His constant nervous energy and troublemaking exasperated the church priests.
After one extended absence, the local priest found the young man living in a hollowed tree trunk with a raccoon. Taz named the raccoon bandit and despite all efforts, the two have been inseparable since that time.
At around age 14, his magical talent expressed itself when he spontaneously cast a spark cantrip while in the midst of an argument.
In order to prevent any accidents resulting from an untrained magical talent, the church asked Khonnir Baine to help with his education. The kindly wizard did what he could, helping guide the young man’s interest in magic and technology.
Once he reached adulthood, Taz signed on with a band of traveling merchants led by a dwarf named Rorrik Cloverhelm. The merchants traveled between towns in Numeria in their large, six-wheeled wagons, peddling all manner of goods.
Their main source of profits was scavenging and reselling lost items of technology. Tazwell has seemed particularly gifted at finding and cleaning up such items. Rorrik has spent years balancing Taz’s usefulness against Bandit’s mischievousness.
Last year, during a barbarian raid on the caravan, Taz saved Rorrik’s life with a timely spell. The dwarf showed his gratitude by gifting Tazwell with one of his silver-chased, masterworked pistols and teaching him how to use it.
Recently, Taz heard of Khonnir’s disappearance and troubles. Having flash-backs to losing his parents and feeling the need to help, Taz left Rorrik’s caravan and hurried back to Torch to see if he could help.
When he arrived, he heard the story of Khonnir’s rescue and the continued adventures of his rescuers. Not being employed by Rorrik any longer, Taz has decided to track down these adventurers and seek his fortune with them.
Stat Block:
Tazwell
Male human sorcerer (seeker) 6 (Pathfinder Campaign Setting: Pathfinder Society Field Guide, Pathfinder Player Companion: Animal Archive)
NG Medium humanoid (human)
Init +2; Senses Perception +9
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Defense
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AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 43 (6d6+12)
Fort +3, Ref +4, Will +5
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Offense
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Speed 30 ft.
Sorcerer (Seeker) Spells Known (CL 6th; concentration +14)
. . 3rd (4/day)—lightning bolt (DC 17)
. . 2nd (6/day)—glitterdust (DC 16), invisibility, mirror image
. . 1st (7/day)—identify, jury-rig[UC], mage armor, shocking grasp, technomancy
. . 0 (at will)—detect magic, jolt[UM], light, mage hand, message, open/close (DC 14), read magic
. . Bloodline Arcane
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Statistics
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Str 10, Dex 14, Con 12, Int 14, Wis 10, Cha 18
Base Atk +3; CMB +3; CMD 15
Feats Exotic Weapon Proficiency (firearms)[UC], Fast Learner[ARG], Skill Focus (Knowledge [engineering]), Technologist
Traits local ties, magical knack, seeker
Skills Acrobatics +3, Bluff +8, Disable Device +16, Knowledge (arcana) +6 (+10 spells), Knowledge (engineering) +17, Knowledge (local) +6, Linguistics +3, Perception +9, Sleight of Hand +3, Spellcraft +11 (+15 spells), Stealth +3, Survival +1, Use Magic Device +12
Languages Androffan, Azlanti, Common, Gnome
SQ arcane bond (bandit, raccoon [pilferer]), bloodline arcana (+1 DC for metamagic spells that increase spell level), nervous, seeker lore, trapfinding +3
Other Gear masterwork thieves' tools, 15,900 gp
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Special Abilities
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Bloodline Arcana: Arcane (Ex) When a spell level is increased by a metamagic feat, it gains +1 DC.
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Familiar Bonus: +3 to Sleight of Hand checks You gain the Alertness feat while your familiar is within arm's reach.
Magical Knack (Sorcerer [Seeker]) +2 CL for a specific class, to a max of your HD.
Nervous When you take 10 on a skill or ability check with a penalty besides wasted time, treat it as an 8.
Seeker Lore (Ex) +4 to Knowledge (arcana) and Spellcraft checks related to bonus spells.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Speak with Familiar (Ex) You can communicate verbally with your familiar.
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 su
Trapfinding +3 Gain a bonus to find or disable traps, including magical ones.