
shrodingerscat |

Ok...let's see if i can do it right this time. Here's my submission:
1d3 + 15 ⇒ (1) + 15 = 16
1d3 + 15 ⇒ (3) + 15 = 18
1d10 + 6 ⇒ (8) + 6 = 14
1d10 + 6 ⇒ (1) + 6 = 7
4d6 ⇒ (6, 6, 5, 6) = 23 (drop the 5)=18
4d6 ⇒ (5, 6, 2, 4) = 17 (drop the 2)=15
1 reroll
1d10 + 6 ⇒ (10) + 6 = 16
Ok, so before adjustments, that gives me
16
18
14
18
15
16
pretty damn good.
Still would like to be an angelblooded aasimar bloodrager, and high CHA could make me the face, if need be.
Angel-blooded aasimar (angelkin) bloodrager 1 (Pathfinder RPG Advanced Class Guide 15; Pathfinder RPG Advanced Race Guide 84)
N Medium outsider (native)
Init +5; Senses darkvision 60 ft.; Perception +6
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Defense
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AC 17, touch 13, flat-footed 14 (+4 armor, +3 dexterity)
hp 13 (1d10+3)
Fort +5, Ref +3, Will +2; +2 vs. [evil]
Resist acid 5, cold 5, electricity 5
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Offense
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Speed 40 ft.
Melee greatsword +6 (2d6+7/19-20)
Special Attacks bloodrage, claws
Spell-Like Abilities (CL 1st; concentration +6)
1/day—alter self
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Statistics
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Str 20, Dex 16, Con 16, Int 15, Wis 14, Cha 20
Base Atk +1; CMB +6; CMD 19
Feats Angelic Blood[ARG]
Traits outcast's intuition, reactionary, stargazer
Skills Acrobatics +5, Climb +7, Heal +4, Intimidate +9, Knowledge (arcana) +6 (+8 to identify alien monsters' abilities and weaknesses), Perception +6, Sense Motive +3, Spellcraft +6, Survival +6; Racial Modifiers +2 Heal
Languages Abyssal, Celestial, Common, Hallit
SQ bloodline (abyssal), fast movement, hero points
Other Gear lamellar (leather) armor, greatsword, backpack, belt pouch, blanket, flint and steel, pot, silk rope (50 ft.), soap, trail rations (5), waterskin, 21 gp, 1 sp
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Tracked Resources
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Alter Self (1/day) - 0/1
Bloodrage (7 rounds/day) (Su) - 0/7
Trail rations - 0/5
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Special Abilities
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Angelic Blood +2 saves vs. evil effects, to stabilize while dying, and 1 damage to evil or undead if bleeding.
Bloodrage (7 rounds/day) (Su) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Claws (Su) Gain 2 Claw attacks deal 1d6 damage when raging.
Darkvision (60 feet) You can see in the dark (black and white vision only).
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.
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Outcast's Intuition +1 to your Caster Level against dispel attempts.
Stargazer Disable Device or Knowledge (engineering) +1 and is a class skill
:Sheoll is 5'10" with deep black hair of uneven lengths and golden eyes. His pale skin is covered in scars, principally around his mouth and hands, and were it not for his intimidating presence, many would consider him attractive. He has a wiry build, all taut muscle and his voice is deep and resonant, with an otherworldly quality. He moves like a hunter, an affectation from his years with a nomadic tribe, but much prefers direct confrontation to subterfuge. Anyone watching him for an extended period will notice slight ticks, and him whispering to someone who is not there...
Background: Sheoll's life had been one marked by fits and starts. His father, Aharim, had been on a mission from his homeland in Osirion to bring the word of Desna to the "heathen" in the northern lands. His group had traveled all around Golarion, preaching the word of the Starsong and of the fortune and wanderlust that was her credo.
One fateful night, his group of priests was set upon by a small tribe of trolls, Lamashites all of them, and they tore into the faithful with a great fervor. As the Fates allowed, a rival group of Kelids, barbarians all, had been tracking the trolls as they moved. The two groups were mortal enemies, and Sheoll's mother, Ishira, was a Berserk and great fighter among them. The barbarians came upon the trolls and seeing them distracted by their hunger for the "helpless" priests, they charged in. Ishira immediately saw the fire that burned within Aharim, as she and her people also worshiped Desna, but in a more elemental form; the pure white fire of the North Star. The two stood side by side, and as their enemies fell, their passion grew. With the battle over, and the wounded tended, they fell into each other's arms. They traveled for some time together, and Aharim convinced Ishira's people to return with him to Osirion. Their love was bright like a star, but unfortunately, with the fire of battle out, the flame did not last. Not long after they reached Osiron, the two parted, though as friends. Many of Ishira's people stayed in Osirion to train in the church of Desna, but feeling wanderlust, she moved on.
It was in the wildlands that Sheoll was born and under a sun that shone black. The holy men of the tribe new this to be an omen, however their sights were blurred and they could not say whether for good or ill.
For the first ten years of his life, the boy did not speak a single word, but one night Sheoll spoke in tongues, a mishmash of languages from above and below. He was set upon by the others, and though he took many a beating, his mother only stepped in when his life was in danger, such was their way. Fires must be kindled. The boy grew in strength and confidence, not brought down by his hard life, and he could feel a darkness, a wildness deep within that he worked hard to tame.
Time went on, and Sheoll aged very slowly, gathering scars, but not the ravages of time - the wrinkles and stiff joints that came to others. On the morning of his mother's death, he left the tribe, following her spirit as it crossed into the sky. Travelling across Golarion for a few more years, he was eager to learn about the world around him, and even more eager to learn about himself.
Hopefully I can play with you guys, I think this AP will be fun, and I really like the idea for this character.

aceDiamond |

Are we rerolling 7s? I thought it was rerolling less than 7. Lemme take care of that and if it turns out we were wrong, I'll take up the 7 again.
Reroll: 1d10 + 6 ⇒ (1) + 6 = 7
... clearly I need to atone for something.
Reroll Take 2: 1d10 + 6 ⇒ (5) + 6 = 11
So if I'm going skald instead of swashbuckler now, I'll set up my pre-racial scores like:
STR: 17
DEX: 11
CON: 14
INT: 10
WIS: 8
CHA: 16
With the previous scores coming from this post. If I'm not eligible for a reroll, I'll just stick the 7 in Int and put the 10 in Dex. Gonna work on a sheet shortly.

Flynn Fastclaw |

Ace, Remember that our classes are completely DEX based, so the Skald would be kinda useless. We don't get significant bonuses from your raging song and we'd have to pass on it to use some of our abilities properly. And Shrodinger, Remember that we're probably gonna be looking for a support, and we were only supposed to reroll 4d6 stats below seven.
Flynn here should have his crunch up today! The three of us are gonna talk about a backstory once we read the Player's guide.

Rednal |

Copying and pasting from the first thread for your convenience. I... guess I don't have much else to say, really. XD
Female aasimar oracle 1 (Pathfinder RPG Advanced Player's Guide 42; Pathfinder RPG Advanced Race Guide 84)
NG Medium outsider (native)
Init +3; Senses darkvision 60 ft.; Perception +10
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Defense
--------------------
AC 15, touch 13, flat-footed 12 (+2 armor, +3 dexterity)
hp 8 (1d8)
Fort +0, Ref +3, Will +6; +2 trait bonus vs. charm and compulson
Resist acid 5, cold 5, electricity 5
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Offense
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Speed 30 ft.
Ranged light crossbow +3 (1d8/19-20)
Oracle Spells Known (CL 1st; concentration +6)
. . 1st (5/day)—cause fear (DC 16), cure light wounds, obscuring mist
. . 0 (at will)—create water, detect magic, ghost sound (DC 15), light, mage hand, read magic
. . Mystery Time
--------------------
Statistics
--------------------
Str 15, Dex 16, Con 10, Int 16, Wis 18, Cha 21
Base Atk +0; CMB +2; CMD 15
Feats Extra Revelation, Prophet (Story)
Traits birthmark, charming, stargazer
Skills Bluff +5 (+6 vs. characters who could be attracted to you), Diplomacy +11 (+12 vs. characters who could be attracted to you), Knowledge (geography) +8 (+10 to identify alien monsters' abilities and weaknesses), Knowledge (planes) +7 (+9 to identify alien monsters' abilities and weaknesses), Knowledge (religion) +7 (+9 to identify alien monsters' abilities and weaknesses), Linguistics +4, Perception +10, Profession (barmaid) +8; Racial Modifiers +2 Diplomacy, +2 Perception
Languages Celestial, Common, Draconic, Elven, Hallit, Sylvan
SQ mystery (time), oracle's curse (haunted), revelation (aging touch, temporal celerity)
Other Gear leather armor, crossbow bolts (100), light crossbow, oracle's kit, 116 gp
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Special Abilities
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Aging Touch (0 STR to creatures or 1d6 HP to objects, 1/day) (Su) Your touch ages living creatures and objects. As a melee touch attack, you can deal 1 point of Strength damage for every two oracle levels you possess to living creatures. Against objects or constructs, you can deal 1d6 points of damage per oracle level.
Birthmark +2 save vs. charm & compulsion
Charming +1 Bluff/Diplomacy/save DC for a language-dependent spell vs. targets who could be sexually attracted to you.
Darkvision (60 feet) You can see in the dark (black and white vision only).
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.
Gain Sustenance from Sunlight Standing in the sun for half an hour is equivalent to a meal.
Haunted Retrieving stored gear is a Standard action or worse, dropped items land 10' away.
Prophet The truth has been revealed, and you have been chosen to deliver it. Prerequisites: Ability to cast divine spells, and you must either have received a vision from your god (or another appropriate supernatural entity) or have the Marked by the Gods background. Benefit: If you are nonevil and worship a nonevil deity, whenever you cast a beneficial spell on an ally you gain a +1 sacred bonus to AC for 1 round per spell level. If you are evil or worship an evil deity, whenever you cast a harmful spell on an enemy you gain a +1 profane bonus to AC for 1 round per spell level. Casting a spell on yourself does not count unless it also affects an ally. Goal: Convert an appropriate number of creatures to the worship of your deity. Completion Benefit: Your bonus to AC for casting beneficial or harmful spells on allies increases to +2, and the bonus also applies on saving throws for the same duration.
Stargazer Disable Device or Knowledge (engineering) +1 and is a class skill
Temporal Celerity (Su) Whenever you roll for initiative, you can roll twice and take either result. At 7th level, you can always act in the surprise round, but if you fail to notice the ambush, you act last, regardless of your initiative result (you act in the normal order
When she was younger, Harumi found herself fascinated with the technological might of Numeria. She'd never been able to experience more than a few fragments of the powers it possessed, but that certainly didn't stop her from focusing on them. Well, there are plenty of people who are happy to take advantage of any opportunity - and the girl was lured out with the promise of information on strange alien beings and the wonders of their technology. Even in Numeria, Aasimar are relatively rare, and a certain individual wanted to see what effects technology would have on beings who were a little less than mundane. Fortunately or unfortunately, he never got the chance - Harumi had finally realized that something was going badly wrong, and without thought or reason, she cursed the gods.
They didn't take that too well - it was her own fault for not paying attention. Still, the gods of good are nothing if not willing to give people another chance... and that's particularly true of Korada, who promptly cursed Harumi. Right in front of her captors, divine power surged into the girl, starting with the transformation of her left eye into the face of a clock. The terrified girl broke free, and every time she passed by a guard, time seemed to waver in front of her eyes, showing her the different options she could take. Without hesitation, she plunged into the most advantageous route and escaped, her very touch proving enough to destroy the last lock that barred her way.
A lone girl, far from home, pursued by apparent slavers... not a good situation. All the girl could do was rely on her strangely altered sight and attempt to escape as best she could - a newfound ability to call up mists and terrify others helped even more, as did the fact that she didn't need food as long as she could find sunlight. Water flowed almost endlessly from her hands, providing enough to drink, and that was enough to help her survive. After much longer than she really wanted to think about, Harumi finally managed to stagger into a settlement, where she's resided ever since. However, she doesn't want to stay there forever... and it could very well be time to move on.

Rednal |

Fairly supportive, I'd say - battlefield control, messing with the enemy's actions, some buffs, et cetera. Party Face if nobody's got a better score. Little bit of offense thrown in just to help out - and being completely brutal against objects and constructs. XD Aging Touch is actually quite impressive if you use the FCB to buff it up.

shrodingerscat |

I have been considering starting an Iron Gods AP on pbp.
I tend to go high fantasy/high power.
Allowed materials are as followed: any Paizo Product currently printed and any SGG material is fine. I may allow additional books so long as I have them.
So rolling will be as followed:
For each attribute, roll 4d6, dropping the lowest die. If you rolled less than a 7, re-roll, i.e., 7 is the minimum allowed attribute score. In addition, roll 7 attribute scores and drop the lowest. Assign attribute scores as you will...
Was just going by this, but if that's not what was intended, I do indeed need to make a change. However, It sounds like you're not interested in the character anyway.

Flynn Fastclaw |

Oh cool I didn't catch that Shrodinger, Thanks! I dunno what I was thinkin about the reroll, but I did miss the part about changing up the order. In that case, My stats will actually look like:
STR 12
DEX 20
CON 15
INT 17
WIS 10
CHA 18
Ima try to get Fidget and Freddie to come over after class today, they can be as elusive IRL as in game sometimes

DM Corerue |

Drawbacks are allowed for an extra trait but they will be used against you as well.
You've been warned. ;)
On stats it was roll 7 times and drop the lowest of the seven rolls.
The absolute minimum stat allowed was 7 if you got less then that then reroll that roll only.
Epic rules were for every 1d3+15 rolled you had to roll 1d10+6 as well so at most you could do both three times and your last (7th) roll would be a 4d6 roll.
If you end up with a 7 that was the risk taken to get a 16-18. A rough trade off but you had the possibility of getting anything from 7-16 as well. :)

DM Corerue |

Remember free Story Feat as well. You dont have to take it but thats your choice.
Story feats tended to be too situational so I decided it was better as a freebie.
Also you get a rank in a profession of your choosing per lvl.
Another skill that was too situational for my tastes. You can have more then one profession but you only get one skill point to place per level. Choose wisely.
Will check back later~

aceDiamond |

Sounds good, thanks!
4d6 ⇒ (6, 5, 5, 4) = 20 ==> 16
This is much better. I'm just not sure what to play with the group setup. Would you guys see some use out of a Brown-Fur Transmuter or are there not enough transmutation spells that buff dexterity?
Also, for story feat, I think I'd like Artifact Hunter if that's okay. If it's too much to go looking for things that powerful, I'll take Unforgotten.

aceDiamond |

Here's a preview for my arcanist concept. Still need to pick spells and traits, but does it otherwise seem reasonable?

aceDiamond |

Yeah, once I realized how good oracles are at healing, I decided to go down the buffing route. Brown-furs take a while to get the decent toys for everyone, but at 9th level, I can give out Beast Shape II to anybody. At 12th, I'll be able to share Form of the Dragon I and Fluid Form.
Plus I'll have the potential to increase ability score buffs. If I can swing the resovoir points and spell slots, I can throw out +6 enhancement bonuses with bear's endurance and cat's grace.

DM Corerue |

May increase the party to 5 only to cover a mage and healer slot.
Party So Far
Flynn the Mouser (Swashbuckler)
Freddie the Knifemaster (Rogue)
Fidget the Gulch Gunner (Gunslinger)
A four person no healer party would prove a challenge. Lol
From what I am reading, Numeria really does pose a hefty challenge as it has dangers most other places do not~

Fidget Fastclaw |

"Ew! Some one polished my belt buckle! Now its all......shiney! Blegh! Are we ready for the adventure yet Flynn? I can't stand one more moment of this "Fresh air" they have up here.
str: 1d10 + 6 ⇒ (5) + 6 = 11
dex: 1d3 + 15 ⇒ (3) + 15 = 18
int: 1d10 + 6 ⇒ (2) + 6 = 8
con: 1d3 + 15 ⇒ (1) + 15 = 16
wis: 1d3 + 15 ⇒ (2) + 15 = 17
cha: 1d10 + 6 ⇒ (7) + 6 = 13
after racial mods thats
str 9
dex 20
int 10
con 16
wis 17
cha 13
Swapped str and cha for
str 13
dex 20
int 10
con 16
wis 17
cha 9

Flynn Fastclaw |

"Relax Fidg, you get used to it. And I wouldn't call anything near you 'fresh' anyway. Freddie! Where'd ya go buddy?"
-Posted with Wayfinder

DM Corerue |

That gambit would work. :)
Now that I think about cutpurse or theif would work as a profession but makes was less when profession is rolled instead of sleight of hand hehe.
Currently flying back to work will post later tomorrow evening.
I work in a remote oil field so it may take some Tim for me to get settled. Takes roughly 4 hours to get to work. Two flights and then I work 14 hours.
Just fyi.
Tomorrow I will make my selection(s).
Thanks!

Fidget Fastclaw |

I have the crunch mostly done, I'm not super good with back story fluff but I love the acting fluff, so I may let fidget develope his own backstory and drawbacks as the adventure progresses, but obviously he has certain.....interesting..... Tastes in hygiene.... Also animals don't like him to much since I went with the "unnatural" racial trait

DM Corerue |

Acediamond Your in, please ready your character and dot the discussion thread and gameplay thread.
Shordingerscat, I will keep you in mind if anyone drops. Thanks for applying and hope to see you again. I may be needing players in my other games soon and I will hit you up first if it happens. :)
The rest of you mooks! Get your characters ready. First post is in 3 hours. It will be mostly setting fluff but I hope your ready in next few days. If issues come up please let me know and I can DMNPC you as best I can.

DM Corerue |

RECRUITMENT IS OPEN ONCE MORE. LOOKING FOR TWO CHARACTERS.
Current party setup is Arcanist and one unknown (formerly Swashbuckler Mouser) because they are changing there character.
Characters will be lvl 1, first book in Iron Gods setting.
I would prefer just character background (keep it simple if you wish~) and what class you are taking.