
Veronica Miller |

LMFAO Oh, wow - seems Local Ties has been popular xD Are we still doing the "everyone battle it out to claim the traits" still, or are duplicates okay? I'll get cozy with Stargazer so Local Ties isn't over-played, unless you feel it's alright. Stargazer wouldn't mean that I wouldn't know who Khonnir is, just that I'd have less of a personal connection with him.
Also, I was reading on this about Gestalting, and the Class Skills section came to my attention...
Take the number of skill points gained per level from whichever class grants more skill points, and consider any skill on either class list as a class skill for the gestalt character. For example, a gestalt barbarian/bard would gain skill points per level equal to 6 + Int modifier (and have four times this amount at 1st level), arid can purchase skills from both the barbarian and bard lists as class skills.
I'm all-for having more skill points, but if we are or are not doing this starting bonus lemme know, or if you have any other opinion on how we do skill points x3

Lost 33 |
1 person marked this as a favorite. |

--other stuff--
Also, I was reading on this about Gestalting, and the Class Skills section came to my attention...
Class Skills wrote:I'm all-for having more skill points, but if we are or are not doing this starting bonus lemme know, or if you have any other opinion on how we do skill points x3
Take the number of skill points gained per level from whichever class grants more skill points, and consider any skill on either class list as a class skill for the gestalt character. For example, a gestalt barbarian/bard would gain skill points per level equal to 6 + Int modifier (and have four times this amount at 1st level), arid can purchase skills from both the barbarian and bard lists as class skills.
The x4 thing is from 3.5 rules. Skill points were calculated a bit differently. For Pathfinder use the class with better progression, and the Background Skills variant is in play.

Tesla Gossamar |

"System diagnostic: all systems active. Target ananylsis... multiple applicants, 4 possible allies. Entering recruitment mode..."
"Do any of you know where the line forms for application submission? I understand there will only be 5 entries accepted." Tesla looks to the adventurers in front and behind her, "I didn't see a checklist of requested skills, I'm in-between assignments currently; but, I have never seen an expedition similar to this, that could NOT benefit from an archery expert, translator, and intelligence gatherer."
Tesla Gossamar
Android Slayer/Arcanist
Female android arcanist 1/slayer 1 (Pathfinder RPG Advanced Class Guide 8, 53, Pathfinder RPG Bestiary 5 19)
LN Medium humanoid (android)
Init +4; Senses darkvision 60 ft., low-light vision; Perception +8
--------------------
Defense
--------------------
AC 18, touch 15, flat-footed 13 (+3 armor, +4 Dex, +1 dodge)
hp 15 (2 HD; 1d6+1d10+5)
Fort +4, Ref +6, Will +4; +4 vs. mind-affecting, paralysis, poison, and stun
Defensive Abilities constructed; Immune disease, emotion, exhaustion, fatigue, fear, sleep
--------------------
Offense
--------------------
Speed 30 ft.
Melee dagger +5 (1d4+4/19-20) or
. . warhammer +5 (1d8+4/×3)
Ranged longbow +5 (1d8/×3)
Special Attacks arcane reservoir (1/4), arcanist exploit (arcane weapon[ACG]), consume spells, studied target +1 (1st, move action)
Arcanist Spells Prepared (CL 1st; concentration +4)
. . 1st—gravity bow[APG], vanish[APG] (DC 14)
. . 0 (at will)—detect magic, detect poison, light, read magic
--------------------
Statistics
--------------------
Str 18, Dex 18, Con 14, Int 16, Wis 14, Cha 11
Base Atk +1; CMB +5; CMD 20
Feats Combat Expertise, Deadly Aim, Dodge, Point-Blank Shot, Power Attack, Precise Shot, Weapon Finesse
Traits mathematical prodigy, numerian archeaologist
Skills Acrobatics +7, Appraise +7, Knowledge (arcana) +8, Knowledge (engineering) +8, Knowledge (geography) +7, Linguistics +7, Perception +8, Sense Motive -2, Spellcraft +7, Stealth +7; Racial Modifiers +2 Perception, -4 Sense Motive
Languages Androffan, Common, Draconic, Dwarven, Gnome, Orc
SQ emotionless, exceptional senses, nanite surge, track +1
Other Gear studded leather, arrows (60), dagger, longbow, warhammer, bandolier[UE], belt pouch, spell component pouch, 26 gp, 5 sp
--------------------
Special Abilities
--------------------
Arcane Reservoir +1 DC or CL (4/day) (Su) Pool of points fuel exploits, or can expend to add +1 CL or DC while cast spell.
Arcane Weapon (Su) Use 1 reservoir, weapon gains enhancement, some of which can be spent on powers.
Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Constructed (Ex) Counts as both humanoids and constructs for effects that target type.
Consume Spells (1/day) (Su) As a move action, expend a spell slot to add its spell levels to arcane reservoir.
Darkvision (60 feet) You can see in the dark (black and white only).
Deadly Aim -1/+2 Trade a penalty to ranged attacks for a bonus to ranged damage.
Emotionless (Ex) Androids have problems processing emotions properly, and thus take a –4 penalty on Sense Motive checks.
Exceptional Senses Androids have darkvision to a range of 60 feet and low-light vision. They also gain a +2 racial bonus on Perception checks.
Immunity to Disease You are immune to diseases.
Immunity to Emotion (Ex) You are immune to all emotion effects.
Immunity to Exhausted You are immune to the exhausted condition.
Immunity to Fatigue You are immune to the fatigued condition.
Immunity to Fear (Ex) You are immune to all fear effects.
Immunity to Sleep You are immune to sleep effects.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Nanite Surge +5 (1/day) (Ex) Bonus to any one d20 roll. Glow like a torch for 1 round when used.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Studied Target +1 (move action, 1 at a time) (Ex) Study foe as a Move action, gain +1 to att/dam & some skills vs. them.
Track +1 Add the listed bonus to survival checks made to track.

Anderlorn |

Dotting Interest
Is this race and combination permitted?
Kasatha
Gunslinger(Techslinger)/Monk(Sohei) with the following changes for better fit;
1. I am not sure how viable this is since I can not find tech vehicles and I have yet to play Iron Gods but can Monastic Mount extend to all mounts, flesh and mechanical, it is more like my character becomes one with the mount kind of like Jedi use the force to help them fly their craft or Riggers in Shadowrun tap into their vehicles via a link. And I know that everything can not be ported over since Monastic Mount is for a fleshy.
At 4th level, a sohei may spend 1 point from his ki pool to grant his mount temporary hit points equal to twice his level for 1 hour per level. In addition, as long as the sohei and his mount are adjacent, including when mounted, the mount gains any of the following abilities the sohei possesses: AC bonus, diamond soul, evasion, high jump, improved evasion, ki strike (as long as the sohei has at least 1 point in his ki pool), perfect self, and still mind. When a sohei spends points from his ki pool, his mount gains the same benefits as the sohei.
This ability replaces fast movement and increased unarmed damage.
2. Add technology firearms to Weapon Training fighter group.
At 6th level, a sohei gains weapon training in one of the following weapon groups, as the fighter class feature: bows, crossbows, monk weapons, polearms, spears, or thrown weapons. He may select an additional group of weapons for every six levels after 6th, to a maximum of three at 18th level. A sohei may use flurry of blows and ki strike with any weapon in which he has weapon training.
This ability replaces purity of body, diamond body, quivering palm, timeless body, and tongue of the sun and moon.
How did he get from Kasath to Numeria synopsis? He was taken from his planet years ago, placed in stasis, crashed landed, and stayed there until the stasis failed. Then learned about the area and adapting his skills to his new environment.
4d6 + 6 ⇒ (1, 5, 1, 1) + 6 = 14
4d6 + 6 ⇒ (3, 3, 1, 1) + 6 = 14
4d6 + 6 ⇒ (2, 6, 3, 1) + 6 = 18
4d6 + 6 ⇒ (4, 3, 5, 6) + 6 = 24
4d6 + 6 ⇒ (1, 5, 5, 4) + 6 = 21
4d6 + 6 ⇒ (6, 3, 4, 6) + 6 = 25
4d6 + 6 ⇒ (1, 5, 1, 1) + 6 = 14 (12)
4d6 + 6 ⇒ (3, 3, 1, 1) + 6 = 14 (12)
4d6 + 6 ⇒ (2, 6, 3, 1) + 6 = 18 (15)
4d6 + 6 ⇒ (4, 3, 5, 6) + 6 = 24 (17)
4d6 + 6 ⇒ (1, 5, 5, 4) + 6 = 21 (15)
4d6 + 6 ⇒ (6, 3, 4, 6) + 6 = 25 (18)
I may go with 45 point purchase?

Cuàn |

4d6 + 6 ⇒ (6, 1, 2, 1) + 6 = 16 14
4d6 + 6 ⇒ (1, 5, 4, 2) + 6 = 18 15
4d6 + 6 ⇒ (2, 6, 1, 1) + 6 = 16 14
4d6 + 6 ⇒ (3, 5, 1, 3) + 6 = 18 14
4d6 + 6 ⇒ (4, 2, 6, 6) + 6 = 24 18
4d6 + 6 ⇒ (4, 4, 6, 6) + 6 = 26 18
Well that is definitely a doable setup. I´ll see what I can make of it.
And then I saw the point buy thing.
Would Kasatha be allowed? I know they are pushing the limit but they are appropriate for Iron Gods.
EDIT: Seems I'm not the only one interested in them.

Veronica Miller |

Stat dump of readjustments - I'll adjust her character sheet accordingly too :) Biggest change was adding Profession and Knowledge background skills, tallying her proper total for skill point assignment, ability score point-buy adjustment, adding bonus languages, and that's about it.
Veronica Anne Miller
Female half-elf fighter (unarmed fighter) /gunslinger (pistolero) 1 (Pathfinder RPG Ultimate Combat 9, 48, 51)
CN Medium humanoid (elf, human)
Init +3; Senses low-light vision; Perception +9
--------------------
Defense
--------------------
AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex)
hp 10 (1d10)
Fort +4, Ref +5, Will +3; +2 vs. enchantments
Immune sleep
--------------------
Offense
--------------------
Speed 30 ft.
Melee kukri +5 (1d4+3/18-20) or
. . rapier +5 (1d6+3/18-20) or
. . unarmed strike +5 (1d3+3)
Ranged pepperbox +5 (1d8/×4)
Special Attacks deeds (gunslinger's dodge, quick clear, up close and deadly +1d6), grit (5)
--------------------
Statistics
--------------------
Str 16, Dex 17, Con 11, Int 15, Wis 17, Cha 15
Base Atk +2; CMB +5; CMD 18
Feats Extra Grit[UC], Gunsmithing[UC], Improved Unarmed Strike, Panther Style[UC]
Traits bullied, charming, stargazer
Skills Acrobatics +6, Bluff +2 (+3 vs. characters who could be attracted to you), Diplomacy +3 (+4 vs. characters who could be attracted to you), Escape Artist +3, Knowledge (engineering) +6 (+8 to identify alien monsters' abilities and weaknesses), Perception +9, Profession (courtesan) +7, Sense Motive +4, Sleight of Hand +6; Racial Modifiers +2 Perception, sociable
Languages Celestial, Common, Elven, Orc
SQ elf blood, gunsmith
Other Gear studded leather, firearm bullet[UC] (30), kukri, pepperbox[UC], rapier, 89 gp, 5 sp
--------------------
Special Abilities
--------------------
Deeds Use Grit to perform special abilities with your firearms.
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Immunities - Sleep You are immune to magic sleep effects.
Grit (Ex) Gain a pool of points that are spent to fuel deeds, regained on firearm crit/killing blow.
Gunsmith At 1st level, a gunslinger gains one of the following firearms of her choice: blunderbuss, musket, or pistol. Her starting weapon is battered, and only she knows how to use it properly. All other creatures treat her gun as if it had the broken condit
Gunsmithing You can use a gunsmithing kit to craft/repair firearms and ammo.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Panther Style (1/round) Retaliate against opponents that take attacks of opportunity against you
Sociable If you fail a Diplomacy check to change attitude, you can retry once before 24 hrs elapse.
--------------------
"Having been raised by her mother, Veronica never knew her late, Elven father. While she did wish to have had a dad growing up, this tragedy kept her mother and her close. However, her peers were not as forgiving towards the young Half-elf, and she would find herself becoming the target of much bullying in her childhood. Having been mocked and ridiculed over the years would lead to her developing a slight stammer, which only served as fuel for her harassors' fire. Despite this nervous tick, she never lost her ambition and would soon come to discover her calling in life when she stumbled upon a chest of her father's treasures. Among the items was one that would draw her interest so keenly that she would come to obsess over it: her father's old pistol. Against her mother's wishes, Veronica would continue to play with it and sought to learn the secrets of such an exotic weapon. The more she studied and learned about the pistol, the more she felt connected to her father, which only motivated her more. Her mother - though concerned for her daughter's safety - couldn't help but smile and would always tell Veronica "how much she resembled her father" the more she would handle the gun. Eventually, her mother would help the young gunslinger learn how to load and fire the gun, and since that day her fate was sealed: Veronica would set out to become a master of the pistol."
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NarcoticSqurl |

Oh goodness, I've been itching to play Iron Gods for so long now! Let's see what the dice gods give me:
4d6 + 6 ⇒ (1, 6, 2, 5) + 6 = 20=17
4d6 + 6 ⇒ (5, 3, 1, 2) + 6 = 17=14
4d6 + 6 ⇒ (4, 4, 3, 5) + 6 = 22=15
4d6 + 6 ⇒ (2, 2, 3, 3) + 6 = 16=12
4d6 + 6 ⇒ (4, 5, 2, 5) + 6 = 22=16
4d6 + 6 ⇒ (6, 2, 3, 5) + 6 = 22=17
I can totally work with this. I'm thinking a Half-Elf Kineticist/Fighter. Oh man the ideas are just going bonkers upstairs. Off to the crafting table!

Boss Zog |
1 person marked this as a favorite. |

@Boss Zog: Concept sounds good, and for stats see above.
Oops missed that. Read carefully and never assume people.
Stats: Roll 4d6, drop the lowest 2, add 6
4d6 ⇒ (2, 5, 6, 6) = 19 - (2,5) + 6 = 18
4d6 ⇒ (1, 3, 3, 6) = 13 - (1,3) + 6 = 154d6 ⇒ (3, 4, 3, 4) = 14 - (3,3) + 6 = 14
4d6 ⇒ (6, 5, 3, 2) = 16 - (2,3) + 6 = 17
4d6 ⇒ (3, 1, 2, 5) = 11 - (1,2) + 6 = 13
4d6 ⇒ (5, 4, 2, 1) = 12 - (1,2) + 6 = 15
Well that is mighty better than 45 point buy. Thank Lost 33 for being very generous guys!

The Pale King |

I won't lie, I am a bit nervous about a high power level game being done by a GM without many posts. Have you GMed high power level games in real life Lost? It can be a lot more work than you expect keeping things challenging but enjoyable. Otherwise it does seem like it could be a heck of a lot of fun.

Peet |

I know that Iron Gods has sci-fi and technology as well as the normal Pathfinder stuff. Do you recommend playing a character that is designed for that? I have a gestalt Half-Orc Slayer/Inquisitor of Gorum that I am keen to play but the only campaigns I have gotten him into have died. He has nothing to do with Iron Gods per se, though his origin is nearby (he was originally written for Kingmaker which is just next door) so I won't have to change much.
The character is Ozak Daggertooth. I will have to rejigger the starting ability scores but otherwise he is mostly ready.
Wow, 45 is a lot of points.
Probably would go with:
STR 20 (including +2 racial)
DEX 16
CON 16
INT 12
WIS 16
CHA 07
I don't have to dump CHA that much but he was designed that way originally.

Lost 33 |

@Hotaru: For you partnered selection, who is other side of your duo?
@oyzar: For bloodrager, that’s a class I’ve never played or really looked at.
@Anderlorn: There aren’t technological mounts that I’m aware of.
@Android characters: The only way to lose Emotionless is the Empathy feat. This reads more like an ART than feat, so I may have it treated as an ART instead. I’ll let you know once I’ve decided.
@The Pale King: I understand your hesitancy. I’ve DMed WotR for a six player group that took two years to finish. (We were all military, so schedules were constantly changing.) I have played in RL groups for a few years and this will be my first DMing a PbP. I hope to see a character submission from you!
@Peet: There’s no reason a non-technological focused creature can’t run in Iron Gods. In fact even through the campaign is technology themed, it would be odd to find that many competent technologists at once in Golarion.
**Regarding Kasatha: I’m still reading through the full AP (part of reason for the long recruitment period) and will make a decision once I get to that section and see why the PG recommends caution.
Veronica Miller – Half-Elf Gunslinger / Unarmed Fighter (Stargazer or Local Ties)
Elise Kozilek – Human Gunslinger (Musket Master) / Alchemist (Local Ties or Against the Techniq)
Sarona Epilson – Android Cleric (Iron Priestess of Brigh ) / Rogue (Numerian Scavenger) (Local Ties)
Issac Fulmen – Human Kinetcist (Aero) / Ranger (Deep Walker) (Robot Slayer)
Tesla Gossamer – Android Slayer / Arcanist (Numerian Archeaologist)
Ozak Daggertooth – Half-Orc Inquisitor / Slayer (Undecided
**I’m pretty sure I missed someone for this initial list. Just poke me and I’ll get you added.

Anderlorn |

@Lost 33 - Thank you! I am basically done with the Crunch ... well ... almost done with crunch, I need equipment besides my starting rifle, and then start working on fluff.
I am drawing my character up as a Kasatha but I can easily turn to versatile Human which I am guessing is permitted but making sure.
What branch were you in? I played 2nd Edition DnD while I was in since Paizo was not even a company yet.

TheWaskally |

4d6 + 6 ⇒ (5, 5, 2, 6) + 6 = 24 (dropping, 2, 5] = 17
4d6 + 6 ⇒ (1, 6, 4, 5) + 6 = 22 (dropping, 1, 4) = 17
4d6 + 6 ⇒ (1, 5, 2, 4) + 6 = 18 (dropping, 1, 2) = 16
4d6 + 6 ⇒ (3, 5, 2, 4) + 6 = 20 (dropping, 3, 2) = 15
4d6 + 6 ⇒ (1, 4, 4, 2) + 6 = 17 (dropping, 1, 2) = 14
4d6 + 6 ⇒ (2, 4, 5, 1) + 6 = 18 (dropping, 2, 1) = 15
Nice!

Kotar Soja |

Here will be my submission but I am going to work on fixing grammar for both correctness and flow.
Race: Kasatha
Origin: Deserts of Kasath, Enslaved by the Crew of the Divinity
First Class Path: Gunslinger (Techslinger)
Second Class Path: Monk (Sohei)
Main Role: Range Combat
Secondary Roles: Melee Combat
Campaign Trait: Numerian Archaeologist
10 Minute Background
MAIN CONCEPT AND BACKGROUND
1. Kotar Soja grew up in the deserts of Kasath and was taken from the planet when he had just became an adult by the Androffans. The Androffans were using the Kasathas as enslaved front line troops because of their ignorance with technology, resiliency, dexterity, heathen viciousness, and (2) extra arms.
2. Kotar was captured by the crew of the Divinity. The Divinity was a multi-use war ship and one of its functions was to capture aliens and train them for front-line battle. This process starts almost right when they are captured by placing a control collar on the Kasatha including Kotar.
3. Androffans trained Kotar in the Androffan language, their tech, and martial arts. If he complied, he was rewarded with a luxury. If not, he was punished. Any Kasatha that revolted or killed an Androffan were forced out of the air lock to their demise.
4. All aliens were placed into Stasis pods to save room and to be more time efficient. And Kotar was in such a pod when the Divinity ran into a problem and crashed on Golarion. The ship fragmented into pieces and Kotar stasis chamber with him inside was one of the strewn pieces across Numeria. There he would remain for a long time until his stasis pod reached mean time between failures or MTBF that all technical equipment reach. In addition to his stasis pod failing, his collar did as well.
5. Besides being held in stasis for years and years, unfortunately for Kotar, his extended stasis sleep time has left his family on Kasatha dead. To add further insult to injury, the ship's equipment and armory module were no where to be seen. Being adapted to desert life, Kotar had no problems with navigating Numeria. At first, he had a hard time stomaching the food but his resiliency and fortitude adapted to what was edible on Golarion. Life always finds a way.
6. Kotar wandered the desert until he came upon Torch. He found some spare clothes and covered himself up a little more to hide is features and look like a desert nomad. He then wandered the streets a bit until he came upon a salvage vendor, Minse Bason owner of Salvage Wargs, having a hard time deciphering words on a device. Kotar still had a translator and told Minse, "RADIOACTIVE! DO NOT PUSH UNLESS PROTECTED!" He then explained to Minse that it was dangerous to him and others unless he and other people were wearing Androffan special clothes. Minse looked at Kotar, "You need a job, considered yourself hired?!" Minse did not care who, what, or where Kotar came from. All he knew is the stranger could talk to him and translate Androffan for him so he could make good coin.
7. Later the translator also failed but not until Kotar learn Golarion Common.
8. Kotar does not always get it right when Minse asks him about a device because years in stasis has caused some memory loss.
<Extra Points Reserved for Party Synergy if Chosen>
GOALS
Like all Goals, subject to change. An extra annoying Technic League or other occurrences may change his goals.
[Short-Term] - Although he can read Androffan and has a knack for technology, long term stasis causes memory loss so it is one of Kotar's hobbies to keep up on Androffan, Androffan Tech, and fill in the Technology gaps he has.
[Mid-Term] - To own his own salvage shop, be worry free, and to have a vault filled with Androffan creations as well as his own he made from Androffan technology.
[Long-Term] - Using Androffan parts, build a ship to visit Kasatha and see if he really misses or not. It was his home many years ago and a part of him still remains there.
SECRETS
Known - Unknown to his friends (the party), he was trained by the people who's tech is strewn across Numeria.
Unknown - Unknown to Kotar, the Technic League has taken an unhealthy interest in Kotar for both study and put him into their service just like the Androffans.
CONTACTS/ENEMY
1. His current salvage buddies and/or other friends in Torch (the party since it states in the guide, we are already formed and know each other).
2. Kotar's current employer at the Salvage Shop, Minse Bason. Since Kotar knows a few things about Androffan technology, he has been making good coin for his employer.
Enemy: If they notice him, any remnants of Androffan security robots or androids with undamaged programming may see Kotar as an escapee and issue punishment. The Technic League shows great interest in Kotar and for all the wrong reasons.
MEMORIES
1. "RUN KOTAR, THEY ARE COMING!"
"THEY ARE COMING!"
"THEY ARE COMING!"
2. "You are all now property of the Androffan Military!"
"If you comply, your life will be real easy and perhaps you can even become citizens?"
"If not, you are going to have a very bad stay with us and maybe end up an ice cube floating in space."
"THE CHOICE IS YOURS!"
3. "Where am I?"
"No Enslavers, No family!"
"Nothing but death and destruction!"
"At least the land looks like home."
CURRENT WORK
Kotar is currently a Numerian Salvage Archaeologist at the Salvage Wargs which is owned by Minse Bason. Currently, Minse is grooming Kotar to be a salvager due to other skill sets and abilities Kotar possess.
HOBBIES
Kotar has a few hobbies;
1. Keeping up with his current Androffan knowledge that he remembers.
2. Learning new or relearning Androffan Tech since long term stasis caused memory loss (By level 4, he will have the Technologist Feat and further High Tech Weapon knowledge at levels 5 and 6.)
3. Remember the past by creating a Kasatha Spinal Sword out of modern or Androffan materials and balanced for Monk use.
Kotar Soja is slender, tall (6'5"), he has blue eyes that seem to gleam with wisdom beyond this world, and he wears bright colored hot weather gear which covers his alien features so he blends in with other Torch citizens but it is not a disguise. He has two bandoleers that crisscross his chest filled with metal firearm cartridges and contents in the larger pockets. On his back, is a high quality leather backpack and an old battered rifle. And his gate is as or more graceful than your average elf.
Kotar tactic in to fight from a far but if any opponent makes the mistake of getting close, he is just as deadly if not more with his current martial prowess. As Kotar gains experience and martial prowess, he will be deadly at any range especially with Androffan weapons and will be able to flurry with them.
Kasatha Male Adult Gunslinger(Techslinger) 1/ Monk(Sohei) 1/Gestalt 1
LN Medium Humanoid (Kasatha)
Init +5; Senses Perception +9
--------------------
Defense
--------------------
AC 23, touch 23, flat-footed 15 (+5 Dex, +3 dodge, +5 Wis)
hp 12 (1d10+2)
Fort +4, Ref +7, Will +7;
. . Greater Defensive Training: +2 Dodge Bonus to AC
. . Desert Runner: +4 Fort Bonus to Foot Traveling in the Desert (See Below)
--------------------
Offense
--------------------
Speed 30 ft.
Melee Kama +6 (1d6+2) or
. . Kama flurry of blows +5/+5 (1d6+2) or
. . Siangham +6 (1d6+2) or
. . Siangham flurry of blows +5/+5 (1d6+2) or
. . Unarmed strike +6 (1d6+2) or
. . Unarmed strike flurry of blows +5/+5 (1d6+2)
Ranged Battered Rifle +6 (1d10/×4)
. . Deadly Aimed Battered Rifle +5 (1d10+2/x4)
Special Attacks Deeds (Covet Charge, Gunslinger's Dodge, Reliable), Flurry of Blows, Grit (5)
--------------------
Statistics
--------------------
Str 14, Dex 20, Con 13, Int 13, Wis 20, Cha 10
Base Atk +1; CMB +3; CMD 26
Feats Combat Expertise, Deadly Aim, Deflect Arrows, Dodge, Gunsmithing, Improved Unarmed Strike, Point-Blank Shot, Power Attack, Rapid Reload, Weapon Finesse
Traits Resilient (Combat), Awakened from Stasis (Regional), Numerian Archaeologist (Campaign)
Skills Climb +6, Knowledge (Engineering) +5, Perception +9, Stealth +9, Survival +9
Languages Common, Kasatha, Androffan
SQ Devoted Guardian,
Combat Gear Battered Rifle, Kama, Siangham,
Bandolier Adamantine Firearm Bullet (14/15), Gunsmith Kit
Bandolier Adamantine Firearm Bullet (15/15), Flint and Steel
Masterwork Backpack Hemp Rope (50 ft.), Mess Kit, Torch (10/10), Waterskin, Winter Blanket, Belt Pouch (34 gp, 12 sp)
--------------------
Special Abilities
--------------------
Armor Proficiency: Light Armor
Awakened from Stasis: As a side effect of your stasis, you gain all the benefits of 8 hours of sleep in only 2 hours.
Combat Expertise +/-1: Bonus to AC in exchange for an equal penalty to attack.
Deadly Aim -1/+2: Trade a penalty to ranged attacks for a bonus to ranged damage.
Deeds (Covet Charge (Ex), Gunslinger’s Dodge (Ex), Reliable (Ex)): Use Grit to perform special abilities with your firearms.
. . Covet Charge (Ex): At 1st level, a Techslinger can spend 1 grit point to use 1 charge fewer than normal when firing a technological weapon (minimum 0), as long as the weapon has enough charges remaining to be fired at least once. This deed replaces deadeye.
. . Gunslinger’s Dodge (Ex): At 1st level, the gunslinger gains an uncanny knack for getting out of the way of ranged attacks. When a ranged attack is made against the gunslinger, she can spend 1 grit point to move 5 feet as an immediate action; doing so grants the gunslinger a +2 bonus to AC against the triggering attack. This movement is not a 5-foot step, and provokes attacks of opportunity. Alternatively, the gunslinger can drop prone to gain a +4 bonus to AC against the triggering attack. The gunslinger can only perform this deed while wearing medium or light armor, and while carrying no more than a light load.
. . Reliable (Ex): At 1st level, a techslinger can spend 1 grit point as a free action to prevent a timeworn firearm from glitching. This deed replaces quick clear.
Defensive Training, Greater: Kasathas have a +2 dodge bonus to Armor Class.
Deflect Arrows (1/round): While have an empty hand, negate one ranged weapon hit you are aware of (unless from a massive weapon).
Desert Runner: Kasathas have a +4 racial bonus on Constitution checks and Fortitude saves to avoid fatigue, exhaustion, and other ill effects from running, forced marches, starvation, thirst, and hot or cold environments.
Desert Stride: Kasathas move through non-magical difficult terrain in desert environments at normal speed.
Devoted Guardian +0 (Ex): At 1st level, a Sohei can always act in a surprise round even if he does not notice his enemies, though he remains flat-footed until he acts. In addition, a Sohei gains a bonus on initiative rolls equal to 1/2 his monk level. At 20th level, a Sohei's
Flurry of Blows +0/+0 (Ex): As full-rd action, higher BAB and combo unarmed/monk wep as if two-weapon fighting.
Grit (Ex): Gain a pool of points that are spent to fuel deeds, regained on firearm crit/killing blow.
Gunsmithing: You can use a gunsmithing kit to craft/repair firearms and ammo.
Improved Unarmed Strike: Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Jumper: Kasathas are always considered to have a running start when attempting Acrobatics checks to jump.
Multi-Armed: A kasatha has four arms. One hand is considered its primary hand; all others are considered off hands. It can use any of its hands for other purposes that require free hands.
Numerian Archaeologist: Numeria is a land ripe for archaeological exploration. 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.
Point-Blank Shot: +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Power Attack -1/+2: You can subtract from your attack roll to add to your damage.
Rapid Reload (Rifle): You can reload fast with one type of Crossbow or Firearm.
Resilient: Growing up in a poor neighborhood or in the unforgiving wilds often forced you to subsist on food and water from doubtful sources. You've built up your constitution as a result. Benefit: You gain a +1 trait bonus on Fortitude saves.
Weapon Proficiencies: Simple, Martial, All Firearms (Including Advance Technology), and Monk Weapons.
Spinal Sword Proficiency: Kasathas treat kasatha spinal swords as martial weapons.
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Gunslinger (Techslinger)
1. Deeds (Covet Charge, Gunslinger’s Dodge, Reliable (All Ex)), Grit, Gunsmith
2. Nimble +1
3. Deeds (Gunslinger Initiative, Pistol Whip/Butt Stroke, Utility Shot)
4. Bonus Feat (Technologist)
5. Technic Training (Ex) 1
6. Nimble +2
7. Deeds (Dead Shot, Startling Shot, Targeting)
8. Bonus feat ()
9. Technic Training (Ex) 2
10. Nimble +3
11. Deeds (Bleeding Wound, Charge Recycling, Heavy Weaponry Deeds)
12. Bonus Feat ()
13. Technic Training (Ex) 3
14. Nimble +4
15. Deeds (Evasive, Menacing Shot, Slinger's Luck)
16. Bonus Feat ()
17. Technic Training (Ex) 4
18. Nimble +5
19. Deeds (Cheat Death, Death's Shot, Stunning Shot)
20. Bonus Feat (), True Grit
Monk (Sohei)
1. Bonus Feat (Deflect Arrow), Devoted Guardian (Ex), Flurry of Blows, Unarmed Strike (1d6)
2. Bonus Feat (), Evasion
3. Monastic Mount (Su), Maneuver Training, Still Mind
4. Ki Pool (magic), Ki Weapon +1 (Su)
5. High Jump
6. Bonus Feat (), Weapon Training (All Firearms or Tech Equivalent)(Ex)
7. Ki Pool (cold iron/silver), Wholeness of Body
8. Ki Weapon +2 (Su)
9. Improved Evasion
10. Bonus feat (), Ki Pool (lawful)
11. N/A
12. Ki Weapon +3 (Su), Weapon Training ()(Ex)
13. Diamond Soul
14. Bonus Feat ()
15. N/A
16. Ki Pool (Adamantine), Ki Weapon +4 (Su)
17. N/A
18. Bonus feat (), Weapon Training ()(Ex)
19. Empty body
20. Perfect self, Ki Weapon +5 (Su)
1.
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4. +1 Str
8. +1 Str
12. +1 Str
16. +1 Dex
20. +1 Dex
~Anderlorn

Peet |

@Peet: There’s no reason a non-technological focused creature can’t run in Iron Gods. In fact even through the campaign is technology themed, it would be odd to find that many competent technologists at once in Golarion.
Okay, the campaign trait Ozak would take would ideally be Robot Slayer, but Against the Technic League could also fit. Either would be based on a hostile encounter as Ozak crossed Numeria. The rest of the traits don't really fit as he isn't from Torch and isn't much of an academic.

Veronica Miller |

Kasatha Male Adult Gunslinger(Techslinger) 1/ Monk(Sohei) 1/Gestalt 1
YOOOOOUUU!!! D: How did you get the gestalting to work on Hero Lab?? I have been trying it for days but it won't work on mine! Dx I had to just give Veronica two levels and adjust her skill points to be first level points xD HALP!
EDIT: Oh and interesting character too, by the way xD I could see Veronica being fascinated by his Alien-ness with her Stargazer trait (@DM I canonized Stargazer for her too, by the way! xD It's just so fitting for her personality!)

Lost 33 |
1 person marked this as a favorite. |

@Veronica: Gestalting in Hero Lab:
Download the add-on
Enable Gestalt in the Configure Hero (Ctrl+k)
Add the class Gestalt + your two intended classes.
Go to the Gestalt Class tab and select your classes in the drop down lists
THe only issue I've found is Background Skills don't calculate right, for my character I needed to do a permanent adjustment on the Personal tab: Unchained Background Skills -4, Level from ShadowChemosh's Adjustments. It seems to still add 2 background skills per class even after selecting them for Gestalt.
@Jereru: We'll be passing on Combat Stamina. Sorry.

Nutcase Entertainment |
Dotting for interest.
* HP after first level?
* Age categories and their ability score adjustment?
* No to these ?

Anderlorn |

Oops, I forgot to add background skills. Adding the fix(es) today.
@GM Lost 33
What crafting skills will be needed to craft Androffan Tech? As for taking it early, I wouldn't worry since the cost and DC to create such objects is in the upper 20s and 30s. It is more like tinkering at this level and since Kotar can read the language, it is safer tinkering.
I was thinking;
Profession Numerian Archaeologist - this expands into the proper salvage of Divinity's systems and equipment.
Craft Androffan Tech or specific Tech - again only tinkering at this level working up to advance as Kotar levels. With those crafting DCs, need to start early ... lol

Anderlorn |

@Veronica
To make sure we are not metagaming, I would think Veronica at level 1 is 50% sure Kotar is an alien (assuming we are both chosen) but it is 25% plausible that he could be a mutant and 25% plausible he could be a secretive indigenous race since Kotar is comfortable in the environment. The reason why Veronica is speculating 50% is because it is both circumstantial and coincidental that Kotar is way too comfortable around Androffan Technology. And when Veronica asks him about it, Kotar simply replies with the following question, "How could you be sure that I am not a mutant with all of this radiation or a quirky individual from a secretive indigenous race that is familiar with the tech because they grew up in the region?" There are certain things you tell friends and certain things you do not, and this is one of those things that Kotar keeps secretive to all. Due to Kotar's background, you and everyone else will eventually find out the truth anyway.

Reverend Rob |

Rob's mental. Or not. Well, he's been sexually abused for years by some members of the Tech League. After being rescued by Khonnir Baine, he spent some time in an "asylum"... which no one knows whether it was for better or for worse. So he seems mental, and with a reason.
The thing is he says he's Desna's chosen, and no one believes him... until he shows his powers. People who know him really doubt... is he only a wandering miracle worker, or is he really Desna's tool on Numeria? Only time will tell.
Rob is a good lad, though a bit out of his mind. He tends to act as a maniac preacher, saying things like "God sent me", "Repent!", etc. and singing to his musket Mary Ann, which he believes is the way Desna talks to him. Whenever he needs to focus his mind, he sings that line (shamelessly stolen from that wonderful Sisters of Mercy song).
I left the campaign trait quite open on purpose. Against the Technic League and Local Ties can workout fine, and so can Stargazer (his quest!). Any of the other traits can be used with a little imagination. I don't really care for the benefit, but I wouldn't want to be out of the final selection just for this reason.
Also, background is finished (subject to changes to fit the story and GM's requests). Heading on to 'le crunch'!

Hotaru of the Society |

I'm surprised it hasn't come up already, and I'm sort of going off of the idea that our characters have max starting gold due to our having a crafting profession, but is it possible to use our crafting professions to make our starting gear with a lower cost? It's a huge difference in cost, especially for my character (who is going to be starting with three crafts and continually investing in them).
Also, I've moved to Android, as Android plays on more of the themes that I'm wanting to 'play up' with the character. The story just feels more... smooth.

Hotaru of the Society |

It makes sense as this is the AP to play an android in. Each AP tends to lend towards certain races (Like Demon-born Tieflings in Wrath of the Righteous, or Devil-born Tieflings in anything with Cheliax).
Ultimately a large portion of my decision to play an Android here (and with the classes I'm leaning towards), is because it's something I couldn't easily do anywhere else, without shoehorning a bit. :) Plus, Soulforger and Android just seem to click.

Reverend Rob |
1 person marked this as a favorite. |

is it possible to use our crafting professions to make our starting gear with a lower cost?
-Aye, sir, that.- Particularly related to starting ammo. We get a 90% reduction, should we assume we're making our own? 12gp a piece is the closest I've seen to stealing...
Edit: Oi! Liked me own post cuz it be nummer hundred! A sign from God!