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I am doing prep work for a run of Iron Gods starting with Fires of Creation.
I will leave recruitment up until Friday the 28th. I am looking for a well balanced party of 4 or 5. My guidelines are below. This will be my first time GMing an AP, but I'm super excited to start. So if you're up for it let's see what you've got.
As with character creation, your backstory must be interesting and fit in with the AP.
Content Available for Use in this Campaign: All Paizo published material is available for use.
Third Party Material: No third party material will be allowed for use in character creation.
Ability Scores: Ability scores will be generated via 15 point buy with no ability score starting below 7 prior to racial adjustments.
Races: All races from the core rulebook are available for play along with suggestions from the players guide. As long as it fits in with the AP I'm fine with it.
Classes: : All Paizo published classes are acceptable. Refer to rule above.
Feats: I'm not picky, just make it work.
Traits: All characters will start with two traits of which one must be Campaign trait. You may take a drawback to gain another trait but be prepared to roleplay the drawback.
Starting Wealth: All characters starts with the maximum wealth for their chosen class.
Player's Guide: All players are strongly encouraged to download a copy of the Players Guide for use in character creation and to get a feel for adventure.
All players are asked to try to post at least once per day Monday through Friday. However I am not a stickler and if you miss a day it is not a big deal to me. If you are going to be away for an extended period please let us know so that your character can be botted . No one is expected to post during Holidays.
1. We will be using background skills.
2. Variant multiclassing is an option.
It seems I missed a few things in my creation criteria.
When it comes to your character I'm not too strict on things. Obviously you need to stay within the rules themselves, but if you can give me a good reason as to why you want to go a certain way then I can work with that. I'd rather have a group playing with characters they want to play with. As long as it fits into the AP and your characters background then I will tend to be ok with it, but be reasonable.
Savage Technologist Barbarian. Has some useful skills for the party. He also hits things really hard. Finally, as a savage technologist, his AC actually goes up when raging.
I don't plan on using the sword+pistol fighting style. Though I like having the option open should weapons along those lines come up.
* Sacred Tattoos (+1 luck bonus on all saves)
* Weapon Familiarity
* Intimidating (+2 intimidate)
* Fate's Favored (+1 luck bonuses)
* Local Ties (You have ties to a prominent local in the town
of Torch—the missing wizard Khonnir Baine. Your association with Khonnir has given you insight into how technology works. You gain a +1 trait bonus on checks with Knowledge (engineering) , and it is a class skill for you. In addition, you are treated as if you possessed the Technologist feat for the purposes of resolving checks associated with that skill. If you gain the Technologist feat the bonus increases to +3 with the selected skill)
Class Savage Technologist
Str (18/24) Dex (12/16) Con (13) Int (10) Wis (12) Cha (8) HP (14) Fort (+4) Ref (+3/+5) Will (+3/+5) AC (16/11/15) AC with Rage (18/13/15)
To Hit: +4
Damage: 2d4+9 / 18-20 crit
To Hit: +6
Damage: 2d4+12 / 18-20 crit
* Scale Mail (+5 AC, -3 ACP)
* Falchion (2d4, 18-20 crit, x2)
* Fighter's Kit
* 14 gold
Lvl 1: Power Attack
* Survival: 1 skill point (+5)
* Perception: 1 skill point (+5)
* Diplomacy: 1 skill point (+2)
* Intimidate: 1 skill point (+4)
* Knowledge Engineering: 1 skill point (+5)
* Craft (Mechanical): 1 skill point (+4)
- Can still be used to craft less advanced forms of technology such as gears, hinges, and pulleys
* Fast Movement (+10ft if in medium armor or less)
* Rage: 6 rounds per day (Free action to start and end, 4+Con modifier rounds a day. Fatigued for 2x rounds afterwords. A savage technologist can enter rage as a barbarian, except he gains a +4 morale bonus to Strength and Dexterity instead of Strength and Constitution, and he does not take a penalty to Armor Class. He retains the +2 bonus on Will saving throws. When a barbarian ability would increase the savage technologist’s Strength while raging, it increases his Dexterity instead.)
Thanks for the rules clarifications.
I'll have to go back and re-do the gear as he was built with less than maximum starting gold, but here's my submission, Ryder XIII, Android Empiricist Investigator (VMC Gunslinger).
One last clarification, you call out a 15 pt buy here, but the same initial post in the Open Call for PC applicants thread you had it as 20 pts.
Ryder is built on 15, but just wanted to make sure.
I have an idea I would like to go for, but so I know, do you rule that androids can or cant cast psychic spells? If no, would you allow it with the empathy feat? I want to play an android psychic with the magitech discipline, mostly I want to play android for the flavor, but it isn't a big deal otherwise, I'll just go with a different race.
Yes we are going with a 15 point buy. I changed my mind afterwards. A little indecisive im being.
1. Unchained classes are fine. Just see my comments above. Make it work.
2. Combat will be ran here(in gameplay obviously). No other sites needed.
3. I will allow 1 android for the party. Just read the Players Guide for something that fits. Have a good backstory for this. I'm curious to see what you come up with.
I like the submissions so far.
|Michelle A.J. Contributor|
I made, what I think, was a fairly interesting rogue/tech/wizard thing for this game once. Minor and Major magic fluffed as tinkerings of skymetal. Probably wizard later and then Arcane Trickster. In that game though, a bleachling gnome ran the Junkyard, a place with lots of junk skymetal objects. He pilfers a few and starts making things out of them. Is that in the AP or was that something the other DM added in? Can I still use that as a base?
I have been wanting to play Iron Gods for some time now and I've only read the firsf book of the AP, this may be a good time to give it a go. One question, how are you planning to do combat? I've been mulling over playing a foehammer fighter who is built to bullrush but that's harder to do without combat maps. What do you think?
|Ross Byers RPG Superstar 2008 Top 32|
Wanted to run this background by you to make sure it is okay... my idea is that (taking the Local Ties campaign trait), I was a close friend of Khonnir's adopted daughter Val, and when my arm got crushed, she begged him to help. Experimenting with a severed Android arm that he found, he was able to magically fuse it with my arm, which over time corrected the problem (because nanites). However, the nanites are programmed to repair androids, not humans, so they are slowly making other changes to me as well. ... So, I'm basically a cyborg, but only in flavor. I would just be human in terms of building the character, and would be a nanite sorcerer, which that background explains really well. :)
What do you think?
I could also go all the way android, but I think someone else wanted to do that, and you said only one... don't want to take somebody's spot.
I would like to submit my character Bronte Novid.
Male human (Keleshite) inquisitor of Ragathiel 1 (Pathfinder RPG Advanced Player's Guide 38)
LG Medium humanoid (human)
Init +4; Senses Perception +6
AC 17, touch 13, flat-footed 14 (+4 armor, +3 Dex)
hp 10 (1d8+2)
Fort +3, Ref +4, Will +4
Speed 30 ft.
Ranged light crossbow +4 (1d8/19-20)
Special Attacks judgment 1/day
Domain Spell-Like Abilities (CL 1st; concentration +3)
. . 5/day—touch of good (+1)
Inquisitor Spells Known (CL 1st; concentration +3)
. . 1st (2/day)—command (DC 13), true strike
. . 0 (at will)—create water, detect magic, light, virtue
. . Domain Good (Archon[APG] subdomain)
Str 10, Dex 18, Con 12, Int 10, Wis 15, Cha 10
Base Atk +0; CMB +0; CMD 14
Feats Point-Blank Shot
Traits against the technic league (weapons), oathbound
Skills Diplomacy +4, Intimidate +5, Knowledge (religion) +4, Perception +6, Sense Motive +3, Spellcraft +4, Stealth +6
Languages Common, Kelish
SQ monster lore +2, stern gaze +1
Other Gear lamellar (leather) armor[UC], crossbow bolts (100), light crossbow, backpack, bedroll, belt pouch, candle (10), flint and steel, hemp rope (50 ft.), holy text (ragathiel holy text)[UE], manacles, mess kit[UE], pot, soap, spell component pouch, torch (10), trail rations (5), waterskin, wooden holy symbol of ragathiel, 105 gp
Inquisitor Domain (Archon (Good))
Judgment (1/day) (Su) Variable bonuses increase as the combat continues.
Monster Lore +2 (Ex) +2 to Knowledge checks when identifying the weaknessess of creatures.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Stern Gaze +1 (Ex) +1 to Sense Motive and Intimidate.
Touch of Good +1 (5/day) (Sp) Grant +1 to skill checks, ability checks and saving throws for 1 rd.
Everything is ready to go for me on the rogue, here you go
Elf unchained rogue 1 (Pathfinder Unchained 20)
CN Medium humanoid (elf)
Init +4; Senses low-light vision; Perception +7
AC 17, touch 13, flat-footed 14 (+4 armor, +3 Dex)
hp 9 (1d8+1)
Fort +0, Ref +6, Will +1; +2 vs. enchantments
Speed 30 ft.
Melee rapier +4 (1d6/18-20)
Special Attacks sneak attack (unchained) +1d6
Str 10, Dex 18, Con 11, Int 12, Wis 12, Cha 10
Base Atk +0; CMB +0; CMD 14
Feats Technologist, Weapon Finesse
Traits against the technic league (weapons), armor expert
Skills Acrobatics +7, Appraise +5, Bluff +4, Climb +3, Disable Device +8, Escape Artist +7, Perception +7, Sense Motive +5, Stealth +7; Racial Modifiers +2 Perception, +2 Spellcraft to identify magic item properties
Languages Celestial, Common, Elven
SQ elven magic, trapfinding +1
Other Gear lamellar (leather) armor[UC], rapier, belt pouch, chalk (10), flint and steel, thieves' tools, 24 gp, 65 sp, 20 cp
Elven Immunities - Sleep You are immune to magic sleep effects.
Elven Magic +2 to spellcraft checks to determine the properties of a magic item.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Sneak Attack (Unchained) +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
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 +1 Gain a bonus to find or disable traps, including magical ones.
Submitting Klynt for consideration.
"Your destiny lies elsewhere," the shaman told him, "where the source of this disk lies." The shaman then gave him his first tattoo - a full moon - and the honorific "Curious Wolf". A few days later, with the blessing of his quah, Klynt left and began traveling westward. A month passed before he came across a merchant that had encountered a disk like the one he carried.
"Further west, in Numeria, they use these things for coin..." the merchant told him. So further west he traveled, until on the night of the next full moon, he saw a column of purple fire erupt into the sky.
"That, is where I must go." He thought. By the time the Torch flames went out a week ago Klynt had been staying in the town for nearly two years, studying the strange language he first saw etched on that silver disk and other artifacts like it.
Submitting Brennen Timeforger
The road to Torch was difficult, but upon seeing the violet flames and the wonders they produced Brennen was in awe. For months he forged a shield from the Skymetal and dedicated it to the Goddess Brigh.
Then the forge went dim. This distressed Brennen greatly. When it became obvious he could not rekindle the forge, he now spends his days praying to Brigh and searching the junkyard for bits of skymetal.
Drat. Ok then, next concept. Will there be adequate time for me to craft constructs? Thinking about a wizard or arcanist who will go into Arclord of Nex, and focuses on clockwork creations, and perhaps eventually robots. Drawn to the area because he's fascinated by technology, and wants to learn more about robots and improve his clockwork creations.
NG Deep One Hybrid Blight druid
Senses low-light vision
AC 16 Touch AC 11 Flat-footed 15(+1 Dex +1 Natural Armor +4 Armor)
hp 12 (1d8+4)
Fort +5, Ref +1 Will +6
Speed 15ft. swim 30ft.
Str: 14 Dex: 12 Con: 15 Int: 7 Wis: 18 Cha: 7
BAB +0 CMB +2 CMD 13
SQ Nature bond(Earth domain,Caves subdomain), Nature Sence, Vermin empathy -2;
Sea Longing (Ex) Every 24 hours a deep one hybrid spends in an area more than 10 miles from the sea, it must succeed at a DC 20 Will save or take 1 point of Wisdom drain.
Take to the Water (Ex) A deep one hybrid can hold its breath 10 times longer than a human can, and gains a +2 bonus on Initiative checks and Reflex saving throws while swimming
Languages Common ,Druidic, Aklo
Heal +7 Perseption +7 Handle Animal +2 Knolege[Nature]+2 Swim +8
Other Gear hide armor, sickle, sling with 10 bullets, belt pouch, mistletoe, spell component pouch, stick collection, sunrods (2), trail rations (2), 3 gp
Please check my math, i might have made mistakes.Also, he has tentackles on his face like a little octopus they do not affect combat, only cosmetic. I'll post the backstory a bit later.
Great, thanks. Here is my submission (Zanbabe's). I have to go to work, but tonight I'll select weapons, total things up, and maybe expand the background a little further. Should give you a general flavor of the character as is though. She's young, but excited to figure things out.
Azalia was a close friend of Khonnir's adopted daughter Val, and when her arm got crushed, Val begged her father to help.
Experimenting with a severed Android arm that he found, he was able to magically fuse it with Azalia's arm, which over time allowed her to use it normally. The nanites, however, have slowly changed her more than expected, causing further physical changes (making appear externally to have some android features, but the changes are only superficial), and also manifested in her blood, causing her to manifest magic as she had never done before.
Khonnir decided to take Azalia under his wing and teach her what he could about her developing talents.
Azalia is fascinated, rather than fearful, about the changes happening to her, and wants to learn much, much more and explore all the technology she can find.
All the rest is in the Alias. Happy to add or tweak to fit your concept, or if I've gotten anything wrong.
Like I said, the idea is a tech rogue with levels of wizard later. And the magic will be fluffed as gadgets he can put together from poorly understood technological junk. His free human feat will be technologist for this reason. Originally he had been an orphan as his parents had been one of the first ones to try using the flame. It flared up though and killed them. I could use this to attach him to Khonnir through Local Ties. He took my character in for a few years but left soon after. He can either live in the junkyard or near it and raid it every now and then. Will that work?
"If it doesnt kill you, it makes you stronger"
Tis was he told when the experiment started. Obviously, IT didnt. What was it? The elders say it's just a swarm of high energy particles,:but he saw IT, IT spoke to him. They say he had wild ravings. He left.
"If it doesnt kill you, it makes you stronger". This has become his motto. To live where no one else dares to tread. He wasnt alone. There were others like him, not like him, they had "ears" weirdness was everywhere they treaded. But he learnt from them he became the servant of IT. The Glow, they called it that, mesmerising and musterious to others, but to him, it was IT, IT was everywhere he looked, even in normals, he had changed, the fishy maw of his former form has become an eight of withering tentackles, his skin lost its few scales and became more rubbery, his eyes turned into bulbous, pitch-black orbs. He heard of a place where IT dwelt. He came to Numeria. IT was there, but he wanted more, he will have more, untill all he sees becomes a searig, exalted light, he knew IT's name, he called it the Glow.