GM Edwin;s Ferrous Deities!!!! (Inactive)

Game Master Insnare

The Fate of Numeria is up for grabs!!!


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Here is the situation; last week or so I posted a recruitment for either Gamma World or Iron Gods and now I have decided to do both so this is a formal IG thread.

What you'll need to do
- read the players guide. This is a very different feel to normal Golarion.
- create a character using 15 point buy, no more than one stat less than ten before racial mods. 150 gold starting. Two traits, one must be from the campaign itself.
- no third party material.
- if your build includes something not from the PRD on this website, please include a reference from where it comes.
- apart from the alternate races suggested in the players guide, only core races allowed (from the CRB)

This is a party based game. I'm going to choose 4 players with that in mind. General areas to be covered are Melee, arcanists, divine caster, skill player.

When you create your character please let me know which role you see them filling. I know some classes can be a number of roles, but I want you specifying where you really , want to be in he the party.

Gunslingers are good for this one I believe. There are many types of gun weapons coming out of this area. However, start as if you have emerging weapons and I'll work it out from there as we go.

I'm going to run this one as the module lays it out this time. Not much modding from me except to better tie your characters into the game at times.

This is a PbP, so roleplay and character development are going to be important.

I expect a post daily from players. 7 days a week would be great, but probably impossible to keep. So I propose at least 6 posts a week, one per day.
If you miss that I'll NPC an action for you in combat situations. In social situations it's not likely to be as time consuming.

These games take time. However I plan to keep the pace going well.

I can create decent maps and post them, but my time constraints will determine if I can maintain that or not in the campaign. There may be times where we have to go mapless

I will choose the 5 players who I feel best fit the criteria above. Back story is very important at this stage.

So let's see it !!!


I am interested. Will work on a Divine Caster.


My concept will be a Neutral(Leaning toward good, but typically to engrossed in his creations to care about others) Dwarf Cleric(Forgmaster) of Brigh. I will take the campaign trait Skymetal Smith.

Background:
Father Gond had always been fascinated with Skymetal. He remembered stories his Grandfather would tell him about the Sky Citadels of the ancient dwarves. Once the discovery of this strange material was made known to Father Gond he set forth to Numeria leaving the life he knew back in Alkenstar. Father Gond believes that if he can unlock the mysteries of Skymetal, maybe he could bring race back to its former glory.

When Father Gond got to torch, it was not what he had hoped. The people were miserable and taxed heavily by something called he Technic League. Father Gond selfishly focused on his task at hand ignoring the plight of those around him.

One night when looking at the stars and dreaming of the Sky Citadels of old, the Constellation of Brigh burned bright in the sky for Father Gond. Father Gond had been a faithful follower of Brigh his whole life, but at that moment he decided to further his devotion. He took the small bit of Skymetal he had and forged a beautiful holy symbol to Brigh out of it. He presented himself to the temple the next day to be anointed as a true cleric of Brigh.


How much of a background do you want from an Amnesiac Psychic, who may also be a Mutation Mind? I will take the Machine Mind discipline, plus Psitech stuff. The basic concept is someone like the main character from an anime with lost tech, my favorite example is Trinity Blood.


I would say, I would like to know the background before the amnesia so maybe s/he will have jogs of memory when said pieces of dejavu tech gets into his/her hands.


Now that I am in a position to create link, here are psi-tech and mindtech discipline.


I have a character that I could bring in, though I just need to make a few modifications to better fit this games guidelines.


Fine with me.


you still have room? I would like to play a paladin of some sort. Im a 3.5 pro, but ive been away a few years and Im catching up on pathfinder. I am interested in the kinda "post apocalyptic" vibe of the setting though as I am reading the players guide. STill have room?


I would like to play a skill monkey/Galvanic sabatuer/Numerian Archaeologist

Silver Crusade

Dotting for interest. I'll read the guide and be back with a character concept or two


Here's the character I'd like to submit, Gema, android arcanist (white mage).

I'm submitting her as a arcanist type character. I'll repost her bio and other info here for easy reference.

Background:
It's tough, never knowing where you come from.

Such has been the constant struggle for Gema, an android from one of Numeria's many otherworldy ruins.All Gema has is vague recollections and stories, legends and findings passed down since the Starfall ages ago. Often, she can often be found staring up at the starry night sky, pondering what lies beyond. She was first found supposedly still sleeping in her pod by a pair of explorers traversing ruins along the outskirts of the Felldales. She was found by a pair of adventurers on the outskirts of the Felldales, still sleeping in her pod, undisturbed by the crash or the passage of time. Their intrusion and subsequent investigation accidentally awoke the android from unfathomably long slumber, and she found herself without memory of who she was or where she had come from due to a malfunction in the pod caused by the crash. Aware of what they had found, they whisked her away rather than let her become another one of the Technic League, the Kellid, or worse, one of the many ravagers of the Felldales, taking her with them back to their home in Aaramor.

Unable to remember her true name or purpose, the android took the name "Gema", a malformation of a word etched on the pod she had been rescued from. Thankful to be free from her pod but confused and unnerved by her lack of memories and her nonexistant sense of palce, she stayed with the adventuring pair. In many ways became like a daughter to them, as they taught her of Numeria and of Golarion, of their gods and customs. She was smart and aware enough of her otherworldly origin to know she was not of Golarion, particularly once she was able to explore the ruins across Numeria with her adoptive parents. She longed to know what she had come from and who she was, and often spent long nights outdoors staring up at the sky ponderously. Anything she could find that might give her a hint of her origins in the ruins she would cherish, though most anything she found herself was damaged too far beyond repair to use.

Taking after her mother, she learned to harness Golarion's magical energies through hard study and sheer force of will. Her studies proved different than her mothers, however - wishing to help others the way she had been helped by her adoptive parents, and wishing to use her magical skills to impress others and curry their aid into helping her find out more about Numeria's ruins and their origins, she learned how to twist the magical energies she wielded into curative magic, so that she could help others and return life in a more meaningful way - so she could repay the compassion given to her in a way she could understand and express.

Often turned away from by the few other androids she's come into contact with, and chided for the current state of her being, Gema has finally left her adventurer parents and set out on her own in the hopes of finding what, exactly lies out in the stars - and where in the Dark Tapestry she came from to Golarion. The world may be her new home, but nothing would mean more than finding out about her true home. Now, all she can do is hope she can aid others well enough to accompany them on their expeditions into the ruins, and the answers that hopefully await her there.

Personality:

Gema is hard working and industrious, usually determined to see something through once she puts her mind to it - regardless of how long it's going to take to accomplish whatever she's set her eyes on. She also exhibits a sense of curiosity somewhat uncommon in other androids; despite this, she still doesn't really have a grip on the idea of emotions, and often finds herself confused or frustrated when trying to express herself in a manner she feels like the other races of Golarion would appreciate or accept. She WANTS to move beyond simple and logical affirmations of gratitude or action, but finds herself unable to.

Despite this, she tries her hardest to show a sense of gratitude, compassion, and general positivity, even if she sometimes winds up way off the mark due to her inability to properly comprehend or express these emotions. Instead, she goes off the actions of others, something that can and many times does end with misunderstandings.

Appearance:
Gema stands just over 6 feet tall, with long deep violet hair. Like most other androids, she has a slender frame, with clear white eyes. On her left arm above her elbow is an ink tattoo that reads "Gamma", the word that was on her pod that she took her name from. Unlike some others, she doesn't take much effort to hide the reality of what she is to the rest of the populace, embracing the fact that she is a construct of otherworldly design.

She often dresses in white or green clothing, often loose and somewhat flowing, with a hood to protect herself from the elements as needed. She likes to dye patterns into her otherwise plain clothes, often in her prefered colours, creating an odd bit of uniqueness to her otherwise typical android demeanor and appearance.

Is there a limit on how many characters we can submit? Not that I'm looking to drop a whole ton, but I'd like to brainstorm an alternate for another role if possible.


I think my character is good. Not sure about the role my character will perform but maybe a ranged fighter or something if that's okay.


"Hail! I'm Marian Ceville, the greatest swordsman in all of Numeria, my exploits know no bounds! Have no fear newfound friends."

Really though Marian Ceville is just a rowdy front line Melee combatant ready for a high tech scrap. I can post more background later if that's necessary but I prefer to develop it over the course of play


"Hail and well met Marian Ceville. I am Father Gond, Forgmaster of Brigh. A great swordsman needs a great sword, let me see what you have there." Appraise: 1d20 + 5 ⇒ (10) + 5 = 15 Craft Blacksmith: 1d20 + 5 ⇒ (14) + 5 = 19 "Well to be honest I think you can do better, but maybe I can help."


I have a wizard I'd like to put forth, created and modified for several games only one of which he got in. (Which hasn't updated for two weeks) He's an instructor archetype wizard, would that be fine with you?


"Oi there, stranger." The battle scared girl before you says. She squats down by the fire pit, a long wooden spear resting on her level thighs. With a word and a gesture she sends a small trail of fire from her out stretched finger, igniting the kindling. "My name is Qahli, just another traveler from the wastes...an' don't worry about this rusty bot," She motions to a strange bipedal creature standing a few meters behind her, its body encased fully in metal with a single blue bulb glowing from within its helm. "His name is Choepoe, and as much as he looks like one of those robotic horrors from the wilds, he's only violent when I want 'im to be. I hear you're lookin' for folk to save that missing councilman. Maybe get Torch back up and runnin'. Well I'm yer girl. Me an' my friend are more than handy in scrape, and I got my own reasons for rooting around in those caves Khonnir found."

She listens to your questions quietly, "I know a bit o' spellwork, but my specialty is spear dancing. Me an' Choepoe can keep make a wall of pain and agony between whatever we find down in those caves, and the rest of the party. Were both all for teamwork, and while I don't trust the forces Name Khonnir plays with, I have Torch's best interest at heart."


"Hey!" A fiery-eyed youth calls out, approaching with a swagger. "I heard you need someone to go down into that hole. I'll do it." He leans in closer, his voice simmering with anger. "I KNOW the Technic League is behind this, and I'll prove it!"

Introducing Hacha, Bloodrager of Brass Dragon heritage. Front line damage dealer with a grudge against the League.

Also, this would be my first PBP experience. Any advice would be appreciated!


I have Orek Ten-Thunders, a Dwarven Steelbreaker Brawler. He's tied to torch because his family has used the flame to craft skymetal for years, but it's recent going out is worrying to Orek.


Yes I have room. I am looking for 5 characters with good backstories that fill the typical fantasy roles. I am more concerned with the backstory than the crunch.


Instructor Archetype, is it okay?


I have some interest...

Some clarification questions:

Some optional rules I see a lot of GMs using/denying:

Unchained Classes?
Background Skills?
Hero Points?


Hmm instructor archetype... I would say no because it is like having 2 characters.

@jim

1: case by case basis.... send me a link

2: send me a link

3: hero point is an optional rule that won't be having in the game. Mostly because it slows the game down.


I sent you the full links by PM.

My submission: I have an Unchained Summoner I have been wanting to play in an Iron Gods game for a while...

Keldor Whisthawk
LG 1/2 Elf Unchained Summoner (Synthesist)

He's mainly a Melee specialist.

Sovereign Court Contributor

My character proposal, skill monkey: "Pal," android investigator

background:

Pal awoke three years ago with no memories, trapped in a tank in some sort of research lab. He managed to free himself from the tank pretty quickly, but could not initially unlock the door to leave the lab. He spent the better part of a year trying to figure out where he was, why he was a prisoner, and what the various items in the room were for. Although his jailer never returned to the lab, Pal found the man's journal, a travelling trader named Flash. He mostly traded in scrap "technology" between Scrapwall and Torch. Pal learned a great deal from Flash's journals and notes.

Eventually Pal came to understand some of the materials and devices in his prison. He had a particular fascination for chemistry, and managed to build an explosive device, which he hoped would blow out the door of his prison. He sheltered in the lab tank after setting the charge, which saved him from the devastation of the lab as he had underestimated the explosive force.

Taking what he could scavenge from the rubble and made his way to a nearby settlement. The first person he met said "What happened to you, Pal?" and Pal knew his own name for the first time.

Pal managed to trade the scavenged bit from the lab to survive and begin his research. His information gathering was greatly slowed by his failure to realize that he could simply ask people questions, and then later, by his failure to understand that people might lie, or give false information instead of admitting they did not know something.

He has finally made his way to Torch, the first real step on his journey to find Flash. He will be very surprised if he ever learns that Flash is simply the previous iteration of his own android body.

stat block:

Pal
Male android investigator (empiricist) 1 (Pathfinder RPG Advanced Class Guide 30, 100, Pathfinder RPG Bestiary 5 19)
LN Medium humanoid (android)
Init +2; Senses darkvision 60 ft., low-light vision; Perception +7
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Defense
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AC 14, touch 12, flat-footed 12 (+2 armor, +2 Dex)
hp 9 (1d8+1)
Fort +1, Ref +4, Will +3; +4 vs. mind-affecting, paralysis, poison, and stun
Defensive Abilities constructed; Immune disease, emotion, exhaustion, fatigue, fear, sleep
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Offense
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Speed 30 ft.
Melee morningstar +1 (1d8+1) or
. . short sword +1 (1d6+1/19-20)
Ranged dart +2 (1d4+1)
Investigator (Empiricist) Extracts Prepared (CL 1st; concentration +4)
. . 1st—ant haul[APG] (DC 14), cure light wounds
--------------------
Statistics
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Str 12, Dex 14, Con 12, Int 17, Wis 12, Cha 8
Base Atk +0; CMB +1; CMD 13
Feats Technologist
Traits anatomist, numerian archeaologist
Skills Acrobatics +6, Appraise +7, Craft (alchemy) +7 (+8 to create alchemical items), Disable Device +7, Escape Artist +6, Knowledge (engineering) +7, Knowledge (local) +7, Perception +7, Sense Motive -3, Spellcraft +7, Stealth +6; Racial Modifiers +2 Perception, -4 Sense Motive
Languages Androffan, Common, Dwarven, Hallit, Orc
SQ alchemy (alchemy crafting +1), emotionless, exceptional senses, inspiration (3/day), nanite surge, trapfinding +1
Other Gear lamellar cuirass[UC], dart (4), morningstar, short sword, backpack, belt pouch, thieves' tools, 82 gp
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Special Abilities
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Alchemy +1 (Su) +1 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Constructed (Ex) Counts as both humanoids and constructs for effects that target type.
Darkvision (60 feet) You can see in the dark (black and white only).
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.
Inspiration (+1d6, 3/day) (Ex) Use 1 point, +1d6 to trained skill or ability check. Use 2 points, to add to attack or save.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Nanite Surge +4 (1/day) (Ex) Bonus to any one d20 roll. Glow like a torch for 1 round when used.
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.


Dotting in here from the original thread.

EDIT: KiRen is going to start primarily as a melee character with some tech skills as well, and not be very magically inclined at all. She is basically a robot killer, who has been taught and trained to detest technology, although her underlying personality makes her much more fascinated by it than fearful.

I could definitely see her becoming a gunslinger further down the road, and she should be decent with traps.


I'm planning on using the campaign trait that involves Khonnir Bai and his daughter Val. I'm creating a support buff/debuff witch. Could I get some supplementary info on Val?


For official submission, A support buff/debuff witch looking for his foster father.

Rowan Elwood:

Rowan Elwood
Male Human Witch (shadow) 1
NG Medium humanoid
Init +2;

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Defense
--------------------

AC 12 (+0 armor, +2 Dex), touch 12, flat-footed 10
HP 7 (1d6, +2 Con)
Fort +5 (+0 base, +2 Con), Ref +4 (+0 base, +2 Dex, +2 Fox), Will +2 (+2 base, +0 Wis)

--------------------
Offense
--------------------

Speed 30 ft.
Dagger (1d4+0/19-20x2)
Crossbow, Light (1d8+0/19-20x2)

--------------------
Statistics
--------------------

Str 8, Dex 12, Con 14, Int 18, Wis 10, Cha 10
Base Atk +0; CMB -1; CMD 10
Languages: Common, Hallit, Elven, Undercommon, Draconic.

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Feats
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Extra Hex
Prerequisite: Hex class feature.
Benefit: You gain one additional hex. You must meet all of the prerequisites for this hex.
Special: You can gain Extra Hex multiple times.

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Traits
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Local Ties: You have ties to a prominent local in the town of Torch—the missing wizard Khonnir Baine. If you’re a wizard, alchemist, or other scholarly type, he may have
been your tutor or teacher. If you’re of a more martial bent, Khonnir could instead have been a friend or business associate of your mother, father, or patron. He may even have been your adoptive father, in which case you likely have a bond of friendship or rivalry with his adopted daughter Val (your GM has more information on her in this case if you wish to know more for your character’s background). Your association with Khonnir has given you insight into how technology works. Choose Disable Device or Knowledge (engineering). You gain a +1 trait bonus on checks with this skill, 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, your trait bonus for the
selected skill increases to +3.

Hedge Mage: -5% gp cost when creating Magic items.

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Skills
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Fly +5 (1 rank)
Heal +4 (1 rank)
Knowledge (arcana) +8 (1 rank)
Knowledge (nature) +8 (1 rank)
Spellcraft +8 (1 rank)
Use Magic Device +4 (1 rank)

--------------------
Background Skills
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Craft (Alchemy) +8 (1 rank)
Profession (Herbalist) +4 (1 rank)

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Gear
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Leather Armor (50 gp, 15 lbs.)

Backpack (2 gp, 2 lbs.)
[
*

]

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Special Abilities
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Human

Size: Humans are Medium creatures and thus receive no bonuses or penalties due to their size.
Base Speed: Humans have a base speed of 30 feet.
Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). See the Linguistics skill page for more information about these languages.
Dual Talent: Some humans are uniquely skilled at maximizing their natural gifts. These humans pick two ability scores and gain a +2 racial bonus in each of those scores. This racial trait replaces the +2 bonus to any one ability score, the bonus feat, and the skilled traits.

Witch (shadow) 1

Weapon and Armor Proficiency

Witches are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor interferes with a witch's gestures, which can cause her spells with somatic components to fail.

Spells
A witch casts arcane spells drawn from the witch spell list. A witch must choose and prepare her spells ahead of time.

To learn or cast a spell, a witch must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a witch's spell is 10 + the spell level + the witch's Intelligence modifier.

A witch can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Witch. In addition, she receives bonus spells per day if she has a high Intelligence score (see Table: Ability Modifiers and Bonus Spells).

A witch may know any number of spells. She must choose and prepare her spells ahead of time by getting 8 hours of sleep and spending 1 hour communing with her familiar. While communing, the witch decides which spells to prepare.

Cantrips: Witches can prepare a number of cantrips, or 0-level spells, each day, as noted on Table: Witch under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again. Cantrips prepared using other spell slots, due to metamagic feats for example, are expended normally.

Hex
Witches learn a number of magic tricks, called hexes, that grant them powers or weaken foes. At 1st level, a witch gains one hex of her choice. She gains an additional hex at 2nd level and for every 2 levels attained after 2nd level, as noted on Table: Witch. A witch cannot select an individual hex more than once.

Unless otherwise noted, using a hex is a standard action that does not provoke an attack of opportunity. The save to resist a hex is equal to 10 + 1/2 the witch's level + the witch's Intelligence modifier.

Patron Spells

At 1st level, when a witch gains her familiar, she must also select a patron. This patron is a vague and mysterious force, granting the witch power for reasons that she might not entirely understand. While these forces need not be named, they typically hold influence over one of the following forces.

At 2nd level, and every two levels thereafter, a witch's patron adds new spells to a witch's list of spells known. These spells are also automatically added to the list of spells stored by the familiar. The spells gained depend upon the patron chosen. Each patron is listed by its theme. Its actual name is up to the GM and the witch to decide.

Witch's Familiar (Ex)

At 1st level, a witch forms a close bond with a familiar, a creature that teaches her magic and helps to guide her along her path. Familiars also aid a witch by granting her skill bonuses, additional spells, and help with some types of magic. This functions like the wizard's arcane bond class feature, except as noted in the Witch's Familiar section.

A witch must commune with her familiar each day to prepare her spells. Familiars store all of the spells that a witch knows, and a witch cannot prepare a spell that is not stored by her familiar. A witch's familiar begins play storing all of the 0-level witch spells plus three 1st level spells of the witch's choice. The witch also selects a number of additional 1st-level spells equal to her Intelligence modifier to store in her familiar. At each new witch level, she adds two new spells of any spell level or levels that she can cast (based on her new witch level) to her familiar. A witch can also add additional spells to her familiar through a special ritual.

Fox: +2 Reflex

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Spell List
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0-Level Spells - 3 per day
Arcane Mark: Inscribes a personal rune on an object or creature (visible or invisible).
Bleed: Cause a stabilized creature to resume dying.
Dancing Lights: Creates torches or other lights.
Daze: A single humanoid creature with 4 HD or less loses its next action.
Detect Magic: Detects all spells and magic items within 60 ft.
Detect Poison: Detects poison in one creature or small object.
Guidance: +1 on one attack roll, saving throw, or skill check.
Light: Object shines like a torch.
Mending: Makes minor repairs on an object.
Message: Whisper conversation at distance.
Putrefy Food and Drink: Makes food and water inedible.
Read Magic: Read scrolls and spellbooks.
Resistance: Subject gains +1 on saving throws.
Spark: Ignites flammable objects.
Stabilize: Cause a dying creature to stabilize.
Touch of Fatigue: Touch attack fatigues target.

1st-Level Spells - 2 per day

Ear-Piercing Scream
You unleash a powerful scream, inaudible to all but a single target. The target is dazed for 1 round and takes 1d6 points of sonic damage per two caster levels (maximum 5d6). A successful save negates the daze effect and halves the damage.

Mount
You summon a light horse or a pony (your choice) to serve you as a mount. The steed serves willingly and well. The mount comes with a bit and bridle and a riding saddle.

Mage Armor
An invisible but tangible field of force surrounds the subject of a mage armor spell, providing a +4 armor bonus to AC.

Unlike mundane armor, mage armor entails no armor check penalty, arcane spell failure chance, or speed reduction. Since mage armor is made of force, incorporeal creatures can't bypass it the way they do normal armor.

Frostbite
Your melee touch attack deals 1d6 points of nonlethal cold damage + 1 point per level, and the target is fatigued. The fatigued condition ends when the target recovers from the nonlethal damage. This spell cannot make a creature exhausted even if it is already fatigued. You can use this melee touch attack up to one time per level.

Adhesive Spittle
Once during this spell's duration, you can spit a viscous liquid as a standard action. This liquid functions as a tanglefoot bag, except you do not have to make a successful attack roll to hit your target. The DCs to counteract this adhesive (to avoid being stuck to the floor, to fly, to break the adhesive, or to cast a spell) use the spell's DC rather than a tanglefoot bag's normal DCs. The adhesive persists for 2d4 rounds after you spit it.

Cure Light Wounds
When laying your hand upon a living creature, you channel positive energy that cures 1d8 points of damage +1 point per caster level (maximum +5). Since undead are powered by negative energy, this spell deals damage to them instead of curing their wounds. An undead creature can apply Spell Resistance, and can attempt a Will save to take half damage.

Bungle
The target takes a –20 penalty on its next attack roll or check that requires a d20 roll. The action must be one deliberately taken by the target on its turn. Creatures with more than 10 HD are unaffected by this spell.

--------------------
Hexes
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Cackle: A witch can cackle madly as a move action. Any creature that is within 30 feet that is under the effects of an agony hex, charm hex, evil eye hex, fortune hex, or misfortune hex caused by the witch has the duration of that hex extended by 1 round.

Evil Eye: The target takes a –2 penalty on one of the following (witch’s choice): AC, ability checks, attack rolls, saving throws, or skill checks. This hex lasts for a number of rounds equal to 3 + the witch’s Intelligence modifier. A Will save reduces this to just 1 round.
This is a mind-affecting effect. At 8th level the penalty increases to –4.

--------------------
Backstory
--------------------

Age: 24
Hair: Brown
Eyes: Hazel
Height: 5' 10"
Weight: 120 lbs.

Backstory: The only thing Rowan got from his birth parents was his life and his name. They set sail the next day, leaving him at local foster care. He didn’t resent them though. It was hard to resent people you never knew.

Besides, because of them he had gotten the best father in the world. Khonnir Baine may have been known as an oddball by some, but Rowan loved him dearly. His childhood was filled with running around his workshop carrying some strange device with Khonnir desperately trying to catch him. Things got even more hectic when his powers began to manifest, and chores began to consist of helping out at the lab and not blowing up the kitchen.

One night after reading late, Rowan awoke to the pitch black study, a blanket draped over him. Echoes poured into his mind, and he understood. Something powerful was near and his body was synergizing with it. He began to convulse and shake, his body producing an inky blackness, and the door to study burst open as his father stepped in and blasted him with a ray of concentrated light. He landed onto the floor, shaken, but his body was his own again. It was then that Khonnir confided in him the reason he adopted him and Val over the others he could have chosen. His body was a conduit, and its power needed to be channeled.

So began his official training, learning to manifest his abilities to his own whims before his body was wrecked by the darkness. With his burden managed, and an established small business selling medicine to the fellow townsfolk, Rowan steadily grew into adulthood.

He returned from deliveries one afternoon, his herbal remedies a somewhat popular alternative to more expensive poultices. The front door was ajar, and as Rowan searched the house he found his foster father was no where to be seen.

Personality: Rowan is curious almost to a fault, sometimes not taking into account the dangers of inhaling a mysterious liquid locked in a cabinet inside his father’s private study. He is not overly aggressive, preferring to subvert conflict entirely. He has a fascination with Androids though his knowledge is lacking, and he can’t stand abandoning something he agreed to (a leftover mindset from being left behind by his parents).

Haven't decided all the gear yet, but should pretty soon. Feel free to point out stuff I got wrong.


Dot with this Evangelist cleric of Calistria. 13th try FTW.


"Terrible weather."
A young man, the knees of his trousers scuffed with dirt and a large satchel to his side, looks to the opening of the caverns. A small grey fox sits on top of his head and yips.

"At this humidity I suspect a rain to come, hopefully a drizzle at most, not too far off in the future."

He turns to his companions, silently sizing them up.

"Before you ask, yes I am no fighter. These arms were made for turning pages, not swinging blades. But I promise you. As long as I'm here you'll find you arrows hitting targets, your swords gutting enemies, and your skins staying where they are now. My magics are subtle, and you'll find my aid to be as well."


Rp example.... Hooray!!!

A Taldan women dressed in yellow and white tunic, with fine silks draped over her body. Plates of metal adorn her body, with symbols of the church of Calistria. She stands somewhat seductively as she watches rain fall into her hands.

"O' not to worry dear, we got folk whom will do all that for us. All we got to do, is keep 'em in line and still breathing."

She feels down to her whip and mace on her hip, "Lets show 'em a good time."


"Good time eh?"

Something about the her made him more relaxed. It was good to have someone who wouldn't immediately charge into battle, he hoped.

The rain was still coming, as he predicted, a drizzle. He thought of his foster father and his insistence on good etiquette.

"Might you all join me at my humble abode? It's just small storefront in town I rent for business, but it will keep us dry. I suspect a good cup of tea will also do us some good before spelunking any sort of earthen chamber.


"Well Mr. Elwood, I would be happy to oblige. However, pleasure must wait at this time unfortunately," she says with a sly smile. Giving Rowan a look over.


Rowan frowned puzzled.

Was it common for religious folk to stand in the rain dressed in cold steel and fine dress? He thought to himself. Odd to say the least.

It wouldn't do to leave the gathering early, but with no one else taking him up on his offer of a change in location, Rowan needed another way to stay relatively dry.

A simple spell, channeling his inner shadows until they twisted and morphed and became flesh. Before him stood a light horse, ready and able for travel.

Instead, Rowan unshouldered his satchel and crawled under the horse. Fortunately there was enough space for him to sit relatively comfortably, though Kit, his young fox, had moved to his lap.


"Little man, you should not fear this weather and hide. You should embrace it! Or do you just like to sit beneath horseflesh?"

A large Kellid woman, wearing simple animal skins and a shiny metal breastplate visible underneath, strides up to Rowan and Aada. She appears to have a large blade strapped to her back.

"I do not deny, the comforts of a shelter are often useful, but on a day like this, you should enjoy what Desna has to offer!"


"Mildew, chaffing, possible weakened immune system. I prefer a warm environment thanks."

Rowan examined the new arrival, a simple risk assessment should she decide sitting under equestrian mammals was offensive to her nature.

I wonder if my arms can get that muscular? I mean... Technically we're both human. I think.

"But where are my manners."

Rowan emerged from his makeshift rain block and offered a hand to the woman he guessed could lift the horse off him if she desired.

"You may call me Rowan. And you are...?"


"More and more the reason why we should finish this business up quickly, and with a woman like her baddies are gonna be ripped to shreds. And besides, I just love the rain," said Aada with a hand to her chest and another at her hip.


Maybe its a womanly thing. Val loves the rain too.

Rowan pondered for a bit, then shrugged in acceptance. A flick of his wrist and his mount dissipated into wisps of shadow. Kit, now exposed to the rain, ran up his leg and found refuge in his jacket, popping its head out of the center between the folds.

"Clearly you two know something I don't, but I suppose it might be nice to savor the experience. The pattering of the drops against the skin. I mean, it might be a while before we experience the rain again."


O' how cute, the little thing doesn't like the rain. What's the little fellows name?" she says, pointing at the little grey fox peaking out of Rowan's jacket. She saunters over to him, "Hi there little fellow."


"Kit."

Rowan retrieved a small treat from one of his side pouches and offered it to the small fox, who greedily ate it, burying its snout into his palm.

"Found him rummaging through my herbal kit one day, and we sort of connected. Been with me ever since."

He offered a treat to the young woman, as she seemed interested in interacting with his little friend.

"I don't believe I caught your name either miss."


She takes the treat from Rowan's hand and attempts to feed the little creature, "My name is Aada, Aada Bladotter of the church of the Favored Sting. A pleasure to meet your aquantince," she smiled.


Kit eagerly accepts the treat offered to him, stretching out to reach it in Aada's hand.

"Good to meet you."

Why are we standing in the rain again?


Because we are standing infront of unknown cave for no apparent reason that has yet to be specified at all in this Rp example that we are sharing. Besides, the rain is fun for reasons. XD


I was a bit confused by this little episode.


Insnare wrote:
I was a bit confused by this little episode.

Meh, RPing is fun to do in the recruitment messageboard, lets you see what kind of interactions characters have with each other.


I don't really know either. I thought this would be kind of cute and a better way to give an Rp example just for laughs and giggles. A few recruitments have done little tavern rps to start off and get to know the characters and the players behind them. It also gives at least some fun Rp to those whom didn't get selcted in the end.


Here is my application, an Aasimar Swashbuckler who has traveled to the area to learn more about the skymetal and has had her fill of how the Technic Legion treats others.

She takes a melee role.


I'll be honest, I kinda want to keep the scene going.


Before I make a submission for you, I must tell you I am currently running this for my tabletop group.

I do keep meta knowledge out of the game, but some are uncomfortable with it.

My current front runner for a submission would be a barbarian/Alchemist with Technologist and going for exotic weapon Chain Saw.

Let me know if any of this is not to your taste!


I got a little turned off by the thread being run away with...also there was already a scene going.

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