GM R Box - Iron Gods AP

Game Master Twistlok

Torch Map
Tatical Maps
Notes
Loot Sheet
Equipment Info


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Open Until Sometime on the 24th

I am new to PbP GMing but I have given this a lot of thought and I am going to jump in with both feet and run Iron Gods

My goal is five players but I may go with six.

There are two players that have already been accepted who will be playing an Investigator / Gunslinger and a Cleric. I do not have a problem with characters of the same class but wow me with the character build or something

Ground Rules
1. Don’t min/max – if that is what makes the game fun this isn’t the game for you.
2. If you have run or read Iron Gods before please let me know. I do not mind but would like to know.
3. Post as much as you can. Sure once a day is fine but it is just fine. I will encourage RP and that might take more at times.
4. Be patient if I screw up. We all do from time to time.

Character Creation
1. Make an alias (bonus if you link a character sheet)
2. 20 point buy
3. Races: Open to anything but justify it in the backstory. I would prefer no androids.
4. Class: Open to anything though I don’t love the dual personality of Vigilantes.
5. Traits: 2, one can be from players guide.
6. Wealth: Average starting gold for your class
7. Alignment: If you character is evil you’re going to have to do some work convincing me
8. If you want your character to be from Torch that is fine but they do not get extra resources; by this I mean they cannot own an inn or some such.

Headers:

In race please list:
Class & Level | HP X/X | Init X | Per X | AC X | T X | FF X | Fort +X | Ref +X | Will +X | Weapon +X (dam)
In Class Level:
Spoiler with prepared spells or perishables or consumables

Important Notes:

1. I am an adult with a career and a family so I will be stable and stick it out and I would like you too as well. Therefor if I am doing something annoying or incorrectly please tell me.
2. If you are chosen and need or want to bail let me know first, don’t just ghost. I understand life happens. I understand life happens, personally I was just trapped in Fla for a week due to snow at home.


Hello!

Veteran gamer, novice Pathfinder, first time PBP.

My alias is Aurouka a half orc Cleric and disciplined in the air domain.

Look forward to getting started, any tips and/or advice are appreciated.

Jay


Hey GM Red Box,

As a fellow GM, I commend you in taking the plunge. There are just too few GMs out there. And especially one who seems committed to a game. Too many GMs out there advertise for a game to only start and then realize that it takes a lot of work and just quit.

Full disclaimer: I have run the first book of this AP on these boards. You can look for the game if you are interested.

That being said, I am very good at separating player knowledge from character knowledge but I totally understand if you want to pass on my application.

If the above doesn't bother you, I think you intend to run the type of game that I love to play, fast-paced and RP-heavy, so please consider Roga for inclusion in your game.

His crunch and fluff are in his alias and his fluff is also spoilered below.

Please let me know if you have any questions and good luck in your game!

Game on!

fluff:

APPEARANCE
Roga, dark haired savage with shoulder-length mane and steel gray eyes.
Roga, large youth with hard-packed muscle on his lanky frame. Roga, tanned skin, criss-crossed with many scars.

As imposing a figure as he paints, it is his eyes that catch one’s attention. The eyes of a predator, always looking for a weak spot, always alert.

The youth is barely past 20 summers and dresses in the garb of those used to spending nights under the stars. A heavy flail, meant to smash constructs, rests easily in his hands. A hide shirt protects him.

BACKGROUND

Roga was barely past 14 summers when his name was whispered in the fighter’s circle. The youth had proven an able hunter and better fighter. He was taught to fear and hate all sorts of technology, especially constructs. And he learned well.

The zeal with which he smashed the metal monsters was spoken in hushed tones by much more seasoned warriors. The youth had even braved the land’s eerily glowing fluids and came away stronger for it. Roga was a chief-in-the-making living off the land in the Sellen Hills where his tribe, the Ghost Wolves roamed.

But then disaster struck. His hunting band was beseeched by several constructs. After trading blows with the abominations, it was clear that the barbarians were no match for the monstrosity unleashed. The metal arachnid picked them off one by one and dismembered them. A metal leg knocked Roga unconscious and he was sure he would die.

He didn’t.

He woke up several days later, nursed back to health by an older man, Jesper. Not a barbarian but one with vast knowledge of the land, and of constructs. But Jesper used boomsticks and other technology. And Roga saw how effective this warrior was when their camp was attacked by robots.
With his tribe now far away and his curiosity piqued, Roga asked Jesper if he could tag along with him, promising to hunt for him if Jesper would teach him his trade.

Jesper agreed; he wanted to pass on his knowledge. Together they tracked down the metal arachnid that killed Roga’s hunting party and destroyed it. Roga’s awe for the man only grew as he learned to respect but not fear technology. He was taught that most technology was just a tool, much like the heavy flail he wielded. The intelligent constructs were the ones to be feared or so Jesper said. Although it didn’t look like he feared them at all.

In the months that followed Jesper taught him the gunsmithing craft. First he prepared metal balls and then learned to prepare the black powder with which Jesper stuffed his boomstick.
All the while, Jesper told the youth about amazing wonders scattered throughout the land. About strange metals, lighter but stronger than steel. About things that worked like magic but were not magic.

They wandered Numeria for a while until Jesper asked Roga to go to the town of Torch. Jesper had to go to Starfall and would catch up to the youth later. In the meantime, Roga was supposed to make contact and learn from the craftsmen that lived in Torch.

PERSONALITY

Roga is a young barbarian who just recently became acquainted with technology.

His previous views about hating and fearing technology were turned upside-down and replaced with a healthy curiosity of all things technological.
Roga has been described as stubborn and hot-headed but that could probably be said of many young Kellids.

While he certainly has the skill for fine metal work, he still lacks the patience needed to craft masterpieces, preferring to do what is right and necessary and then move on to another project, mostly related to guns at this time in his life.

Interested in how and why things work. Excellent skills with mechanical things. Risk-taker who lives for the moment. Uncomplicated in his desires. Loyal to his peers and to his internal value systems, but not overly concerned with respecting laws and rules if they get in the way of getting something done. He excels at finding solutions to practical problems.
Adaptable, action-oriented. Focused on immediate results. Impatient with long explanations.

Assertive and outspoken - he is driven to lead. He usually has little patience with inefficiency or disorganization.

HOOKS/NPCs

Jesper, Roga’s ‘trainer’, has left for Starfall.

The Ghost Wolves, who hate technology, are out there but believe that Roga was killed in action.

CONCEPT
Roga provides a ‘strong-arm’ and can take a hit or two while dealing good damage. Mostly a melee attacker, his ranged attack should develop nicely as well. He has good physical skills, as well perception, and survival. Out of combat, he will tend to be fascinated by ‘civilization’ and very curious about technology (will take technologist feat when possible).


You okay with Kasatha Black Blade Magus? I wouldn't be taking Black Blade until 3rd level, but I'm just wondering if those 2 are okay.


I have a Dwarf Stonelord Paladin I worked up for Iron Gods a while back. Will tweak him to fit your standards.


I have a dwarven foehammer that I worked up for this campaign his details are on my computer. I'll post him here sometime tomorrow.


As a fellow GM, a couple of suggestions for recruitment threads :

A) Specify whether you are using any optional rules (Such as Background Skills, etc)
B) Specify starting level (it's probably 1, but it helps to confirm it, since some games start at higher level)
C) Specify whether people can take a 3rd trait with a drawback or not.
D) Specify how you want to do HP (Max First, then roll in thread, or Max First then Average +1 per level, etc).

These are all questions you will be asked eventually, might as well get them out of the way up front. :)

Dark Archive

I have a rather...unstable character concept that I've had floating around in my head for a while. Might be more appropriate for a Strange Aeons game, but I've considered putting it in for Iron Gods before as well...

Quick rundown is wandering vagrant that had a run-in with something Black Tapestry related in his youth, granting him spellcasting abilities and at least one additional voice/personality in his head (something between schizophrenia, dissociative identity disorder, and possession) that absolutely terrifies him and, he is convinced, is trying to gradually usurp control of his body from him. Intended to be more or less a character in its own right (not mechanically speaking, of course) and will likely get its own "body" as soon as I can get access to Alter Self or something similar.

Largely uncertain past - partly amnesiac, and what he does remember doesn't always line up with reality. Main personality is relatively good-natured but socially awkward and unstable (perpetually jumpy and reactionary). Alternate personality is much more sociable, confident, and in control of itself, but quite capable of deception and potentially more malevolent at heart.

Mechanically considering an Abomination Psychic (possibly with Amnesiac archetype), but have also weighed Black Tapestry Oracle at times. Still very much up in the air, at the moment.


Dotting


I believe Adrien Belmont should already be built to your specifications, but I'll double check. He's a Summoner whose eidolon is an ancient Numerian robot he found while exploring, which has now bonded to him. Would you be willing to allow my eidolon to take some of the evolutions not normally allowed to Inevitables (particularly certain natural attacks) if I gave a good in-game explanation of how he possesses them? Inevitable eidolons are great flavor-wise for Iron Gods, but they're kind of the worst choice mechanically as they can only ever get a slam. I can give my reasoning for them now if you want, or later on if you'd rather wait and see if you pick my submission at all.

Also, are you using Background skills?


This is Adrien's eidolon, just dotting him in.

Silver Crusade

Pathfinder Lost Omens, Starfinder Roleplaying Game Subscriber

dotting, will put together a dwarf wizard aiming for Technologist. Never played or read Iron Gods other than the synopsis on Paizo's website but love the pulp science-fantasy concept.


@XanaverForgedawn = I am fine with the Black Blade Magus

@mdt
I had not planned on optional rules
Starting level is 1
I am ok with drawbacks but work it into the character backgroup
Max HP first level and roll in thread after that


One additional note about my posting pattern. I tend to post most between 7am EST and 10pm EST. My wife and I have an infant so I am a slave to her sleep schedule.

Grand Lodge

A Character I had not chosen before for a IG game. You are sure we cannot sell you on Back groud skills, it really should be a staple since it makes so much sense for the game over all.

Forvir:

Forvir Praystalker
Male human unchained barbarian 1 ( Pathfinder Campaign Setting: People of the River 6, Pathfinder
Unchained 8)
CN Medium humanoid (human)
Init +2; Senses Perception +6
—————
Defense
—————
AC 15, touch 11, flat-footed 14 (+4 armor, +1 Dex)
hp 15 (1d12+3)
Fort +4, Ref +1, Will +2
—————
Offense
—————
Speed 40 ft.
Melee earth breaker +4 (2d6+4/×3)
Special Attacks rage (6 rounds/day)
—————
Statistics
—————
Str 17, Dex 13, Con 14, Int 10, Wis 14, Cha 10
Base Atk +1; CMB +4; CMD 15
Feats Power Attack, Uncivilized Tactics
Traits robot slayer, veteran of battle
Skills Acrobatics +3 (+7 to jump), Climb +2, Craft (tattoo) +4, Handle Animal +4, Intimidate +4, Perception
+6, Survival +6
Languages Common
SQ fast movement
Other Gear lamellar (leather) armor UC, earth breaker UE, artisan's tools, backpack, belt pouch, blanket APG,
colored ink, flint and steel, hemp rope (50 ft.), pot, soap, torch (5), trail rations (5), waterskin, 20 gp, 1 sp
—————
Special Abilities
—————
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Rage (Unchained, 6 rounds/day) (Ex) As a free action, gain temp hp, bonus to melee att/dam, thrown
dam, will saves, but AC penalty and limited actions. 1 min fatigue when ended.
Uncivilized Tactics As std act, perf CM check, success disables targets limb or natural attack for 1 rd
(+1/5 over).

fluff:

Left half of his head is shaved to the skull, a scar from the base of his skull to mid pate. A tattoo running down the shaven side down to his fingers, showing what looks like a mechanical arm of one of the robots that roam Numeria. He carries a large hammer, with bits of metal in it to help bash his enemies down to the ground.

His parents were both members of The Ghost Wolves tribe, they roamed all over Numeria destroying the robots the technique league sent out to bring in more of the Skymetal. He learned his trade from his eldest brother, who taught him how to effectively destroy the metal abominations.

Forvir Traveled much further out with his brother one day than ever before, on this day they encountered some of the Black Sovereigns men and men of the Technique league. Once they were discovered Forvir's brother was captured, tortured and killed by a machine. Forvir was beaten near to death and left for the carrion crawlers, not being of a weak tribe Forvir survived. He crawled to the town of Torch and was revived by the locals, now he seeks blood of the Black Sovereign and the League.


For your consideration, Valeria Starr, a Human Gunslinger (pistolero).


Got a PbP ending here soon, and I'll be working from home in two weeks so posting will shoot right up...

As far as gear, what do you like your player's to have? Do we need a bed roll and tent for dungeon diving and the like?


There are times when you will not be getting back to an inn so having equipment for those situation would be good. Not going crazy on this but it would make sense to have that stuff.

@Raltus & @mdt
I am changing my mind. Go with Background Skills if you like.

Grand Lodge

Forvir has Craft Tattoo now and Knowledge Nature.

Both at +4 with 1 point invested.


Perfect!

Amber should be done in another hour or so... ah, I'll add background skills as well.

Now, GM, you said "bonus points if you link a sheet"-

I use either the format like characters on this to do that, or I can use excel spreadsheets for it.

I'll use Mythweavers if you prefer, but I'm a little weary of it given it's MASSIVE reset it just had -.-

Grand Lodge

So many dwarves...hmm dwarven hunter who is a patient ambusher


You did't answer on Kasatha, so I guess I'm fine. Crunch will likely be up tomorrow.


I'd certainly be interested.

Fair warning from me as well, I've run Iron Gods as a GM, but I also don't have much trouble separating in game knowledge. This is even less difficult because I tend to prefer.... I wouldn't say "Brainless" so much as "Single Minded" characters.

I'd like to offer up "Gruke", a Kellid Half-Orc Barbarian with a distinct distrust of technology and no hesitation about breaking it if necessary. While his distrust doesn't breach over into active "Hatred" like many of his kin, he absolutely feels that over reliance on the dodgy artifacts of Numeria are going to get people hurt, or worse.

This outlook is made even worse by a oddly soft heart for a Kellid wild man. Gruke hates to see people getting hurt or hurting each other. Ever since he was a child, seeing someone get hurt was enough to send him into a wild frenzy of anger, resulting in more than a few people taking lumps for daring to hurt people in Gruke's presence. He is absolutely
Overprotective of those he has deemed his "friends" whether they like it or not.

This rage and hatred has a primary focus however... robots. Unthinking, unfeeling animals of metal that seem, as far as Gruke's concerned, to exist only to hurt people. Even robots that are supposedly "Helpful" Carry to great of a chance of becoming dangerous and hurting their users. Gruke's opinion is simply "Better to break them down and use the skymetal for something useful, and less likely to kill you when you turn your back on it."

Saying from Gruke
"You don't need to reload a hammer, and at the end of the day you can use a axe to chop wood. What good is a gun when the day is done?"

Let me know if you'd be interested in letting me run this character.


@XanaverForgedawn
I did not notice the Kasatha part. I am not seeing anyplace the extra arms give them any major combat advantage but I will admit to not being that familiar with them as a PC. Go for it.


Sweet. They tend to be a tad OP, but they do fit with the adventure path slightly, from what I've heard. Glad to get the okay.

Grand Lodge

Forvir


Alright, this is Ouachitonian, presenting Ivar Stonewrought, Stonelord Paladin of Trudd. The character sheet is under the Crunch spoiler in the alias. Let's smash some robots.


Yuria's submission!

If you need anything else, let me know!

Race Justification:

Aasimars are humans with a significant amount of celestial or other good outsider blood in their ancestry. While not always benevolent, aasimars are more inclined toward acts of kindness rather than evil, and they gravitate toward faiths or organizations associated with celestials. Aasimar heritage can lie dormant for generations, only to appear suddenly in the child of two apparently human parents.

As can be found in the fourth paragraph of the Aasimar page.


Reworked a character I had laying around. I present Tybvar Stonestead. Tybvar is a shaman who communes with the spirits of dwarven heroes. He travels the Inner Sea Region to meet with new spirits and learn more about Dwarven history. While passing through Torch, he witnessed the tyrannical rule of the Technic League over the citizens there. He could not leave their deeds unpunished.

Silver Crusade

Pathfinder Lost Omens, Starfinder Roleplaying Game Subscriber

I would like to withdraw, sorry. While I really want to play this I have quite a few other games, and I think it would be better for me to GM a few PBPs & give back to the community.

Best of luck to everyone else!


GM Red Box,
How do you feel about the Retraining rules? The reason I'm asking is that I was thinking of keeping Valeria as a Pistolero up until level 5 or so and then , as she gets more exposure to high tech weapons, switching it over to Techslinger.

Retraining:Archetype:

You can use the retraining rules to acquire an archetype for your class or abandon an archetype you have.

To gain an archetype that replaces standard class abilities you already have, you must spend 5 days for every alternate class feature you would add, subtract, or replace by taking that archetype. At the end of the training period, you lose the standard class features and replace them with the archetype’s alternate class features (if any).

To abandon an archetype, you must spend 5 days for every alternate class feature you already have from that archetype. At the end of the retraining, you lose the archetype’s class features and gain the standard class features for the class.

Swapping one archetype for another requires two retraining sessions: one to abandon the archetype, and then one to gain the new one.

Note that you don’t have to use the retraining rules to take an archetype if your class level is low enough that the archetype doesn’t modify any of your current class abilities. For example, if you’re a 1st-level fighter who wants the archer archetype, that archetype doesn’t replace any class abilities until fighter level 2, so you don’t need to use the retraining rules at all—once you reach 2nd level, you can just decide to take the archer archetype.

Example: Logan’s 4th-level fighter has the archer archetype. Because he is 4th level, he has two alternative class features from his archetype (hawkeye at 2nd level and trick shot at 3rd level), so he must spend 10 days and 400 gp retraining to abandon this archetype. If he were 5th level, he would also have the expert archer alternative class feature, which would increase his retraining to 15 days and 750 gp.

Liberty's Edge

Dot. May I ask why no androids? I have a character who is an android and has only just discovered that.


@Valeria Starr
I am fine with the rules and have used myself in real life games. If there is a natural place where down time comes it can work and in an AP such as this I can see the character story reason for retraining.

@Sapiens
Honestly I started writing that post about three weeks ago, before an extended vacation during which I re-read the AP. At the time that was my thought but lets pretend I did not say that. If I like the character it will stand on it's own merits.

Note
It looks like the precast cleric role may be vacent. This was going to be field by a real life player but it looks like they may need to back out. I would encourage the submitting of a class with healing / restoration abilities.


I can adjust my shaman submission slightly to fill that role.


My paladin has Lay on Hands. That won't be sufficient by itself, but it helps a bit.

Grand Lodge

Yes a cleric! Have ideas for a warpriest of torag, or a crusader of torag, or general cleric of torag.

Sovereign Court

Ever since I first read the players guide for this AP back when it first came out I've wanted to build an android wizard (spellslinger) who was the deactivated automaton that the wizard Khonnir Baine first discovered in the unknown caves below the city’s central hill. Having been reactivated by Khonnir and his adopted daughter Val. Khonnir taught him the art of wizardry. Now with Khonnir hissing he strives to find his "father", but has run into adversity being an android so he hides his metal exterior under a large brimmed hat and a long trench coat.

Seeing as there a quite a few anti-android submissions I think it could end up with some very interesting RP amount the party.

Please let me know if you think this might fit into your game and I will get him stated up.


@Servant6
The link you provided doesn't seem to work.

@Sylvanus, TFK
Worth a write up I would say.


Here is what I am seeing so far. There are a couple others that mentioned creating characters but I do not yet see a name or any details. Let me know if I missed someone.

Roga – Human - Barbarian – Savage Technologist
Adrien – Half-Elf - Summoner
Forvir – Human - Unchained Barbarian
Valeria Starr – Human - Gunslinger – Pistolero
Gruke – Half=Orc – Barbarian
Ivar Stonewrough – Dwarf – Stonelord Paladin of Trudd
Crystal Blackhill – Aasimar – Destined Bloodrager

Dark Archive

Xanaver here, with my character.

Set up a bit unconventional, but that's just how I did it.

Add me to the list.


I have a few ideas I wish to throw into the ring.

Alianak The Just, a self assured knife thrower.
(Aasimar, Paladin (Holy Guide/Virtuous Bravo)). (Prestige to Scar Seeker)
He's been charged to explore the lands of Numeria and surrounding Torch to see what exactly this establish God is, and stamp out the Heresy if needed.

Annorian The Lucky, an embattled old gambling addict that just wants to forget his past.
(Aasimar, Oracle). (Prestige to Stargazer OR spec into Oradin)
His quiet and gentle nature has seen him befriend others easily and explore the world with gypsies, caravans and merchants. His adventures have led him to Torch where he has embedded himself in the community and established a home here. He heals the sick, helps the needy, and drinks and gambles in the local inns.

Ulterine, Iomedean idealist and all round sceptic.
(Aasimar, Inquisitor (Royal Accuser, Secret Seeker)) (Prestige to Inheritor's Crusader)
Not satisfied with disrupting the lives in Absolom by seeking out the truth, he now ventures to Torch to undermine it's populace and get to the roots of the Technic League.

https://www.dropbox.com/sh/euwcx0k4fgo45pm/AACROhDW4TRE_97fvGQCa4cfa?dl=0

Dark Archive

Also, I'm not sure on if this fits within Kasatha naming conventions.

Grand Lodge

Its Critzibles work in progress


Sorry about that, I might rethink my submission, however. After looking at the list of applicants, looks like we could use a full arcane caster.


Throwing together a hunter real quick. Almost done building him and got some ideas for his backstory. I'll finish him up in the morning though cause it's well past 1 am for me. I've read through the first book of Iron Gods once, was gonna run it for some friends but it fell through. I remember basic plotline but that's about it.

Liberty's Edge

Ok, here he is. The Nante bloodline makes it so that he's really characterized as an android exploring (and being afraid of) the weird abilities and powers of his body.

Alsande Kavehr, Android Nanite-Blooded Arcanist:

Alsande Kavehr
Age "24" Height 5ft. 6in. Weight 130 lbs.
Male Android Arcanist(Blood Arcanist(Nanite)) 1

LN Medium humanoid/construct
Init +7; Senses Perception +4, Sense Motive -3, low-light vision, darkvision 60 ft.

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

AC 13, touch 13, flat-footed 10 (+3 Dex)
HP 8
Fort +2, Ref +3, Will +3
. . +4 against mind-affecting, paralysis, poison, stun, immunity to fatigue, exhaustion, disease, sleep, fear, emotion and morale bonuses
--------------------
Offense
--------------------

Speed 30 ft.
Melee
- Dagger -1 [Piercing or Slashing] 1d4-1, 19-20/x2
- Melee Touch Attack -1
Ranged
- Dagger +3 [Piercing] 1d4-1, 19-20/x2
- Light Crossbow +3 [Piercing] 1d6, 19-20/x2
- Ranged Touch Attack +3
--------------------
Statistics
--------------------

Str 8, Dex 16, Con 14, Int 18, Wis 12, Cha 8
Base Atk +0; CMB -1; CMD 12
Favorite Class Bonus +1 skill point
Feats Improved Initiative
Traits
- Pragmatic Activator (Int to UMD instead of Cha)
- Local Ties (+1 Disable Device, it's a class skill, apply Technologist to it)
Racial Traits
- Constructed (saves bonuses and immunities)
- Emotionless (-4 to Sense Motive)
- Nanite Surge (1/day as an immediate action, get 3+character level on a d20 roll)
Skill Points 7/level
Skills(ranks)
- Craft(mechanical) +8 (1 rank, +4 Int, +3 class)
- Disable Device +8 (1 rank, +3 Dex, +3 class, +1 trait)
- Knowledge(arcana) +8 (1 rank, +4 Int, +3 class)
- Knowledge(engineering) +8 (1 rank, +4 Int, +3 class)
- Knowledge(local) +8 (1 rank, +4 Int, +3 class)
- Perception +4 (1 rank, +1 Wis, +2 racial)
- Spellcraft +8 (1 rank, +4 Int, +3 class)
- Use Magic Device +8 (1 rank, +4 Int, +3 class)
Background Skills
- Appraise +8 (1 rank, +4 Int, +3 class)
- Linguistics +8 (1 rank, +4 Int, +3 class) [Androffan]
Languages Common, Hallit, Gnomish, Elven, Dwarven, Androffan
Magic Items --
Scrolls
Mundane Items
-
Encumbrance /26-53-80 lbs. (light load)
Money 70gp
--------------------
Class features
--------------------

Arcane Reservoir 4 points, 3 each morning. Spend one to increase spell DC or CL by 1.
Consume Spells 1/day move action to expend a slot and add level to reservoir
Bloodline Arcana Transmutation school affecting only me last 50% longer
Bloodline Power (1st level) 2/day add nanite poison to melee weapon (injury, DC 12, 1/round for 6 rounds, 1 Str)
Arcanist Spellbook
- Level 0
-- All of them
- Level 1
-- Color Spray
-- Disguise Self
-- Grease
-- Mage Armor
-- Shield
-- True Strike
-- Vanish
Spells Prepared (0/1) 4/2
- Level 0
-- Dancing Lights
-- Detect Magic
-- Mage Hand
-- Mending
- Level 1
-- Color Spray
-- Mage Armor
Spells per Day (0/1) infinite/3

Spell DC 14+level

--------------------

In hindsight, that Alsande had no memories before his 18 years should have been a clue. That he had an uncanny knack for working with all kinds of gizmos and trinkets could have been another. But when a man named Khonnir Baine shelters you, teaching the tools of his trade and spinning you the tragic tale of how you were the only survivor of a devastating caravan attack, you don't start wondering whether you're actually an android in disguise. Especially if you really are an android, as they are notoriously prone to misunderstanding emotions.

For about six years, Alsande lived in Khonnir's house, working in his lab. He was extremely skilled with magic, assisting Khonnir in the creation of many an item and the repairing of many a trinket. He was frail and awkward around people; his only true friend was Baine's daughter, Val, but he didn't matter. He had a passion for the craft, as if craftsmanship was flowing in his veins. And indeed it was.

A week Khonnir went missing, a woprried Alsande noticed something weird going on with his appearance, as if a disguising spell was fading. His dark hair was turning silk-white, his skin was taking an ashen coloration, and even his eyes seemed to be bleaching. But, most unnervingly, circuit tattoos were emerging on his skin. Circuit patterns that Alsande knew very well. The mark of an android. Val was as shocked as he was by this sudden transformation but her reaction should be written once I know her personality.

Set on finding out the truth about his origins, and why Khonnir had hidden the truth, there was only one decision he could take. He grabbed his spellbook, some gear, and set off to finding him.

Why did Khonnir magically disguise Alsande? Why didn't he tell him the truth? Where did he come from? A few plot hooks.

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Appearance
Alsande used to look like a normal human, with black hair and brown eyes, but that was before the magic hiding his real nature wore off. Now he's weirldy colorless, his hair, eyes and skin all in the same shade of pearl-grayish white. He's of medium height and feeble corporature, and he usually dresses in an artificer's outfit, with a cotton shirt (recently dyed a bright blue to provide the color his carnation is missing) and leather breeches (dyed a deep red).

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Personality
Alsande used to be an awkward, introverted, geekish kid. This hasn't changed much, except that, of lately, he has decidedly freaked out. The discovery of his nature has made him restless, anxious and worried, a bad match for the android's innate lack of social capabilities. He's the tipe of guy who could speak for a couple hours about something he found interesting (usually related to magic, engineering or craftworks), without thinking whether his interlocutor is understanding even a single word. He could, as well, unwillingly offend people with a remark that he thought to be innocent.

As for alignment, I wrote him LN to represent both his dedication to magic and crafts and the fact that he hasn't yet been faced with any significant moral decision.


It seems like we have lots of bruisers on the list.

Maybe you could use a smart tinkerer type of character, like an investigator.

I've never played that kind of character before, but it might be fun.

Looking at the class, it looks like they don't do a lot of damage in combat, but have great skills and utility spells.

Let's go with a ratfolk investigator:

Basic Background:
Skivven grew up in Iobaria, where many animalistic races live, including ratfolk. The city he came from, Antoll, had many hot springs and ancient plumbing piped heat to various parts of the city. The ratfolk living in the sewers there there worked to maintain the pipe network in exchange for food and goods made by humans. As a result, many ratfolk there were mechanically inclined.

The humans of the city disdained the ratfolk so the two communities tended to keep separate most of the time. But at night many ratfolk went up to the rooftops to watch the stars; it was the only time they could go outside in numbers without being harassed by humans.

Skivven was one a rooftop with his friends one clear night when the group spied a bright falling star, streaking across the sky, headed to the west. The group speculated endlessly about what such a thing could be.

When they returned to their community, they joined the others and related what they had seen. Others gathered around to tell stories that they thought might be related to this news.

One well-traveled ratfolk told of how in distant Numeria, such falling stars had landed in Numeria and their wreckage dotted the landscape. The storyteller explained that these falling stars were in fact giant machines, large enough for people to ride within and travel beyond Golarion.

Another elder ratfolk explained that the ratfolk did not originally come from Golarion; that the red star, Akiton, was their original home, and that they made the journey to Golarion milennia ago.

These ideas electrified Skivven. What knowledge their ancestors must have had! To have crossed the stars in a giant machine... how had the ratfolk fallen that they hid in the sewers beneath human towns.

Skivven became obsessed with the idea of these vehicles. He had to see them himself! What if he could discover one such machine, and master its secrets? What if he could repair such a machine and sail it through the sky? He could bring the ratfolk back to Akiton in his mighty machine, to visit the former home of his race!

Skivven left home, and made his way down the Ardshrod river, and across the Lake of Mists and Veils, landing on the Numerian shore. He pressed on alone, trying to remain out of sight when danger threatened, but always seeking to find this "technology" that he had heard of. And then he saw a strange purple light on the horizon, spearing up into the sky. He followed the light, and found himself in the town of Torch.

Description:
Most humans, upon identifying Skivven as a ratfolk, don't take a second glance, knowing that ratfolk are beneath their notice, the lowest class of sentient beings; tolerated by surface dwellers, but living as they do in the sewers and warrens they are more wretched that the poorest human. This is not always the case with ratfolk, though few of them would try to disabuse humans of this notion, knowing that it gives them the protection of anonimity.

Skivven fits many of the stereotypes of ratfolk; he is rather dirty and unkempt, and non-ratfolk often look on him with disgust. This is not aided by the fact that Skivven finds it convenient to keep small objects in his mouth, a habit that most humans find rather disgusting. He wears motley clothing made of various furs for protection from the cold, and has a variety of implements dangling from his clothing. His fur is dark brown with a pale streak running down his back from the crest of his head.

Personality:
Skivven comes from an environment where fixing things and working with mechanical things is a part of the community's responsibilities and represents the 'work' that most ratfolk do. As a result, when he works with machines this represents the way Skivven contributes to those around him, and he often gets lost in social situations. He understands crafts better than people.

When he talks he tends to chatter madly and others have a hard time following what he is saying. This isn't helped by the fact that he often talks to himself. He has a certain nervous energy especially when he gets excited about something he finds interesting. He will often take foolish risks to have a look at something fascinating; he is not materialistic but he collects odds and ends and refuses to throw anything away.

Crunch: I still need to do the crunch but he will be an investigator with the empiricist archetype.


GM Red Box wrote:

Here is what I am seeing so far. There are a couple others that mentioned creating characters but I do not yet see a name or any details. Let me know if I missed someone.

Roga – Human - Barbarian – Savage Technologist
Adrien – Half-Elf - Summoner
Forvir – Human - Unchained Barbarian
Valeria Starr – Human - Gunslinger – Pistolero
Gruke – Half=Orc – Barbarian
Ivar Stonewrough – Dwarf – Stonelord Paladin of Trudd
Crystal Blackhill – Aasimar – Destined Bloodrager

Gruke is a Numerian Liberator for his archtype, just so ya know.


GM Red Box wrote:

@XanaverForgedawn

I did not notice the Kasatha part. I am not seeing anyplace the extra arms give them any major combat advantage ...

The extra arms allow you to take the multiweapon fighting feat in place of the two-weapon fighting feat. So potentially a Kasatha with this feat could make 4 weapon attacks per round at 1st level.

For anything that would use a TWF build the Kasatha is very powerful. But outside of that type of build the extra arms don't do as much. Maybe let you wield a two-handed weapon and also a shield at the same time... that kind of thing. Beast totem barbarian would also be quite strong.

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