| Saraphim Castilla |
And Galvin is done. Here's everything from his profile.
Someone else in the clan must had been jealous of him, followed him on one of his delves or something but discovered the truth behind his exploits; he was a salvager for the Technic League. My father would find items of use for them and ship them back to the capital. The people for the clan believed the League to be responsible for all the hardships the people of Numeria faced and my father working for them was a betrayal to the clan. The clan tried to have him killed for it but he escaped with his life. I was young when it happened and resented the elders for years for this. Surely my father was not as evil as the people believed him to be.
My mother died when I was fourteen to fever one winter. The clan never liked me much after my father’s banishment. I was too much like him and some feared that I too had connections with the league. For the life of me I can’t remember what I did; killed a stag another clansman had been tracking, slept with the wrong girl, said something louder than intended. The clan had had enough of me and I was banished, stripped of any honor and protection given to me by the clan. They allowed me a single bow and blade and enough food for a week and then turned their backs upon me like they had done years before to my father.
Erastil watches over families. He grants them his blessings and ensures their strong. My clan was my family but they betrayed me like they did my father. My father is… was… is a good man. “Everything I do, I do for you.” My father’s words are like a constant reminder, that he is good. It is the Technic League that is bad, they are the true ones at fault for what happened to my father and they will pay for what they did to me.
Male Human (Hellit) Hunter 2
NG Medium Humanoid (Human)
Init +3; Senses Perception +7
-----------------------------------------------------
Defense
-----------------------------------------------------
AC 16, touch 13, flat-footed 13 (Armor +3, Dex +3)
HP 11 (1d8 +3)
Fort +4 Ref +5 Will +4
-----------------------------------------------------
Offense
-----------------------------------------------------
Speed 30 ft.
Melee Longsowrd +1 (1d8 +1/ 19-20)
Ranged Longbow (w/point blank) +4 (1d18 +1/ x3)
-----------------------------------------------------
Spells
-----------------------------------------------------
Spells Known
Level 0
- Light
- Mending
- Know Direction
- Create Water
Level 1 (2/day)
- Cure Light Wounds (1d8 +1)
- Gravity Bow (bow dmg considered large)
-----------------------------------------------------
Statistics
-----------------------------------------------------
Str 12, Dex 17, Con 14, Int 10, Wis 16, Cha 7
Base Atk +0; CMB +1; CMD 13
Feats Point-Blank Shot, Precise Shot
TraitsAgainst the Technic League (weapon), Indomitable Faith (+1 will)
Skills Climb +4, Handle Animal +2, Knowledge (dungeoneering) +4, Knowledge (nature) +4, Perception +7, Stealth +6, Swim +4
Languages Common, Hellit
Combat Gear
Other Gear Studded Leather Armor, Longsword, Longbow
-----------------------------------------------------
Special Abilities
-----------------------------------------------------
Animal Focus (Su) - swift action, 1 min/level. Can be placed on animal companion as well, does not count against duration when placed on animal compainon.
Bear: The creature gains a +2 enhancement bonus to Constitution. This bonus increases to +4 at 8th level and +6 at 15th level.
Bull: The creature gains a +2 enhancement bonus to Strength. This bonus increases to +4 at 8th level and +6 at 15th level.
Falcon: The creature gains a +4 competence bonus on Perception checks. This bonus increases to +6 at 8th level and +8 at 15th level.
Frog: The creature gains a +4 competence bonus on Swim checks and on Acrobatics checks to jump. These bonuses increase to +6 at 8th level and +8 at 15th level.
Monkey: The creature gains a +4 competence bonus on Climb checks. This bonus increases to +6 at 8th level and +8 at 15th level.
Mouse: The creature gains evasion, as the rogue class feature. At 12th level, this increases to improved evasion, as the rogue advanced talent.
Owl: The creature gains a +4 competence bonus on Stealth checks. This bonus increases to +6 at 8th level and +8 at 15th level.
Snake: The creature gains a +2 bonus on attack rolls when making attacks of opportunity and a +2 dodge bonus to AC against attacks of opportunity. These bonuses increase to +4 at 8th level and +6 at 15th level.
Stag: The creature gains a 5-foot enhancement bonus to its base land speed. This bonus increases to 10 feet at 8th level and 20 feet at 15th level.
Tiger: The creature gains a +2 enhancement bonus to Dexterity. This bonus increases to +4 at 8th level and +6 at 15th level.
Wolf: The creature gains the scent ability with a range of 10 feet. The range of this sense increases to 20 feet at 8th level and 30 feet at 15th level. The range doubles if the opponent is upwind, and is halved if the opponent is downwind.
Nature Training (Ex) - A hunter counts her total hunter level as both druid levels and ranger levels for the purpose of qualifying for feats, traits, and options that modify or improve an animal companion.
Wild Empathy (Ex) - diplomacy for animals w/in 30 ft. 1d20 + Cha mod. Domestic animals start indifferent, wild animals start unfriendly. Can be used on magical animals with int of 1 or 2 as well with -4 penalty.
N Medium Beast (Wolf)
Init +2; Senses Lowlight, Perception +6
-----------------------------------------------------
Defenses
-----------------------------------------------------
AC 15, touch 13, flat-footed 12 (Dex +2, Nat +2, Dodge +1)
HP 13 (2d8 +4)
Fort +5 Ref +5 Will +1
-----------------------------------------------------
Offense
-----------------------------------------------------
Speed 50 ft.
Melee Bite +4 (1d6 +1) trip
-----------------------------------------------------
Statistics
-----------------------------------------------------
Str 13, Dex 15, Con 15, Int 2, Wis 12, Cha 6
Base Atk +1; CMB +2; CMD 14
Feats Dodge
Skills Perception +6, Stealth +6
-----------------------------------------------------
Special Abilities
-----------------------------------------------------
Scent
I know his background sounds a tad cliche but it leaves a couple hooks to be used if chosen.
| Fabian Benavente |
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.
TWF build?
You mean like a magus? :)
| Peet |
I do happen to be playing a Magus, but that is less of a two-weapon fighting build. Plus, I can't use my longswords if I'm using spell combat, so I just function as a magus, unless I opt not to use magic that turn.
Yeah, the wording for the Magus abilities doesn't really allow for extra hands. The main benefit in this case would be action economy as you could have the two hands not doing anything holding things you might need later, like wands or scrolls or other weapons.
You might be able to use a shield while using spell combat.
Arak' Nall
|
I think you could, but Magus still makes you take Arcane Spell Failure for shields, so I can't really. I did hear once that casting with Spell Combat is counted as an attack, so you could use it as a full attack, but I'm not optimizing here. If I was, a FAQ says you can take hands off and put them on a weapon as much as you want, so you could make 2 attacks, with 1 longsword. (Cause with 2 weapon fighting, the second attack could be the same sword moved to the other hand.)
But I'm not here to cheese for once.
Sylvanus, TFK
|
After a couple days of start and stop work, and multiple interruptions, I give you Mechi the Android Wizard (Spellslinger).
| Ouachitonian |
Also, it allows you to use spell combat with 2-handed weapons, which isn't the worst I could do.
I think the Spell Combat ability specifies "light or one-handed melee weapon", but you could two-hand your longsword(because a one-handed weapon is still a one-handed weapon when wielded in two hands) and get a little bit of extra strength bonus. Then cast with one hand, and have you last hand open to hold a wand or something.
| GM Red Box |
Updated the list. You still have three more days to work on your characters or create a submital. I will not be reviewing the submissions, beyond any info I glean from making this list, until after the close of submissions so feel free to make changes as you feel needed.
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
Augar Battlehammer - Dwarf - Cleric Torag
Alsande Kavehr - Android - Blood Arcanist
Skivven Kraskarra Ratfolk - Investigator
Galvin the Unclanned Human - Hunter
Mechi - Android - Wizard (spellslinger)
I need to do some more reading on the Magus class for wording. It will come as no surprise that I have only encountered them of the two hand variety until now. [u] If [/u] selected and [u] if [/u] it becomes a problem I reserve the right, as with many things, to use GM fiat to "house rule". I was pretty clear on my feeling about min/max so that should not be a surprise.
| servant6 |
Ok, here is my updated submission. I give you Willkip Grendledack, the gnome telekineticist. He's young (for a gnome) and insatiably curious.
| Peet |
Also, it allows you to use spell combat with 2-handed weapons, which isn't the worst I could do.
That would be pretty awesome for a STR magus, but I think the wording of spell combat prevents that too:
"To use this ability, the magus must have one hand free (even if the spell being cast does not have somatic components), while wielding a light or one-handed melee weapon in the other hand."
If I was min/maxing a Kasatha though I would definitely exploit the multiweapon thing. If you're not doing that then that eliminates the primary broken thing about having 4 arms.
I had a 3.5 character with extra arms. In D&D 3.5 the rules in Savage Species allowed even more damage if you wielded a 2-handed weapon with 3 or 4 hands. 3 hands meant a 2 x STR damage bonus (instead of 1.5) and 4 hands meant a 2.5 x STR damage bonus. Pathfinder does not have that rule though, so the universe is safe.
BTW a mithral buckler shield has no arcane failure chance.
| Skivven Kraskarras |
OK, I think the crunch is finished.
So here is the complete submission for Skivven Kraskarras.
-----
BTW, GM: the one optional rule I would encourage you to use is the Background Skills variant from Pathfinder Unchained. It gives players a reason to put ranks into things like craft and profession skills which they wouldn't have had before.
The one catch is that Knowledge (engineering) is a background skill in this system. Knowledge (engineering) is a lot more important in Iron Gods and should probably remain an adventuring skill for this campaign.
| genericplayername |
The one catch is that Knowledge (engineering) is a background skill in this system. Knowledge (engineering) is a lot more important in Iron Gods and should probably remain an adventuring skill for this campaign.
By that logic, Bard's shouldn't get background skills in perform. From the way the DM has spoken, it would still need to make sense in their backgrounds since he's against minmaxing. I personally think it's okay, but then again I'm not the DM.
| Elkin Stormborn |
This is Zin Z'arin's submission: Elkin Stormborn, a Kellid Witch/VMC Sorcerer
He's built using the Variant Multiclassing rules from Unchained; if that's not cool, let me know and I'll rebuild without that.
All of the build info spoilered below is also in the alias, but I brought it forward here to make it easier.
When a person is born under a storm like Elkin was, they usually grow up to shown signs of great power or fortune. And so Elkin’s parents and elders believed, at least at the time. If so, it would indeed have been fortunate, as those kinds of people often bring prosperity to a family or tribe. So you can understand the emotional investment all involved had in Elkin showing any sign at all of being touched by eldritch power.
Believing in this became praying. Praying for this became wishing. Wishing for this became hoping. And finally hoping beyond hope become simple resignation, as it was clear that Elkin was nothing special.
Oh, sure, he was smart. But he wasn’t strong, and what good is smart when you can’t help out on the hunt? (Especially when the hunters won’t listen to your smart ideas!)
So, “Stormborn” stuck, but it became more of a jibe than a title, a constant reminder of what he never became. And while he wasn’t shunned—a Kellid tribe would never turn away their own—he knew he wasn’t regarded well, either. When the tribe broke the encampment near Torch to follow the herds, Elkin finally decided he had no future in the tribe. He announced that he would stay behind and move into the small village and find some simple work.
Nobody tried to change his mind.
But it was in Torch that he discovered what Stormborn really meant. He had been working with one of the smelters who worked the torch (not doing the labor—that would be laughable—but helping to fine-tune the detection system for flare-ups). Elkin liked to take a walk to the far side of the torch hill, for a little peace; the hill blocked the light from the torch so that Elkin could gaze upon the stars.
It was on one of these walks that Nelen revealed himself. A petromin (some kind of alien creature, Elkin sort-of-understood), Nelen had sensed something that had slumbered in Elkin since that long ago storm; something that had slumbered but not yet awakened.
Well, Nelen wanted to wake it.
Elkin still doesn’t understand the ‘whys’ or ‘hows,’ but he’s starting to get a grasp on the ‘what’: magic. Loads of magic, in fact.
Elkin is currently motivated to understand just what’s happened to him as a result of the combination of his birth and this fascinating creature. He understands that his power somehow derives from the stars, using Nelen as a conduit. He understands that Nelen (or at least, Nelen’s kind; maybe not Nelen specifically?) is from the stars. He understands that his power will eventually grow.
And Nelen sure seems to think that this is fated, this was all meant to happen, in just this way.
Male human (Kellid) witch 1/sorcerer* (Pathfinder RPG Advanced Player's Guide 65)
NG Medium humanoid (human)
Init +2; Senses Perception +7
--------------------
Defense
--------------------
AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 8 (1d6+2)
Fort +1, Ref +2, Will +2
--------------------
Offense
--------------------
Speed 30 ft.
Melee dagger -1 (1d4-1/19-20)
Ranged sling +2 (1d4-1)
Special Attacks hexes (cackle[APG], evil eye[APG])
Witch Spells Prepared (CL 1st; concentration +6)
. . 1st—early judgement (DC 16), mage armor, web bolt[ARG] (DC 16)
. . 0 (at will)—guidance, light, message
. . Patron Stars
--------------------
Statistics
--------------------
Str 8, Dex 14, Con 12, Int 20, Wis 10, Cha 8
Base Atk +0; CMB -1; CMD 11
Feats Accursed Hex[UM], Alertness, Extra Hex[APG]
Traits distance aptitude, seeker, stargazer
Skills Fly +6, Knowledge (arcana) +9 (+11 to identify alien monsters' abilities and weaknesses), Knowledge (dungeoneering) +6 (+8 to identify alien monsters' abilities and weaknesses), Knowledge (geography) +10 (+12 to identify alien monsters' abilities and weaknesses), Knowledge (local) +6 (+8 to identify alien monsters' abilities and weaknesses), Knowledge (nature) +9 (+11 to identify alien monsters' abilities and weaknesses), Linguistics +6, Perception +7, Sense Motive +2, Spellcraft +9, Stealth +6
Languages Abyssal, Androffan, Azlanti, Common, Hallit, Orc, Thassilonian
SQ bloodline (stormborn[APG]), superstitious, witch's familiar (petromin named Nelen)
Other Gear dagger, sling with 10 sling bullets and 10 sharpstone bullet, belt pouch, candle (10), candlestick[UE], chalk (10), chalkboard[APG], flint and steel, ink, inkpen, masterwork backpack[APG], mirror, paper (4), scroll case, soap, spell component pouch, waterskin, 21 gp, 9 sp, 8 cp
--------------------
Special Abilities
--------------------
Accursed Hex Target a creature with a hex a second time that day if it made its save the first time
Cackle (Su) As a move action, extend the duration of other hexes by 1 rd.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Evil Eye -2 (8 rounds, DC 15) (Su) Foe in 30 ft takes penalty to your choice of AC, attacks, saves, ability or skill checks (Will part).
Familiar Bonus: +3 bonus on Stealth checks You gain the Alertness feat while your familiar is within arm's reach.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Stormborn +1 DC for [electricity] and [sonic] spells.
Superstitious 50% chance you must roll a saving throw vs. harmless spells, even if they benefit you.
Witch's Familiar (Ex) Gain the services of a special familiar that stores spells.
Nelen
Petromin
N Tiny magical beast (animal)
Init +2; Senses low-light vision; Perception +5
--------------------
Defense
--------------------
AC 15, touch 14, flat-footed 13 (+2 Dex, +1 natural, +2 size)
hp 4 (1d8)
Fort +2, Ref +4, Will +3
--------------------
Offense
--------------------
Speed 20 ft., climb 20 ft., fly 40 ft. (poor)
Space 2½ ft.; Reach 0 ft.
--------------------
Statistics
--------------------
Str 3, Dex 15, Con 10, Int 6, Wis 12, Cha 7
Base Atk +0; CMB +0; CMD 6 (10 vs. trip)
Feats Weapon Finesse
Skills Acrobatics +2 (-2 to jump), Climb +10, Fly +6, Knowledge (arcana) -1, Knowledge (dungeoneering) -1, Knowledge (geography) -1, Knowledge (local) -1, Knowledge (nature) -1, Linguistics -1, Perception +5, Spellcraft -1, Stealth +18; Racial Modifiers +4 Stealth
SQ cloaked, gliding flight, improved evasion, luminous
--------------------
Special Abilities
--------------------
Climb (20 feet) You have a Climb speed.
Cloaked (Ex) Invisible to darkvision, but not any other senses.
Fly (40 feet, Poor) You can fly!
Gliding Flight (Ex) Can't hover or fly at greater than 45 degree angle, must end movement on ground.
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Luminous (Ex) You shed light like a candle.
| GM Red Box |
Regarding Background Skills:
I have not used a lot but I have read up. I am fine with them.
The min/max elements that I hate the most are really the most basic things. I find the idiot social retard barbarian / fighter and the wizard who can barely lift a staff annoying. I am also not big on picking a class and then the best race. AP's are not written to challenge those players and if the story isn't going to be a challenge then why run it imo.
Message Board Notes: As I am sure most of you know we are not receiving notifications of new posts. If I missed a question please report and I will pay more attention.
| Iorskan |
Regarding Background Skills:
I have not used a lot but I have read up. I am fine with them.The min/max elements that I hate the most are really the most basic things. I find the idiot social retard barbarian / fighter and the wizard who can barely lift a staff annoying. I am also not big on picking a class and then the best race. AP's are not written to challenge those players and if the story isn't going to be a challenge then why run it imo.
Message Board Notes: As I am sure most of you know we are not receiving notifications of new posts. If I missed a question please report and I will pay more attention.
I would just like to point out that my Barbarian has +4 diplomacy. ;)
Also adding in background skills now
| Elkin Stormborn |
Skivven Kraskarras wrote:By that logic, Bard's shouldn't get background skills in perform. From the way the DM has spoken, it would still need to make sense in their backgrounds since he's against minmaxing. I personally think it's okay, but then again I'm not the DM.The one catch is that Knowledge (engineering) is a background skill in this system. Knowledge (engineering) is a lot more important in Iron Gods and should probably remain an adventuring skill for this campaign.
I've seen this pretty often, actually. Also with Handle Animal for classes with Mounts or Companions. It makes a lot of sense.
| genericplayername |
genericplayername wrote:I've seen this pretty often, actually. Also with Handle Animal for classes with Mounts or Companions. It makes a lot of sense.Skivven Kraskarras wrote:By that logic, Bard's shouldn't get background skills in perform. From the way the DM has spoken, it would still need to make sense in their backgrounds since he's against minmaxing. I personally think it's okay, but then again I'm not the DM.The one catch is that Knowledge (engineering) is a background skill in this system. Knowledge (engineering) is a lot more important in Iron Gods and should probably remain an adventuring skill for this campaign.
Yeah, I couldn't remember all the background skills but I knew perform was one. When I saw handle animal was another i was pretty excited for Galvin. I think i'll have him use his background skills in Craft (leather) and handle animal, then move the skill i originally had in handle animal to survival. I"ll go update his profile now too.
edit: I also just noticed the point buy was wrong so i muddled things around and also made him less charasmatically challenged.
| Elkin Stormborn |
Elkin's stats have been revised.
Elkin Stormborn
Male human (Kellid) witch 1/sorcerer* (Pathfinder RPG Advanced Player's Guide 65)
NG Medium humanoid (human)
Init +2; Senses Perception +7
--------------------
Defense
--------------------
AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 8 (1d6+2)
Fort +1, Ref +2, Will +2
--------------------
Offense
--------------------
Speed 30 ft.
Melee dagger -1 (1d4-1/19-20)
Ranged sling +2 (1d4-1)
Special Attacks hexes (cackle[APG], evil eye[APG])
Witch Spells Prepared (CL 1st; concentration +5)
. . 1st—early judgment (DC 15), mage armor
. . 0 (at will)—guidance, light, message
. . Patron Stars
--------------------
Statistics
--------------------
Str 8, Dex 14, Con 12, Int 19, Wis 10, Cha 12
Base Atk +0; CMB -1; CMD 11
Feats Accursed Hex[UM], Alertness, Extra Hex[APG]
Traits distance aptitude, seeker, stargazer
Skills Fly +6, Knowledge (arcana) +8 (+10 to identify alien monsters' abilities and weaknesses), Knowledge (geography) +9 (+11 to identify alien monsters' abilities and weaknesses), Knowledge (local) +5 (+7 to identify alien monsters' abilities and weaknesses), Knowledge (nature) +8 (+10 to identify alien monsters' abilities and weaknesses), Linguistics +5, Perception +7, Sense Motive +2, Spellcraft +8, Stealth +6
Languages Androffan, Azlanti, Common, Hallit, Orc, Thassilonian
SQ bloodline (stormborn[APG]), superstitious, witch's familiar (petromin named Nelen)
Other Gear dagger, sling with 10 sling bullets and 10 sharpstone bullet, belt pouch, candle (10), candlestick[UE], chalk (10), chalkboard[APG], flint and steel, ink, inkpen, masterwork backpack[APG], mirror, paper (4), scroll case, soap, spell component pouch, waterskin, 21 gp, 9 sp, 8 cp
--------------------
Special Abilities
--------------------
Accursed Hex Target a creature with a hex a second time that day if it made its save the first time
Cackle (Su) As a move action, extend the duration of other hexes by 1 rd.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Evil Eye -2 (7 rounds, DC 14) (Su) Foe in 30 ft takes penalty to your choice of AC, attacks, saves, ability or skill checks (Will part).
Familiar Bonus: +3 bonus on Stealth checks You gain the Alertness feat while your familiar is within arm's reach.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Stormborn +1 DC for [electricity] and [sonic] spells.
Superstitious 50% chance you must roll a saving throw vs. harmless spells, even if they benefit you.
Witch's Familiar (Ex) Gain the services of a special familiar that stores spells.
| Skivven Kraskarras |
Skivven Kraskarras wrote:The one catch is that Knowledge (engineering) is a background skill in this system. Knowledge (engineering) is a lot more important in Iron Gods and should probably remain an adventuring skill for this campaign.By that logic, Bard's shouldn't get background skills in perform. From the way the DM has spoken, it would still need to make sense in their backgrounds since he's against minmaxing. I personally think it's okay, but then again I'm not the DM.
Bards do get a bit of a boost from the Background Skills, and likewise Druids and Rangers get a bit of a boost from having handle animal as a background skill. But I'm sure the designers of the variant were aware of that when they wrote it.
In most games Knowledge (Engineering) has very little value. It occasionally provides some secondary information, but I have yet to see a published (outside Iron Gods) where Knowledge (Engineering) is important.
It's up to the GM, but if the points in Knowledge (Engineering) are "free" then everyone might put ranks in it, which would be a bit wierd.
I'm going to wait until the campaign is finalized before including Background skills, just to be sure.
| GM Red Box |
An updated submittal list is below. I think I teased out everyone's character so far. Tomorrow is the last day for submissions, I will accept anything that comes in before midnight though I will certainly not be awake at that point to announce an official closing.
Feel free to make changes to your character up until that point, as I said I have not reviewed them.
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
Augar Battlehammer - Dwarf - Cleric Torag
Alsande Kavehr - Android - Blood Arcanist
Skivven Kraskarra Ratfolk - Investigator
Galvin the Unclanned Human - Hunter
Mechi - Android - Wizard (spellslinger)
Arak’ Nall - - Magus
Willkip Grendledack - Gnome - Telekineticist
Kelad Steelbreaker - Half-Orc - Savage technologist Barbarian
Vedia Merenda - Human - Wizard (Metal)
Skivven Kraskarras - Ratfolk - Investigator
Elkin Stormborn - Human - Witch
James Quintik - Human - Gunslinger / Steel Hount Investigator
| GM Red Box |
One other note for everyone and this is to make sure you are comfortable with one thing for this game.
I will make a lot of my rolls visible but at times I will be rolling real dice in the real world and just letting you know what happened. I strongly believe the GM screen is an important tool for the storyteller. Dice reign supreme but I keep the option of rolling behind the electronic screen at times.
I know some of you GM on here. If you have found creative ways to accomplish this other then what I said, let me know.
Jesper Roland Sørensen
|
I always miss these recruitments untill the last moment, if you accept more submissions I like to add one Human Archaeologist into the mix. I have a crunch just need to update it for your creation rules.
Xandar Coulsong was born in Mendev close to the Numerian border. He grew up listening to the stories of the starfall, and dreamed of traveling Numeria exploring all the places that the technic league have closed off from prying eyes. His parents are Pathfinder agents, who at the time were stationed in Mendev to study the worldwound, when their assignment brought them elsewhere; Xandar was left at the Grand lodge to study. Here he found out that he had a natural affinity with the spells many bards uses but he could not play a musical tone right if his life depended on it. However bad he was at the bardic art he more than made up for with his natural interest in everything old, and especially knowledge about Numeria that the society lacked qualified members to study.
Xandar found great joy in being transferred to the archaeology department, traveling to all sorts of digging sites and ruins with more skilled fighters to defend them, but he has learnt a few tricks so he could help with other things then spells. As the years passed he has been sent to many places but he particularly enjoy the areas close to Numeria as the technology they have there fascinates him even to this day. One day he accidently got trapped in a cave him and his team was exploring, the ceiling collapsed and his team certain that Xandar was dead, returned to Absalom without him and reported their findings and the loss of an agent. He found a way out and meet a tribe of friendly barbarians who assisted him to return to civilization, they took him to Torch where he has been since recovering and preparing to set out and explore the nearby sites before returning to the Grand lodge to find his team and parents.
Xandar is a tall slender human, with a light brown skin, short spiky black hair, one green and one blue eye. He does not look like he has seen much combat and more like a bookish type. He useal wears the standard traveling and exploring outfit provided by the Society, with a tabard over his armor in the color of the pathfinders, showing the rune of the open road on the middle of his chest.
He prefers to stand behind his companions aiding them with buff spells and controlling the battlefield. For weapons he prefer to use his mother's whip to trip the oncoming attacks and if needed he will draw a shortsword when getting into the thick of combat is unavoidable.
| Haladir |
Dotting!
I will get a submission in before the deadline.
My character concept is a human unchained rogue. I'll get her stats together later this afternoon.
I have a lot of character aliases, and I'd prefer not to create an alias for the character unless my submission is chosen. I will put together a full statblock for you.
A little about me: I'm a very experienced RPGer, both IRL and on the Paizo PbP boards, and on both sides of the GM screen. I am not a PFS player. I'm currently GMing two games on the boards (a Runelords campaign that's been running for over three years, and a PFRPG conversion of the 1983 AD&D 1e module I6:Ravenloft that's been running for almost two years.) I'm also playing in four games (including a Shattered Star game that's been running for almost three years).
I own and have read the Iron Gods AP, but I've never played or run it. Unlike many other APs, I have not stolen repurposed Iron Gods encounters or other bits an pieces into any of my home games. It's been a couple of years since I've read them. I am very good at separating out player knowledge and character knowledge.
| Haladir |
One other note for everyone and this is to make sure you are comfortable with one thing for this game.
I will make a lot of my rolls visible but at times I will be rolling real dice in the real world and just letting you know what happened. I strongly believe the GM screen is an important tool for the storyteller. Dice reign supreme but I keep the option of rolling behind the electronic screen at times.
I know some of you GM on here. If you have found creative ways to accomplish this other then what I said, let me know.
When I GM, I make all of my rolls on the board, but most are behind a "GM Screen" spoiler tag. I ask my players not to peek behind it, but I know that some will.
Roll#2: 1d20 + 5 ⇒ (8) + 5 = 13
Roll#3: 6d6 ⇒ (4, 1, 1, 3, 4, 4) = 17
That said, I'm up front with my players that I do occasionally overrule my own dice rolls to keep the game on-track... most often to keep PCs alive due to unexpectedly deadly rolls. I try to mention this as early as the Recruitment thread, as some players vehemently object to GMs overruling die rolls, and if that's the case, my game isn't for them.
| Elkin Stormborn |
If you have found creative ways to accomplish this other then what I said, let me know.
There is a dice rolling thread on the forums that a bunch of people use. There are more than just this one, and some GMs just create their own in the same space.
| Fabian Benavente |
I also use a GM screen but actually ask my players to check in every once in a while to make sure I am using the right bonuses etc.
I used to run PBEMs where I would roll at home (live or a spreadsheet) and found out that I would 'hold back' a lot more than I do rolling here on the boards where now a days if I roll a critical then that's what it is.
That being said, story is first and foremost in my games so I also reserve the right to overrule an unlucky dice roll. If it doesn't make sense for a hero to die from lucky x3 critical then it just doesn't happen.
| Kala the Quick-Handed |
| Adrien Belmont |
One other note for everyone and this is to make sure you are comfortable with one thing for this game.
I will make a lot of my rolls visible but at times I will be rolling real dice in the real world and just letting you know what happened. I strongly believe the GM screen is an important tool for the storyteller. Dice reign supreme but I keep the option of rolling behind the electronic screen at times.
I know some of you GM on here. If you have found creative ways to accomplish this other then what I said, let me know.
I just put things behind a screen, but something a friend of mine does it make the base roll without the modifier attached in the spoiler. So if an enemy is rolling an attack or something, he rolls a flat d20 and adds modifiers afterward.
| LetcherMan69 |
I have read the AP but have not played it yet.
Drencha Guran
Female
Dwarf
Cleric(Forgemaster)
Rac Mod
Str 14
Dex 14
Con 12 + 2 = 14
Int 11
Wis 14 + 2 = 16
Cha 12 - 2 = 10
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Racial Abilities
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Stability:
Darkvision:
Hatred:
Weapons Familiarity:
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Alternative Racial Abilities
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Barrow Scholar:
Lasting Grudge:
Craftsman: +2 Craft and Profession
Unstopable: Toughness
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Class Abilities
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Aura:
Domain: Artificier(Construct)
Orisons:
Steel Disciple:
Divine Smith:
Runeforger:
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Traits
-------
Warsmith:
Skymetal Smith: Warhammer
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Feats
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Toughness:
Believer's Boon: Defence
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Languages
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Common, Dwarf, Undercommon, Gnome, Orc, and Androffin
Acrobatics:
Appraise:
Bluff:
Climb:
Craft: 1 + 2 + 3 = 6
Diplomacy:
Disable Device:
Disguise:
Escape Artist:
Fly:
Handle Animal:
Heal:
Intimidate:
Knowledge(Arcana): 1 + 3 = 4
Knowledge(Dungeoneering):
Knowledge(Engineering):
Knowledge(Geography):
Knowledge(History):
Knowledge(Local):
Knowledge(Nature):
Knowledge(Nobility):
Knowledge(Planes):
Knowledge(Religion):
Linguistics: 1 + 3 = 4
Perception:
Perform:
Profession:
Ride:
Sense Motive:
Sleight of Hand:
Spellcraft: 1 + 3 = 4
Stealth:
Survival:
Swim:
Use Magic Device:
0-
1-
Initiative: +2
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Offense
--------
BAB:
CMB: +2
Attack Damage
Warhammer 1d20 + 2 1d8 + 2
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Defense
--------
HP: 8 + 2 + 3 = 13
AC: 10 + 2 + 4 = 16
Touch AC: 10 + 2 = 12
Flat-Footed: 10 + 4 = 14
CMD: 10 + 2 + 2 = 14
Fortitude: 2 + 2 + 1 = 5
Reflex: 2
Will: 2 + 2 = 4
Warhammer(Skymetal)
Chain Shirt
Magi Kit
Adventures Cloths
Long Blonde Golden Hair and an accent than sound between Canadian and Swedish.
Pious but Bawdy she comes off as the "Tom Boy" of Dwarvess.
Born to a Dwarven Smith from Kravenkus and Slag Dwarfess descended from a great house of the long fallen Koldukar. She was brought up in the savage lands of Kravenkus, she was raised as the son her father never had. Until her mother died and her father took a new wife and decided to move to Janderhoff. Some thing directly possible because of her mothers death. Feeling affronted by the insult to her mothers memory the budding smith left their ancestral home to join the clergy of Torag. She spent the next 7 years training and worshiping now upon the completion of her training she has traveled to Torchlight to forge a Warhammer in the name of Torag. Shortly after forging her hammer the flame went out and she has taken it as Devine intervention that she be here. And her as her Devine mission that she fix the flame.
| Arknight |
My submission:
1) Evril is a true Kellid, son of a shaman of the White Scar tribe.
2) His father fled the tribe and settled in Torch, becoming friends with Khonnir Baine. As a result, Evril practically grew up in the wizard’s home alongside his daughter Val.
3) As he grew older, Evril would disappear for days, returning with some trinket or discovery that Khonnir could use in his research/experiments.
4) Evril’s father left abruptly after a White Scar raiding party attacked Torch. Just before leaving, Evril overheard his father asking Khonnir to “Look after Evril. You know what might happen otherwise.” Evril hasn't seen or heard from his father since.
5) He sees Khonnir as a father, and Val as his sister.
Two goals that are important to Evril Kolthos.
1) Evril’s curiosity has been aroused with what exactly is beneath Torch. With the items he has found scattered across the region and the things he’s seen in Khonnir’s workshop, Evril is positive that whatever is down there holds the potential to change the town if not Numeria itself. He wants to be a part of that change as long as it is positive.
2) I would love an opportunity for Evril to take on some of the existing White Scar leadership, taking his rightful place and turning them into a positive force against the Technic League instead of allied with them.
Two secrets about Evril Kolthos, one that he knows, and one that he not yet aware of.
1) Evril is aware that his father previously held a position of power among the White Scars, but had to flee to save his and Evril’s life when the rulers decided to ally more closely with the Technic League than previously. He is just not aware of the extent to which he had to go to escape.
2) When Evril’s father fled, he left his wife and daughter behind. Their allegiances were more opposed to Evril’s father than he knew until then. When his father learned of his wife’s death, he attempted to quietly return to get his daughter. However, she resisted and nearly killed him instead. She has become a champion among the tribe and may have her own ambitions for taking control of the tribe.
Four people that are tied to Evril Kolthos, three are friends and one is an enemy.
1) Lem Halffoot – Shop merchant in Torch. A former adventuring Halfling (until he lost part of his foot to a vicious trap) , Lem has purchased many of the mundane items Evril has found and has been a frequent recipient of Evril’s goodwill when it came to the tavern and drinks. Lem also has an ear to the ground regarding the local Kellid tribes.
2) Talia Foulk – One of the younger ‘Entertainers’ at The Merrymaid bordello, they became friends after meeting at the Foundry Tavern when she was picking up an item for someone at the Bordello.
3) Bulios Kar – A friendly rival in ‘acquisitions’ for Khonnir and other interested folk in Torch and the surrounding areas.
4) Grishnar – Half-orc thug and leader of a group of bandits. Grishnar is an atypical half-orc, in that he prefers using his brain over muscles. However, at the same time, he’s not afraid to use his muscles either.
Three memories, mannerisms or quirks Evril Kolthos possess.
1) When lost in thought about something, he will absent-mindedly finger the medallion he wears. (It was a gift from his father.)
2) Evril doesn't trust easily. He's been to himself and depending on himself to do things for most of his life, so he will resist even an offer of help until he knows someone and even then it is reluctantly.
3) Because he vaguely recalls hearing his mother playing tunes on a flute, (and even though he has only a small amount of talent with the instrument) he finds playing it or simply hearing similar music helps him relax.
Human (Kellid) unchained rogue 1 (Pathfinder Campaign Setting: Technology Guide 13, Pathfinder Unchained 20)
NG Medium humanoid (human)
Init +4; Senses Perception +5 (+6 to locate mechanical or high-tech traps)
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Defense
--------------------
AC 17, touch 14, flat-footed 13 (+3 armor, +4 Dex)
hp 9 (1d8+1)
Fort +1, Ref +6, Will +1
--------------------
Offense
--------------------
Speed 30 ft.
Melee short sword +4 (1d6+1/19-20) or
. . short sword +4 (1d6+1/19-20)
Special Attacks sneak attack (unchained) +1d6
--------------------
Statistics
--------------------
Str 13, Dex 18, Con 12, Int 13, Wis 12, Cha 10
Base Atk +0; CMB +1; CMD 15
Feats Combat Reflexes, Technologist, Two-weapon Fighting, Weapon Finesse
Traits divine the mystery, numerian archeaologist
Skills Acrobatics +7, Bluff +0 (0 to feint against intelligent constructs), Climb +4, Disable Device +5 (+6 vs. mechanical or high-tech traps), Escape Artist +7, Knowledge (engineering) +2 (+4 to identify creatures with the robot subtype and relics of Numerian technology), Knowledge (local) +5, Perception +5 (+6 to locate mechanical or high-tech traps), Perform (wind instruments) +4, Stealth +9, Survival +7, Swim +4; Racial Modifiers +2 Stealth, +2 Survival
Languages Androffan, Common, Dwarven, Hallit
SQ technic training +1
Other Gear studded leather, short sword, short sword, 125 gp
--------------------
Special Abilities
--------------------
Combat Reflexes (5 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Sneak Attack (Unchained) +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Technic Training +1 (Ex) +1 to Perception and Disable Device vs. mechanical or high-tech traps.
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
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| GM Red Box |
Submissions will close at 11:59pm tonight.
I will post an updated list at some point tomorrow and email with questions. Again do not take an email as a good or bad sign it is just a thing.
I should have decisions made by Monday at which point I will post my list at that point. My plan is to start the game, after a brief discussion, later in the week.
My goal is to create an interesting RP group with a fairly balanced approached and I feel I have a group of universally strong submissions.
I appreciate the interest that has been shown by the community and plan on running other games once this one gets going and I find my PbP GM groove.