GM Viskous presents Iron Gods (Inactive)

Game Master Viskous

An Adventure Path set in Numeria, land of super science and savage barbarians!


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“The boat leaves in ten minutes!” shouts a burly sailor. “Last run to Torch for the day!”
You want to be on that boat, this is your chance to get a jump on other adventuring crews that are vying for the rewards for solving the mystery of the flame going out. A large amount of gold pieces are on offer to the group who can rekindle the flames atop Black Hill!

All day you have been hearing rumors and outrageous claims of the catastrophe in Torch. “The Technique League put out the fire so they could destroy torches economy.” “The flame got so violent that it wiped Torch of the face of Numeria.” Finally, a barge with a cryer arrived in Hajoth Hakados, with genuine news, “The flame has gone out and there is a huge reward for whoever can fix it!”

Recruiting for Iron Gods AP

This will be my first play by post as a GM. I’m newish to play by post. I am currently a player in a PBP, to see an example of my playing(Vitreous “Darling" Drimplegatto). I have recently finished running an in person Rise of the Runelords (we will start Iron Gods soon) and will be GMing this concurrently with that group. Shared prep will help keep me on task.

Posting should be once a day. Once general gameplay gets started, I’d like to keep it to no more than 3 posts a day. Too much more can be overwhelming and confusing. I am PST and will usually post mid morning. We’ll talk about other posting stuff in the discussion thread once we get going.

Characters:
I‘m tired of the min/max mindset that is so pervasive in regular play; so for the people that are selected, good characterization will be more important. With that said, I don’t want a massive backstory, a paragraph is good. It should include a reason for being in Numeria and what motivates your character. Along with your character info please respond in character to the above prompt.

I am looking for 4-5 players total. 2 slots are reserved for now. One of these slots thinks they will be a gunslinger.

Build rules:
Paizo only materials (if I don’t have the book, be prepared to get me the info. link to Archives of Nethys for example )
Races are fairly open (explain in your application how unusual races will work in town and in general with "good" and "lawful" townfolk)
Alignment - no chaotic neutral, evil is an option though. (You need to explain how that will work. You can PM me about it if you’d rather keep it secret from the group.)
Advanced class guide is ok.

15 point buy
Max Hp first level, ½ HP on additional
2 traits from the regular sources
A bonus campaign trait from the players guide or People of the Rivers version of it.
Average starting gold
Crafting feats will be allowed (I can’t guarantee time for crafting, haven’t read it yet.)
Leadership (discuss with GM around lvl 7) and menagerie characters will be ok.

And finally, I will close applications on August 12th and make formal roster announcement on August 14th, the official release date of the AP!


Interested writing up a melee martial class not sure exactly waht yet though.


Am I mistaken or is the Player's Guide not actually out yet?


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no its not but the campaign traits are in "People of the River"

The Exchange

Cool!


dotting to have a character up later.


dotting for later.


*Waves* (^_^)

Hoping the read for the character is at least entertaining. :)


Fun!
I'll come up with a character concept and post it soon.


.


I present to you the concept of Jack Homini.

His information can be found in the profile that I made this post with.
-OnelungBL

A cut and paste of the profile for ease of assessment:
Tower Shield Specialist [Fighter]: 1

Raised among a family of renowned Taldoran arcanists, Jack showed no special talent, or even any innate ability, to harness magical energies.

Late in his youth, he managed to briefly grasp the concept of what magic 'is', but still lacked the power to maintain it or control it. His family disgraced, they *encouraged* him to leave his hometown and seek his fortunes elsewhere.

Taking what little entitlements he was given, he has found himself a niche as a decent caravan guard. It's a harder life than he was used to, but he makes it work for him.

Jack likes to think of himself as a decent person, who takes the training of someone who should have become a great mage and instead has to live a life of the common person. His interest will always be in magic and what it can do, but he has accepted that he is not capable of mastering it.

Name: Jack Homini
Human, Male, Aged 28, 6 feet tall, 220 pounds, black hair and blue eyes.
Deity: Brigh [A background in knowledge as important]
Languages: Common, Dwarven


I'd like to throw my hat into the ring with Raven Usta.
Raven is an inquisitive Alchemist with a strong desire and some extremely personal reasons to investigate the mysteries of Numeria.

I don't have access to any of the campaign traits... If anyone could help me out, that would be lovely. ^^

************

Raven comes forward when she hears the cryer's news, her face expressionless.

"That will be acceptable," she tells the man as she starts up the gangplank. "I am willing to investigate. This situation clearly calls for a scholarly evaluation."


Also dotting, also have no campaign trait access.

My character would be an archon-blooded aasimar either a paladin or cleric, hoping to bring some civilizing influence to the people or Numeria, and sees the opportunity to help ignite the flame in Torch as a starting point for reaching the country as a whole. He's the kind of guy who sees law as fundamentally essential to the well-being of people and countries like Numeria where there is much disorder about just gets under his skin.


Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

.


DM, for player selection are you dividing things into categories? like one melee, one range, one arcane, etc?
And if so that player going gunslinger fits what category for you?


I'm interested in this, GM Viskous. Can you give us a list of books you have? I'd rather work with the sources you have, than have to provide links.


Crunch for my submission, working on the fluff.

Tosom Blackhand:

Male Human Fighter 1
NG Medium Humanoid (Human)
Init +2; Senses Normal Vision; Percerption -1
----------------
Defenses
----------------
AC 20, touch 13, flat-footed 17 (Armor +5, Shield +2, Dex +2, Dodge +1)
hp 15 (1d10+5)
Fort +4, Ref +2, Will -1; +2 vs Fear and Emotions
----------------
Offense
----------------
Speed 30 ft; 20 ft w/ armor
Melee Warhammer +5 (1d8+4/x3)
Scimitar +5 (1d6+4/18-20)
Rapier +5 (1d6+4/18-20)
Ranged Sling +3 (1d4+4)
----------------
Statistics
----------------
Str 18, Dex 14, Con 14, Int 9, Wis 8, Cha 8
Base Atk +1; CMB +5; CMD 17
Feats Dodge, Toughness, Power Attack
Traits Artisan (Craft: Weapons) & Skymetal Smith
Skills Craft: Armor +3, Craft: Weapons +5, Craft: Bows +3
Languages Common
Other Gear Scale Mail, Heavy Steel Shield, Warhammer, Scimitar, Rapier, Sling (20), Backpack, Bedroll, Chalk(5), Crowbar, Flint & Steel, Grappling Hook, Small Steel Mirrror, Trail Rations (7), Silk Rope, Soap, Torch (5), Waterskin, Whetstone, MWK Artisans Tools, Skymetal Bauble
Favored Class Fighter


Some commentary:

I'll get something with campaign traits up soon. I was hoping Archives of Nethys had added People of the River, they haven't.

Party makeup, I'm not concerned as much with strictly defined rolls - but a healer and a melee are mandatory. The other three slots can be anything really. I'd highly recommend an arcane caster and for this adventure a gunslinger will have a lot of opportunity for item drops. Once the 5 are finalized they may want to slightly adjust there character/concept to make themselves stronger as a party.

Books... I have all the core books, I will have Advanced Class Guide the moment I can download the pdf. Too many to list really, but I have a good number of the player companion books and access to most if not all within a day or so. I only have a few of the campaign setting line, so those are where we'd need to link things.

Looking good Jack and Raven. I'm happy to see an android application. My home group of five only made 1 interesting race choice(catfolk).


Campaign Traits
Against the Technic League: For whatever reason, you have a grudge against the Technic League. No matter the root cause, you’re convinced that the League is somehow responsible for the troubles facing Torch today. Choose either weapons or spells. If you choose weapons, you gain a +2 trait bonus on all damage rolls made against targets you know are associated with the Technic League. If you choose spells, increase the save DC of your spells by 1 when you target such a foe.

Local Ties: You have ties to a prominent local in the town of Torch: the missing wizard, Khonnir Baine. He may have been your tutor, or a friend or business associate of your family. 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 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.

Numerian Archaeologist: You’ve studied Numeria’s eerie technological ruins extensively. You gain Androffan as an additional language. In addition, you possess a
knack for technological items; when you use a timeworn technological item, roll twice when determining any glitches the item might cause and choose which result
to use as your actual result. Talk to your GM for more information about resolving glitches.

Robot Slayer: The strange steel automatons that plague the wilds of Numeria are a blight upon the world! You gain a +1 trait bonus on attack rolls against robots and a +1 dodge bonus to AC against attacks made by robots.

Skymetal Smith: You’ve long hoped to work with skymetal, and begin the game with a small metal bauble made of the skymetal of your choice—you made this item yourself. The item is nothing more than a valuable art object worth 100 gp. You can sell it to gain an additional 100 gp when creating your character, but if you keep it, your pride in its crafting grants you a +2 trait bonus on Will saving throws made against emotion and fear effects. You lose this bonus if you willingly sell or give up the item, but if it is destroyed or lost through no fault of your own, you retain a +1 trait bonus on such Will saves.

Stargazer: You hope to learn all you can about the strange creatures lurking in Numeria’s dungeons. You gain a +2 trait bonus on Knowledge checks to identify alien monsters’ abilities and weaknesses. In addition, you gain a +1 trait bonus on Knowledge (geography) checks, and this skill is a class skill for you. You are treated as if you possessed the Technologist feat for the purposes of resolving checks to identify an alien creature using a Knowledge skill and for all Knowledge (geography) checks. If you already possess the Technologist feat, then your trait bonus on Knowledge (geography) checks increases to +3.


Are you okay with 3rd party races?
The main reason I ask is because I want to be a wizard, but as part of my backstory, I want to have been raised as someone's pet as the character was abondoned, parents were killed or some other reason. A lot of non-3rd party stuff doesn't fit for various reasons. Tengu would have a hard time being good aligned as pets, catfolk doesn't make much sense being a wizard and so on.
But I do see some 3rd party races that could make it as a good aligned pet and would make sense as a wizard.

Edit: I'm going for this or that.


This is KakkarottoZ. Character is in progress.


Hey there! I just wanted to express interest in joining up. I see you already have an android submission, but I will go ahead and put my own in here as well. I am also considering an Arcanist, so I will put that up when I have finished in case you don't want two androids.

Locke Tresslar bio:
Locke Tresslar awoke one day in the wasted lands of Numeria. No recollection of the time before, he soon found that he was different from the other beings in the region despite looking very similar to them. Nonetheless, he continues to interact with them as one thing seems to drive him: The need to solve the case. Wherever a mystery arises, a riddle remains unsolved or a problem that requires thought rather than brawn surfaces, Locke is the man(?) for the job.

Frequently, Locke has found himself drawn in time and again to the ruins scattered across the Numerian landscape and has become familiar with the inexplicable technology found in such places.

Locke Tresslar crunch:
Locke Tresslar
Android Investigator 1 (Pathfinder Campaign Setting: Inner Sea Bestiary 3)
LN Medium humanoid (android)
Init +0; Senses darkvision 60 ft., low-light vision; Perception +7
--------------------
Defense
--------------------
AC 10, touch 10, flat-footed 10
hp 14 (1d8+6)
Fort +2, Ref +2, Will +3
Defensive Abilities constructed; Immune disease, emotion, exhaustion, fatigue, fear, sleep
--------------------
Offense
--------------------
Speed 20 ft.
Melee shortsword +1 (1d6+1/19-20) and
. . unarmed strike +1 (1d3+1 nonlethal)
Special Attacks nanite surge
Investigator Spells Prepared (CL 1st; concentration +4):
. . 1st—comprehend languages, disguise self
--------------------
Statistics
--------------------
Str 12, Dex 11, Con 14, Int 17, Wis 12, Cha 8
Base Atk +0; CMB +1; CMD 11
Feats Toughness
Traits alien origins (silver mount), augmented disguise, Numerian Archeologist
Skills Bluff +3 (+5 on opposed Bluff checks), Craft (alchemy) +7 (+8 to create alchemical items), Craft (mechanical) +5, Disguise +3, Knowledge (arcana) +7, Knowledge (engineering) +7, Perception +7, Sense Motive -3, Spellcraft +7, Use Magic Device +3; Racial Modifiers +2 Perception, -4 Sense Motive
Languages Abyssal, Common, Hallit, Skald
SQ alchemy, emotionless, inspiration, trapfinding +1
Other Gear studded leather, shortsword, alchemy crafting kit, backpack, bedroll, belt pouch, flint and steel, ink, black, inkpen, mess kit, soap, torch (10), trail rations (5), waterskin, 30 gp
--------------------
Special Abilities
--------------------
Alchemy +1 (Su) +1 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Alien Origins (Silver Mount) +2 on opposed Bluff checks due to your inscrutable mannerisms.
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 vision only).
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 skill or ability check. Use 2 points, to add to attack or save.
Low-Light Vision See twice as far as a human in low 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.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.


Locke Tresslar hefted his pack and made his way towards the burly sailor. His eyes moved steadily across the scene drawing in everything he saw and storing it away in the endless vault of his mind.

"Pleasant day," Locke says in what he hopes is a pleasant tone. "Here is my ticket for the passage to Torch."

The sailor grunts and checks the stub. Eyeing Locke oddly, he jabs a thumb over his shoulder towards the gangplank. That must not have been exactly right. Hmmm. Locke thinks to himself. Or else the man doesn't approve of pleasant banter at this mysterious event.

Once again, Locke feels the impulse within him to begin sorting the information he knew so far of the fire going out, but he suppressed it. There was nothing more to be learned as of yet and dwelling on it would have deleterious effects on his mannerisms if someone was to approach him for conversation or otherwise.

Letting out a puff of breath, Locke dismisses everything but the focus to appear humanoid. He gives the sailor a brief smile and nod of his head, and then heads up the gangplank for the voyage to the next great mystery.


Sadly, no real character class decided, nor firm character concept developed. :(

The tanned lass wanders confidently through the crowd, smiling and nodding at those she passes/bumps into.

Upon approaching the fellow at the bottom of the gang-plank reviewing those who wish to board, she pats around on her person before drawing forth a small square of something.

"Tick-ETTE!" She presents the item proudly. (^_^) Before pointing between the small square of paper and herself.

"Scare-lette! Multi-pass!" She enunciates loudly, carefully and brightly. (^_^)

Wishing every one all the very best. (^_^)


DoubleGold - I'd rather not deal with 3rd party materials.

Multiple androids are ok. Also with androids, they aren't particularly rare in Numeria, especially in Hajoth Hakados. A lot of the locals will recognize you as such. The androids, as a group, are usually somewhat reclusive. The Technic League attempts to kidnap them whenever they can for experimentation(usually ends in death). In Hajoth, the League is not really welcome and are barely tolerated in town.

Hey Sunny! Nice multipass!

On campaign traits, somebody should take local ties. There is a lot of great RP potential there!


(^_^)

I have "HeroLab". Is it okeys to work on an 'android' that's a tad 'custom'? Only going to spend 10 points. Thoughts? Ideas? Comments?

Still not sure of class, though. Maye alchemist?

Heh... I have a very old idea from when the Summoner was first released. back then. There were no 'Synthesist' summoners back in the day.

So I was simply going to have the character 'wear' their eiduolon (As in actually get inside the thing) as a giant robot/suit of armor/ A.k.a 'Eiduolon Man'. :D

Always did find this piece of art inspirational => Eiduolon concept

More thoughts/comments?

Again, much cheers to all.


Dotting for interest. Thinking about the possibility of sending in a Dwarven Metal Elementalist Wizard, taking the Skymetal Smith trait. He will definitely be a crafter.


Tosom checked his belt for his gear and made sure everything was secure before stepping foward. "I will do what I can to help but I must see if my father survived."

Liberty's Edge

Pathfinder Adventure, Adventure Path, Lost Omens, Rulebook Subscriber

Interested, thinking cleric or slayer.


Arcanist info:

Rengovay Schallings' bio:
Rengovay ended up studying under Khonnir Baine almost by accident. From a dynasty of sorcerers, Rengovay had no magical manifestation despite his family. Determined not to be a laughingstock, he applied his brilliant if easily distracted mind to studying the very basis of magic and its formation in the world through arcane energy. His older sister Arganna took him on a tour of mystical places and magical colleges, and during this time he met the illustrious Khonnir Baine.

The "trip" has been ongoing for many years, yet seems to have stalled with Rengovay as a semi-permanent fixture at the wizard's laboratory as Rengovay has been learning from (he would say collaborating with) Khonnir Baine and his students. Rengovay seems to have little regard for safety as long as he can push the boundaries of magic. He's determined to return home so versed in magical theory and full of arcane power that his family will be proud and be able to acknowledge that he has in fact proven his blood runs mystical after all.

Rengovay Schallings' crunch:
Rengovay Schallings
Male Human (Kellid) Arcanist 1
N Medium humanoid (human)
Init +1; Senses Perception -1
--------------------
Defense
--------------------
AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 10 (1d6+4)
Fort +1, Ref +1, Will +1
--------------------
Offense
--------------------
Speed 20 ft.
Melee dagger +1 (1d4+1/19-20) and
. . quarterstaff +1 (1d6+1) and
. . unarmed strike +1 (1d3+1 nonlethal)
Arcanist Spells Prepared (CL 1st; concentration +4):
. . 1st—hydraulic push, windy escape
. . 0 (at will)—detect magic, jolt (UM), mage hand, spark (APG) (DC 13)
--------------------
Statistics
--------------------
Str 12, Dex 12, Con 13, Int 17, Wis 8, Cha 13
Base Atk +0; CMB +1; CMD 12
Feats Scholar[ISWG], Toughness
Traits Bruising Intellect, Volatile Conduit, Local Ties
Skills Intimidate +7, Knowledge (arcana) +9, Knowledge (geography) +9, Linguistics +7, Spellcraft +7, Survival +0, Use Magic Device +5
Languages Azlanti, Common, Draconic, Hallit, Osiriani, Ancient, Thassilonian
SQ arcane reservoir, arcanist exploits (lightning lance), consume spells
Other Gear dagger, quarterstaff, backpack, bedroll, belt pouch, flint and steel, hot weather outfit, ink, black, inkpen, mess kit, pot, soap, spell component pouch, torch (10), trail rations (5), waterskin, 47 gp
--------------------
Special Abilities
--------------------
Arcane Reservoir +1 DC or CL (2/day) (Su) An arcanist has an innate pool of magical energy that she can draw upon to fuel her arcanist exploits and enhance her spells. The arcanist's arcane reservoir can hold an amount of magical energy equal to twice the arcanist's level. Each day when prep
Consume Spells (Su) The arcanist can spend a standard action to expend an available arcanist spell slot, making it unavailable for the rest of the day just as if she had used it to cast a spell. In doing so, she adds a number of points to her arcane reservoir equal to t
Hot weather outfit +2 Fort vs. Hot Weather (does not stack with Survival skill's bonuses)
Lightning Lance (1d4, DC 11) (Su) The arcanist can create a lance of lightning by expending one point from her arcane reservoir. She can make a ranged touch attack against any one target within 30 feet. If the attack hits, it deals 1d4 points of electricity damage plus 1d4 points of
Scholar (Knowledge [arcana], Knowledge [geography]) +2 bonus on two Knowledge skills
Volatile Conduit (1/day) Elemental spell deals an additional 1d4 damage.

Coincidentally, I was typing this all up when you posted, illustrious GM, and I already had Local Ties in mind. As stated this is a secondary in case the previous entry has too much overlap as two androids both with alchemy (Alchemist v. Investigator) might not be diverse enough. That being said, I would be happy to run either character.


At the call of the sailor, Rengovay looked around anxiously for his sister Arganna in the crowd on the docks. She had promised to see him off before she readied for her journey back to the family estates. To the people around him, the young man seemed to be constantly in motion. If he wasn't hopping from one foot to the other, he was smoothing back his hair, licking his lips or tapping his fingers on the basic wizard's staff he carried.

Ah! There she is! Rengovay thought. Waving an excited hand, he motioned to Arganna who waved back with a big smile. They hugged and Rengovay began to run away at the mouth as usual, telling Arganna all about the different theories he had about the fire going out at Torch. Arganna's cool head prevailed and she quickly got Rengovay back on track to actually boarding the ship. They had a single quiet moment as Rengovay hugged his sister close knowing that this would be the first time they had ever been apart since he had been born.

As he stood on the deck he waved vigorously to Arganna on the docks. I will make her proud, he told himself. Her, father, mother, and our brothers. They will never have reason to be ashamed of me. I will learn everything about magic!


Jack has taken the Local Ties campaign trait, and I altered his brief back-story a tiny bit. [Also swapped survival for Disable Device... because story.]


I will happily take Numerian archaeologist for my character. ^^ It fits her well, and she'd probably have studied up on every book she could find on the subject of Numeria before she went back there.

The Exchange

Interested...! Is the player's guide pdf also being released on the 14th?

Liberty's Edge

Pathfinder Adventure, Adventure Path, Lost Omens, Rulebook Subscriber

Silvia Hispasus
Female Ghoran Cleric of Dalenydra 1

Sylvia entered the boatyard, adjusting her red and white tabbard. She hoped that a peaceful resolution to the problems plaguing the village could be reached. She had made a vow to Dalenydra and had been blessed in return for that vow.

If peace could not be reached, she would need staunch allies, ones she could aid in the struggle against enemies unknown. Her vow kept her from shedding blood, but not from helping those whom had no such burden.

And if those machines were involved... her vow did not include the unliving monsters. They did not shed blood, only alchemical fluids.

Crunch;

Spoiler:

Silvia Hispasus
Female Ghoran Cleric of Dalenydra 1 (Pathfinder Campaign Setting: Inner Sea Bestiary 0)
NG Medium plant
Init +1; Senses low-light vision; Perception +3
--------------------
Defense
--------------------
AC 20, touch 11, flat-footed 19 (+5 armor, +2 shield, +1 Dex, +2 natural)
hp 8 (1d8)
Fort +2, Ref +1, Will +5
Immune plant traits
Weakness delicious, light dependent
--------------------
Offense
--------------------
Speed 20 ft.
Melee light mace +0 (1d6)
Special Attacks channel positive energy 5/day (DC 12, 1d6+1)
Spell-Like Abilities (CL 1st; concentration +3)
. . 1/day—detect poison, goodberry, purify food and drink
Domain Spell-Like Abilities (CL 1st; concentration +4)
. . 6/day—gentle rest, rebuke death (1d4)
Cleric Spells Prepared (CL 1st; concentration +4):
. . 1st—cure light wounds{super}D{/super}, ray of sickening{super}UM{/super} (DC 14), weapons against evil
. . 0 (at will)—detect magic, enhanced diplomacy, mending
. . D Domain spell; Domains Repose, Resurrection
--------------------
Statistics
--------------------
Str 11, Dex 12, Con 10, Int 10, Wis 16, Cha 14
Base Atk +0; CMB +0; CMD 11 (11 vs. grapple)
Feats Selective Channeling
Traits battlefield disciple, blessed touch, robot slayer
Skills Diplomacy +6, Heal +7 (+9 to stabilize a dying creature), Sense Motive +7
Languages Common, Sylvan
SQ aura, ghorus seed
Combat Gear healer's kit; Other Gear kikko armor, heavy wooden shield, light mace, backpack, wooden holy symbol (Dalenhydra), shovel, spell component pouch, trail rations (6), waterskin (2), 43 gp
--------------------
Special Abilities
--------------------
Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Battlefield Disciple +2 on Heal checks to stabilize. Bonus is +1 when using aid another to grant ally a bonus.
Blessed Touch Heal +1 damage when using lay on hands, channeling energy, or casting a cure spell.
Cleric Channel Positive Energy 1d6+1 (5/day, DC 12) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Repose) Granted Powers: You see death not as something to be feared, but as a final rest and reward for a life well spent. The taint of undeath is a mockery of what you hold dear.
Cleric Domain (Resurrection)
Delicious (Ex) -2 penalty on Escape Artist and combat maneuver checks to escape bite grapples.
Detect Poison (1/day) (Sp) With Charisma 11+, cast detect poison once per day.
Gentle Rest (6/day) (Sp) As a standard action, melee touch staggers living 1 rd (sleep if already staggered), longer duration vs. undead.
Ghorus Seed (Ex) Create seed that reincarnates you.
Goodberry (1/day) (Sp) With Charisma 11+, cast goodberry once per day.
Immunity to Mind-Affecting effects You are immune to Mind-Affecting effects.
Immunity to Paralysis You are immune to paralysis.
Immunity to Poison You are immune to poison.
Immunity to Polymorph You are immune to Polymorph effects.
Immunity to Sleep You are immune to sleep effects.
Immunity to Stunning You are immune to being stunned.
Light Dependent (Ex) Takes 1d4 Constitution damage per day without exposure to sunlight.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Purify Food and Drink (1/day) (Sp) With Charisma 11+, cast purify food and drink once per day.
Rebuke Death (6/day) (Sp) As a standard action, touch heals 1d4 dam to negative HP target.
Robot Slayer The strange steel automatons that plague the wilds of Numeria are a blight upon the world! You gain a +1 trait bonus on attack rolls against robots and a +1 dodge bonus to AC against attacks made by robots.
Selective Channeling Exclude targets from the area of your Channel Energy.

Followers of Dalenydra swear oaths of non-violence. I've taken the liberty of saying this only extends to "living" creatures, and that her vow specifically allows attacks against constructs and undead. Regardless, Silvia would definitely be a support and healing based PC; most of her tactics will be buffing/healing/aiding another with a heavy hitter type. She would die sooner than shed the blood of any living creature. But ever since the giant autothreshers mowed down her whole crop, she has a blind spot to the possibilities of "living" machines. Should make for interesting RP with any android characters.

Silvia kicks in with extra healing between her traits and her goodberry spell-like ability, and doesn't need to sleep so she can hold watch all through the night.


Empyreal Lord cleric high five!


Dotting with this guy, need to adjust abilities, traits, and background (a little); and finish the profile, but otherwise I think he'll definitely make for an interesting character in the story.


Alright, I think that's my equipment done. ^^ Feel free to review if you like.


Dot


I submit Korm for your consideration.

Korm :

Male Half-Orc Fighter (Two-Weapon Fighter) 1 (Pathfinder RPG Advanced Player's Guide 0)
CG Medium humanoid (human, orc)
Init +2; Senses darkvision 60 ft.; Perception +0
--------------------
Defense
--------------------
AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex)
hp 11 (1d10+1)
Fort +4, Ref +2, Will +0; +1 trait bonus vs. fear effects
Defensive Abilities orc ferocity
--------------------
Offense
--------------------
Speed 20 ft.
Melee dagger +4 (1d4+3/19-20) and
. . dagger +4 (1d4+3/19-20) and
. . dagger +4 (1d4+3/19-20) and
. . dagger +4 (1d4+3/19-20) and
. . dire flail +2 (1d8+3/1d8+1)
--------------------
Statistics
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Str 17, Dex 15, Con 13, Int 10, Wis 10, Cha 8
Base Atk +1; CMB +4; CMD 16
Feats Exotic Weapon Proficiency (dire flail), Two-Weapon Fighting
Traits Against the Technic League, resilient, strong heart
Skills Climb +5, Intimidate +5, Survival +4; Racial Modifiers +2 Intimidate
Languages Common, Orc
SQ orc blood, weapon familiarity
Other Gear armored coat, dagger, dagger, dagger, dagger, dire flail, backpack, bedroll, belt pouch, trail rations (5), waterskin, 20 gp, 4 sp
--------------------
Special Abilities
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Against the Technic League +2 trait bonus on all damage rolls made against targets you know are associated with the Technic League
Darkvision (60 feet) You can see in the dark (black and white vision only).
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Orc Ferocity (1/day) If brought below 0 Hp, can act as though disabled for 1 rd.
Strong Heart You can stand strong against even the most terrifying foes. You gain a +1 trait bonus on saves against fear effects, and the DC of Intimidate checks made against you increases by +2.

background:
Born to half-orc parents living near the town of Torch, Korm lived a fairly isolated youth. His parents never truly felt welcome in the community due to their heritage. They felt truly lucky as Korm grew and showed few signs of his orcish background.

Korm's father had been a soldier, in Nirmathas when he was younger and had mastered the unusual dire flail, passing on the knowledge to Korm. When he was fouteen, his father was killed by members of the Technic League, when he defied their orders, and Korm has sowrn revenge. His mother has recently moved moved back to Nirmathas deciding she would rather face the racism of the locals than the oppression of the league. She tried to convince Korm to accompany her, but he refused having sworn to avenge his father's death. He has moved into town where he will more easily get word of the league's movements.

Appearance:
Korm stands 6' 10", a giant of a man with dark red hair, and a furrowed brow. Other than size and brow, he appears human.


So.... thinkin' of maybe a Summoner. has tha' Dm time ta' be thinkin' abouts me plans/ideas?

Ideas:
So, a Summoner who isn't a 'Synthesist'... but who 'wears' their Euidilon any how. By simply getting inside the thing. Of course, this wouldn't be till 8th level, when they can take the 'LArge' evolution... Or perhaps a little sooner if the character gets a ring of 'Reduce person'...? Perhaps adjusting/modifying the 'Ride' evolution to create a space inside the Euidilon?

Things for thoughts.


Character submissions so far -
Characters -
Jack Homini - Human Tower Shield Specialist [Fighter] - Local Ties
RAU-282 "Raven" - Android Alchemist - Numerian Archeologist
Tosom Blackhand - Human Fighter - Skymetal Smith
Moselle Cabascillis - Archon-Blooded Aasimar Cleric of Ohleon - ?
S.c.a.r.l.e.t. - Some kind of summoner?
Locke Tresslar - Android Investigator - Numerian Archeologist
Rengovay Schallings - Human Arcanist - Local Ties
Shauldrek - Tiefling Inquisitor of Draghignazzo - ?
Silvia Hispasus - Ghoran Cleric of Dalenydra - Robot Slayer
Korm - Half-Orc Two Weapon Fighter - Against the Technic League

Interested parties
Tassadan - Dward Metal Wizard - Skymetal Smith


Trait is Against the Technic League

Shadow Lodge

are you still accepting character submissions or no? lol been trying to find a online campaign for a while and most seem to be full, lol and i havent ever really done any online campagin so i have no idea what i need to do them, is there a thread that has all sort of cool things on how to do the online campaign thing?


1 person marked this as a favorite.

Raphael at this time I still am accepting applications.

A good resource for PBP is here


Backstory (Long Version):

I still remember the day.

That beautiful, terrible, wonderful, tear-jerking day.

Every detail is clear to me even now. The beige walls of my bedroom, the scattered technological gear, the massive, homemade computer on my desk that operated faster than any gaming pro's, the pizza boxes strewn across my shag carpet. The sounds of Brad and Kenny bickering downstairs-most likely their morning routine bickering and &!7$jng about the sides of their room... and oh, yes, ohhhhh yes, that heavenly smell of pancakes! Due to my late night partying, I was barely coherent enough to open my eyes, but the seductive smell wafted into my nostrils, tugging me downstairs.

After lumbering downstairs-nearly falling two times (thank all of the gods everywhere that the wooden stairs had rails)-I sagged into my beat up, badly-needing-reupholtering stuffed chair, groaning. “Fooooood,” I moaned, looking miserable.

Mom looked down at me, exasperated. “I'm guessing you were partying again, judging by the rings under your eyes. Thank the gods your responsible enough to know not to do drugs or drink alchohol, Analise. Anyways, I made pancakes.”

I nodded in gratitude, and I wolfed down a massive stack of the things in 49.12 seconds. I staggered up from the chair and tumbled my way over to the threadbare couch, letting my brain cells atrophy by staring at the TV for a while. After enough express to kill a person of lesser coffee-swilling skills, my tired brain finally remembered it was Launch Day. I burst out of the couch and ran up the stairs with a sound that would've been described in Saturday-morning cartoons as binka-binka-binka.

Bursting through my room door-nearly slipping on three pizza boxes, accidentally spying my portly physique in the mirror that I keep putting off taking down, and crash into my bed, snagging the Riftgear laying on my charred desk, and pulled the bulky helmet on. I had arrived 61.85 seconds before the game went online.

The time slowly went down. As soon as the amazingly accurate clock in my head hit 3, I began the startup process. “3...2...1...SNAP!”

All was nothing for a moment, then white flashed into existence and streams of color raced by. Suddenly, a horrible wrenching began in my gut, and all was nothing again.

That was when I left Earth.

The first thing I felt was pain. And when I say pain, I mean horrible, unrelenting agony that would normally accompany being riddled with bullets, blown up by dynamite thirteen times, and being run through with a sword all at once. Thirty four times in a row. With nerves running at ten times capacity and sensitivity. I will neither confirm nor deny I screamed like a little girl during that time. After what seemed like untold aeons, the pain finally faded away, and I was able to open my eyes. The first thing I noticed that there was no HUD. No health bar, no mana meter, no quickbar... nothing. The second thing I noticed was that I was in a burning laboratory, with men shouting in a strange language, running around, and generally panicking. In a moment of absurdity, I thought Wow. These guys have obviously never read the Hitchhiker's Guide. There was wrecked equipment everywhere-reminescent of my room, actually-and what appeared to have once been sterile white walls were now charred black and grey. A big, strong man picked me up and rushed me out of the lab, out into a hallway. We took quite a dizzying array of twists, turns, and loops that I'm not able to remember what exactly the hallway looked like.

The Hulk-I'm calling him that, since he was that massive-rushed me into a lab, one that wasn't burninating. A harried-looking, greying man in a coat stood their, then attached a strange device to my head. “Can you understand me?”

I nodded dumbly.

“You are part of an experiment to abduct sentients from other planes to learn about their cultures, and add the information to our database. After we are done with our information gathering, we would release you to your home plane, but we don't have the planar coordinates, or the ability to get those coordinates with our current technology. Now, what is your name?”

I wasn't thinking about how this was completely impossible. I wasn't thinking about this had to be some crazy, in-game introduction. I knew in my heart that I was really on another world. What I was thinking about, however, was that I was angry. Very, very angry. How DARE these [bleeping] [bleeps] kidnap me! I was going to escape ASAP, but I didn't want to make the Hulk angry. I had I feeling that I wouldn't like him when he was angry. So, I complied. For now, at least.

“Analise Rodhire. May I ask a question?”

The old man looked at me dubiously-I think I'm going to call him Evil Gandalf-and said flatly “Yes.”

“What is the name of your organization?”

“The Technic League. Now, is your planet capable of interplanetary travel?”

“We're on the brink of it. What is your position within the Technic League?”

At the second question, Evil Gandalf looked slightly annoyed. “Prime Scientist. Does your plane have magic?”

Now this question surprised me. Did this place seriously have magic?!? I tried to retain my composure, and cooly answered. “No. Does your plane have magic?”

“Yes. In fact, I am led to believe that our technological advances our stymied due to intense reliance on it. Now, on to the next question.”

The drilling continued to for hours. I gained information about his world-called Golarion- exchanged for information about mine. Apparently, I was in a country called Numeria, a land of deep contrasts. Due to a starship that fell here long ago, Numeria was extremely advanced compared to the rest of Golarion. Howver, the Technic League tightly controlled the flow of the tech, and so a lot of the place was relatively primitive. Finally, Evil Gandalf said “That was satisfactory. Targon, restrain Analise and take her into the experimentation rooms. I want to see the genetic variances between humans of this plane and hers.”

The Hulk advanced menacingly upon me, and picked me up like a baby. I struggled, squelead, and again, I will neither confirm nor deny I screamed. When he took me out out of the room, I got very angry. And I also hulked out. I felt like something was rolled aside in my mind, and there was a massive pool of power there, just waiting to be used. I touched it.... and I grew.

I don't remember much of what happened after that. I escaped the Hulk's clutches, and fled, running through the twisted hallways, and finally escaping to the wilderness. After a while, I shrunk, and I arrived at a pool of water. Astoundingly, I had lost two hundred pounds. Now that that stage is past me, yes, I will admit it: I weighed three hundred pounds. I guess the interplanar travel did something to my body, because now, I was beautiful.

I drank from the pool, and then wandered around, eventually finding the town of Torch. I spent about a year there, learning how to better control my-dare I say it? Yes, I do-magic there, and learning proper Taldane without relying upon the translation device. However, the fires of revenge burned hotly inside of me, and I lusted for revenge against the Technic League. (Yes, I know, that was a bit melodramatic.) I trained with sword and spell, learning how to fuse both as a weapon against the League.

I was out of town, properly exploring Numeria, when news reached me that Torch's fire went out. I immediately smelled Technic League. Most likely, one of their experiments went wrong (as they often do) and it somehow extinguished the flame. Rushing back to Torch, I was eager to get revenge on the jerks...

And that's when everything spiraled out of control.


Backstory Summary:

Analise Rodhire was a normal teenager on Earth: having wild parties, struggling to control her ever-mounting weight, geeking around on the internet.... When suddenly, the Technic League kidnapped her for interrogation and experimentation. Discovering she had magic, Analise made a dramatic escape, finding Torch and swearing revenge against the League. Now that Torch's flame has gone out, Analise is suspicious of the Technic League, as she heads back to the town from an excursion to explore Numeria...

Sorry if this isn't very well written, I had a tiring day.


Dotting!

Not sure what I'm going with yet, but likely something oriented around the Skymetal Smith trait. That or the Numerian Archaeologist one. Glitches sound ‼Fun‼

*Edit*: Question for you, Viskous:

Are you against the Wyrwood race from the Bestiary 4? (First introduced in the Advanced Race Guide)

Wyrwood.

If you allow it, then I'm probably going to aim for a Wyrwood Transmuter Wizard, who focuses on magically crafting with Skymetals. Even if you don't allow the Wyrwood, the wizard will likely remain, just as another race. Backstory-wise, I can easily come up with something, though the Wyrwood don't have an established place in Golarion's Lore.


dot

Shadow Lodge

dotting and waiting until my people of the stars ships.

How do you feel about lashunta, and Triaxians? As I will likely be making one of these.


GM Viskous wrote:


S.c.a.r.l.e.t. - Some kind of summoner?

Aye, that's whut I bin postin'.

Ideas:

So, a Summoner who isn't a 'Synthesist'... but who 'wears' their Euidilon any how. By simply getting inside the thing. Of course, this wouldn't be till 8th level, when they can take the 'LArge' evolution... Or perhaps a little sooner if the character gets a ring of 'Reduce person'...? Perhaps adjusting/modifying the 'Ride' evolution to create a space inside the Euidilon?

Initially, of course, she'll just be taking out some sort of item. Waving it about and yelling things like "Celestial eagle! I choose YOU!" :P

Also, the possibility of using HeroLab to generate a 'Unique' Android? Again, keeping it at 10 points

(^_^)

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