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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Anapa:

Anapa
Male Agathion-Blooded Aasimar (Idyllkin) Cleric of Anubis 1
LN Medium outsider (native)
Init +2; Senses darkvision 60 ft.; Perception +3
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Defense
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AC 16, touch 11, flat-footed 15 (+5 armor, +1 Dex)
hp 9 (1d8+1)
Fort +3, Ref +2, Will +5 (-2 vs. Charm or Compulsion effects if there's a promise of wealth or power); +1 trait bonus vs. divine magic.
Resist acid 5, cold 5, electricity 5
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Offense
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Speed 20 ft.
Melee khopesh +0 (1d8/19-20)
Ranged light crossbow +2 (1d8/19-20)
Special Attacks channel negative energy 6/day (DC 13, 1d6)
Spell-Like Abilities (CL 1st; concentration +4)
. . 1/day—summon nature's ally ii
Domain Spell-Like Abilities (CL 1st; concentration +4)
. . 6/day—bleeding touch (1 round)
Cleric Spells Prepared (CL 1st; concentration +4):
. . 1st—bless, cause fear{super}D{/super} (DC 14), cure light wounds
. . 0 (at will)—detect magic, resistance, stabilize
. . D Domain spell; Domain Death
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Statistics
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Str 10, Dex 14, Con 12, Int 10, Wis 16, Cha 16
Base Atk +0; CMB +0; CMD 12
Feats Command Undead, Selective Channeling
Traits battlefield disciple, devotee of the old gods, friend of the dead (geb)
Skills Diplomacy +7, Heal +7 (+9 to stabilize a dying creature), Knowledge (religion) +5, Survival +5; Racial Modifiers +2 Survival
Languages Celestial, Common
SQ aura, corpse companion, power-hungry
Other Gear scale mail, crossbow bolts (20), khopesh, light crossbow, hip flask, holy symbol with flask (Anubis), pathfinder's kit, unholy symbol with flask (Anubis), dog (combat-trained), 10 gp
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Special Abilities
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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.
Bleeding Touch (1 round, 6/day) (Sp) Melee touch attack deals 1d6 bleeding damage.
Cleric Domain (Death) Granted Powers: You can cause the living to bleed at a touch, and find comfort in the presence of the dead.
Cleric Channel Negative Energy 1d6 (6/day, DC 13) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Command Undead (DC 13) Channel energy can take control of undead.
Corpse Companion (Su) Gain a single skeleton/zombie as companion that doesn't count against limit.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Friend of the Dead (Geb) +2 trait bonus on Diplomacy checks against sentient undead.
Power-Hungry -2 vs. Will saves if the effect's creator promises wealth or power
Selective Channeling Exclude targets from the area of your Channel Energy.

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Dog (combat-trained)
Dog Skeleton
LN Small undead
Init +6; Senses darkvision 60 ft.; Perception +0
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Defense
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AC 14, touch 13, flat-footed 12 (+2 Dex, +1 size, +1 natural)
hp 8 (1d8)
Fort +0, Ref +2, Will +2
DR 5/bludgeoning; Immune cold, undead traits
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Offense
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Speed 40 ft.
Melee bite +2 (1d4+1) and
. . claw +2 (1d3+1)
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Statistics
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Str 12, Dex 14, Con —, Int —, Wis 10, Cha 10
Base Atk +0; CMB +0; CMD 12 (16 vs. trip)
Feats Improved Initiative
Tricks Attack, Down, Fighting, Stay
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Special Abilities
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Damage Reduction (5/bludgeoning) You have Damage Reduction against all except Bludgeoning attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Immunity to Cold You are immune to cold damage.
Undead Traits Undead have many immunities and use Cha in place of a Con for all effects.

Hope this looks okay


GM Viskous wrote:

If you are on this list, I'll consider anything you post. To be honest though, you'll probably want to come up with something focused around ranged dps if you are in the interest section.

S.c.a.r.l.e.t. - Tasty Android Summoner (tasty to whom?) - (Sunny)

Wand Rifle
It appears to be a unique item created for that adventure, but I really like it. Since it requires a feat to use, I will allow it. (Caught in a trap by my own rules...)

That's it for now....

Sweet! (^_^)

So... Scarlet is effectively tasty to every one. (^_~)

And being a Summoner who's going to be bringing forth critters... Does that make me a ranged DPS?

As another thought? From experiences with other PbPs? Might I suggest choosing 6 players? It may seem like a lot (Especially when comparing it to 'Face to face' games) but I've found it helps keep the post rate up and the interest flowing.

Just have to tweak the traits (Still can't choose an adventure path specific one...... They're all interesting. And buy equipment for Scarlet and the character will be ready.

Though, sadly, my schedule now has swung into 'Swamp them until they fall over' mode I'll not be able to adjust anything on the work up for a couple of days now.

Much cheers to all.


@ GM Viskous, I think you missed it, but I was looking at doing up a cleric.

Will post him later tonight, when I have a chance to build him. :)

Liberty's Edge

S.c.a.r.l.e.t. wrote:
As another thought? From experiences with other PbPs? Might I suggest choosing 6 players? It may seem like a lot (Especially when comparing it to 'Face to face' games) but I've found it helps keep the post rate up and the interest flowing.

Also, covers for dropouts.


I present to you James Hummingway, Andoran agent of liberty:

Crunch:
James Hummingway
Male Andoran Human Rogue 1
CG medium human (human)
Init +3; Senses Perception +5
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Defense
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AC 16, touch 13, flat-footed 13 (+3 Dex, +3 Armor) CMD 14
HP 10 (1D8 + 2 con bonus)
Fort +2, Ref +5, Will +1
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Offense
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Speed 30 ft.
Melee Short Sword +1, 1D6+1 (19-20 x2), P
Heavy Mace +1, 1D8+1 (20 x2), B
Dagger +1, 1D4+1 (19-20), P or S
Ranged Light Crossbow +4, 1D8 (19-20 x2) P
Dagger +4, 1D4+1 (19-20 x2), P
Modifiers +1 on attack and damage when enemy is within 30 ft.,
+2 damage versus Technic League affiliates.
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Statistics
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Str 13, Dex 16, Con 14, Int 12, Wis 12, Cha 8
Base Atk +0; CMB +1; CMD 14 (+0 BAB, +1 Str, +3 Dex)
Feats Point-Blank Shot, Precise Shot
Traits Against the Technic League (+2 damage vs those associated with the league), Mathematical Prodigy (+1 knowledge engineering, is a class skill), Trained Medic (+2 trait bonus on heal checks to treat diseases and poison)
Skills Stealth +7, perception +5, disable device +7, acrobatics +7, swim +5, climb +5, escape artist +7, heal +5, knowledge dungeoneering +5, knowledge local +5, knowledge engineering +6
Skill mods +1 perception/disable device vs traps, +2 heal vs disease and poison, +1 knowledge engineering, -1 armor check penalty (studded leather) or -3 acp from medium load
Languages Common, Hallit, Andoran
Combat Gear Light crossbow, bolts, short sword, heavy mace, dagger, studded leather.
Other Gear Cold-weather outfit, belt pouch, backpack, chalk, vials (5)
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Special Abilities
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ROGUE:
Sneak Attack +1D6
Trapfinding ½ level (currently 1) to perception and disable device to
find and disable traps.
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Gear
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Light crossbow (4 lbs), bolts (40, 4 lbs), short sword (2 lbs) , heavy mace (8 lbs), dagger (1 lb), studded leather (20 lbs), cold-weather outfit (7 lbs), empty vials (5, 0 lbs)

Rogue’s kit: a backpack, a bedroll, a belt pouch, caltrops, chalk (10), a flint and steel, a grappling hook, an iron pot, a mess kit, a mirror, pitons (10), rope, soap, thieves' tools, torches (10), trail rations (5 days), and a waterskin (37 lbs)
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Money pouch: 1 gp, 8 sp, 20cp
Total weight: 83 lbs
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Carrying Capacity:
STR Light Load Medium Load Heavy Load
13 50 lb or less 51-100 lbs 101-150 lbs
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Background .. kept it brief as you requested ;):

James hails from Almas, capital of Andoran, the Birthplace of Freedom. He enlisted at the age of 21, after having been a volunteer for roughly 6 years. The civic militia taught him how to handle a crossbow and sword, the drillmasters taught him the difference between training and reality. After some missions along the Chelish border an opportunity presented itself. HQ was looking for volunteers for a dangerous mission somewhere in the north of Avistan. Knowing that these were the missions that would get one into the Eagle Knights, James did not hesitate. He volunteered and was handed a mission that sounded simple enough: travel to Numeria, assess the situation and determine the potential for an operation to bring liberty and freedom to the oppressed.

Simple enough, right?
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Personality and appearance:

Determined, driven, dutiful, hardworking, idealistic and nonauthoritarian.
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Appearance
James is blessed with the rugged looks and broad shoulders of his father and the green eyes and auburn-kissed hair of his mother. Sadly he also inherited the gruff demeanour of his father’s side, a family of lumberjacks. Like a good glass of scotch, one has to take his time to get to like James, but the man could care less. After all, freedom and liberty demand duty and labor.

James wears a blue jacket over a studded leather vest and worn traveler’s clothes. A light crossbow hangs on his back, well-maintained and oiled, ever ready to be cocked if danger presents itself. A plain short-sword rests in a simple leather scabbard.

http://i.imgur.com/UVII4ej.jpg
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Misc
Age 25
Height 1.79 / 5’10
Weigh t 74 kg / 163 pounds
Hair Brown with a hint of auburn
Eyes Green
Special Scar under his right eye and on his neck


Okay, I made a few changes to Shauldrek to make him work a little better. A friend of mine pointed out that the Heresy Inquisition worked a lot better for him than the Rage Domain, as well as developing him into a more versatile character, with which I agree; all the changes are based on this.

Also for the feat I took "Judgment Surge."


wait, what, I should be under wizard concepts metal wizard, or am I too late and I'm counted as having to go divine/ranged?

Envoy's Alliance

my ratfolk wizard, assuming I'm not locked out.


Finally finished it.

Tosom Blackhand Backstory:
My father said when I was born I came out weilding a hammer, ready to strike an anvil as I was pulled from my mothers womb. I tend to believe he is right about for me and my hands know no better place than a forge and a hammer with his words guiding me. At ten while my brothers learned to treat leather my father brought me outside handing me a wooden sword and shield, and told me to defend myself as he struck out with his own sword. We trained twice a day before breakfast and dinner and by 14 we were using blunted swords leaving large bruises the size of grapefruits. For the next eight years I trained and forged with my father and brothers showing great prowress in both. A week ago my father took the ferry to The Torch to meet with a client for a special creation, he left me his Skymetal ball that he kept in his pocket for luck saying that he expected it to be on me when we saw each other again. When news of what happened at The Torch reaches Hajoth Hakados I spurred my brothers into forging me armor and weapons, I was going to find my father and I was going to bring him back.

Apperance


The interest people are good, just if you aren't on the list at all was the lockout intended for. I'm probably not going to strictly enforce it. Though for arcane and melee types it will probably have to be something really special to be considered at this point.


The Wyrwood are indeed rather strong in many ways, especially considering their vast array of immunities. Granted, I have to heal myself with Infernal Healing, considering there is no Repair Light Wounds and Make Whole is a 2nd level spell that takes 10 minutes to cast. And if I die, I die. Game over. XD

As a result, I was rather surprised you hadn't been against it from the get-go, so I went with it. I'm not overly attached to it enough where I can't change it up, though.

I'll instead probably make something akin to the Muscle Wizard. Still going to be a transmuter, but he'll be going Wizard/Fighter/Eldritch Knight. Will likely be keeping the Skymetal Smith trait, though.

Actually Viskous, I have a small question about that prestige class.

Normally, the Eldritch Knight requires you to have proficiency in all martial weapons in order to take the class. I'm wondering if I can circumnavigate that slightly? I'd like to go Brawler instead of Fighter (Better unarmed progression!), would you allow that? Since Brawler is partially based off a class who normally have full martial weapon proficiencies, I don't think it would be too much of a stretch would it?

Basically I'd end up having my first level as a Wizard (Transmuter), then take 1 level of Brawler, 4 more levels of Wizard, then focus on Eldritch Knight.

Thoughts?


Eldritch Knight question
At first take I'm reluctant to wave that requirement, however the ACG will have archetypes for the new classes and one of those will possibly work with this. I think at this point I will take a wait and see attitude.

The Exchange

A theologian cleric of Nethys may be fun and share a lot of the same flavor as an academic, so I'll look into that option as well. The problem with divine classes is its hard to reconcile most of their general flavor with the setting of Numeria.

Also I'd like to throw out there that we have a couple of alchemists who have applied that could probably keep the party stocked full of potions, though that won't have the instant gratification of channeling or lay on hands.


Alright then, I'll switch it up a bit and go a more traditional wizard/eldritch knight build. I'll let you know when I think of something!

Sadly we won't know enough about the Brawler's archetypes until the deadline has passed, otherwise I'd wait and see XD

Grand Lodge

As it will be several weeks if not months before that is a problem I wouldn't stress too much on the EK thing. Also as I've mentioned before, after selection if there is a need to change based on the books due out on the 14th, I'll be very lenient.


Ah alright, then I'll go the brawler-planned route. Going Aasimar as well! I'll have something up soon.

The Exchange

Will campaign traits play a large roll in the selection process?


Well, worked out my application

Druenour Hammerstriker was born of travelling merchants. His entire family was killed by a roving band of orcs, and he was left for dead. Another traveling group, came upon the massacre took the young surviving dwarf to a church of Nethys, where he lived until he decided to see where his family was originally going to, and thus has come to the city of torch.

Crunch:

Stats
Strength 14
Dexterity 10
Constitution 12
Intelligence 14
Wisdom 16
Charisma 8

Traits
Birthmark
Numerian Archaeologist
Brewmaster

Armour
Scale
Buckler

Weapons
Sling w 20 Bullets
Longspear
Warhammer

Gear
Clerics kit
Dungeoneering kit
Grooming kit
(AA) Cooking kit
Gear Maintenance kit
Grappling Hook
Blankets X 2


Thanks for the clarifications GM. With that I've finished up the crunch as well as the gear for my character and I'm currently working on the fluff.

Kale Theodric

I always love feedback!


No solid internet at the moment. Character should be submitted later. Apologies.


Alias created. Not too worried about doing so prematurely because I'm sure I'll hold onto this character even if I'm not selected.


Here is my gunslinger submission:

Lazur Anil


Uncle Taco wrote:
A theologian cleric of Nethys may be fun and share a lot of the same flavor as an academic, so I'll look into that option as well. The problem with divine classes is its hard to reconcile most of their general flavor with the setting of Numeria.

Remember, Nethys forbids very little. ;) He won't mind if you study tech so long as it involves magic or you use magic to do it. Just say you're developing new spells to research, identify and control Numerian tech.

Quote:
Also I'd like to throw out there that we have a couple of alchemists who have applied that could probably keep the party stocked full of potions, though that won't have the instant gratification of channeling or lay on hands.

Yeah, especially at the first few levels I wouldn't be able to supply a lot of potions. I'd need funds for ingredients before we can brew a lot of potions... ^^; Heck, I can't even heal other people before I can get the infuse-discovery at 2nd level!

A party needs a primary healer.


Raven Usta wrote:
The party needs a primary healer.

Or you could play the manly man party of beat stuff up. 5 fighters, only gear at level 1 was a quarterstaff. We pooled the rest of our money together to purchase a wand of cure light wounds that we later realized our best chance at casting it was the pretty fighter with 14 charisma and no ranks in UMD.


I made a cleric. NEC, but I later can take feat to CPE at -2CL?
:)
Plus I can just stack up on spells and wands

I see I have 2 mistakes on my sheet. Will fix it when im at pc again.
Wrong campaign trait. And I think im 2 over point spend


CampinCarl9127 wrote:
Raven Usta wrote:
The party needs a primary healer.
Or you could play the manly man party of beat stuff up. 5 fighters, only gear at level 1 was a quarterstaff. We pooled the rest of our money together to purchase a wand of cure light wounds that we later realized our best chance at casting it was the pretty fighter with 14 charisma and no ranks in UMD.

That's an unfair comparison Carl, everyone knows pretty fighters never lose.

I'd love to be a quarterstaff wielding cleric of Nethys, though I'd want to ask the GM if I could take the Staff Magus's 10th level ability as a feat, or at least just the part about the magical quarterstaff, not the recharging bit.

EDIT: I decided against building a cleric, I'll just continue hoping Leopaldon gets in as a wizard. And go Raven for using dat hero array.


Why, thank you. ^^

I hope the DM will allow item creation feats; I'd be happy to craft wondrous items, magic arms & armour and, eventually, constructs.


Even though I'm building to be a blaster in combat I'm actually looking to be an item creator outside of it. So if we both get in I already see some nice character hooks for us.


Finally, a finished alias.

Good luck to you all.


Wow, I love your avatar, Analise. Why are all the really great avatars on the paizo forums female ones?! It's .. *shakes fist* .. unfair!


It's because women are more aesthetic than men. ^^


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Alright, finally had time to work out the crunch for this campaign: I present Morodin Peakwalker, a Dwarf Wizard (Metal Elementalist) who has come to Torch in order to satiate his curiosity about the fascinating Skymetals. He casts using a small Adamantine pendant as his bonded item, which also doubles as his item for the Skymetal Smith trait.

Personality:
Imagine the roughest, gruff Dwarf you can remember. Then give him spectacles and a complete intolerance for anyone less intelligent than he. That is Morodin Peakwalker. Concerned far more with knowledge and his crafts of magic and metallurgy than people and social conventions, Morodin would be perfectly fine if he never had to interact with anyone. Unfortunately, the secrets of the Skymetals and greater power over his metallic magic aren't just going to come to him in his library: he has to venture out into the world. This often makes him even more irate, and often has to resort to Charm Person spells to get himself out of a bind.

All this said, Morodin is not a bad person. He's not a good person either, but he's certainly not a bad one. He will make his decisions based upon his own moral code and values, which often do not mesh with those of others, and may come into conflict with those he's adventuring with. Most times, however, he will go with the group, however much he may grumble under his breath about the illogical nature of his compatriots.

Backstory:
Born and raised in the Five Peaks mountains, Morodin was always… a bit different. He wasn’t hardy, he wasn’t very wise, but he sure was smarter than his fellow dwarves. He read everything he could get his hands on in the way of dwarf lore and smithing, and became obsessed with the mighty Skymetals that had changed the face of Golarion’s metallurgical landscape. Eventually harnessing his talents to become a wizard, he forsook interaction with his family and former friends for dedication to his learning and research. Morodin was intrigued by the sudden quenching of the torch that the smith-city Torch held so dear. Perhaps by traveling to the town, he could unlock the secrets of the Skymetals, and finally find a place he belonged: a community of people who are just as obsessed with metal as he is!

Crunch:
Morodin Peakwalker
Male Dwarf Wizard 1
LN Medium humanoid (dwarf)
Init +1; Senses darkvision 60 ft.; Perception +0
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Defense
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AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 7 (1d6+1)
Fort +1, Ref +1, Will +2; +2 vs. poison, +4 vs. spells and spell-like abilities
Defensive Abilities defensive training (+4 dodge bonus to AC vs. giants)
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Offense
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Speed 20 ft.
Melee quarterstaff +1 (1d6+1) and
. . unarmed strike +1 (1d3+1 nonlethal)
Special Attacks +1 on attack rolls against goblinoid and orc humanoids, metal rending
Wizard Spells Prepared (CL 1st; concentration +7):
. . 1st—color spray (DC 15), grease, shocking grasp(school spell)
. . 0 (at will)—daze (DC 14), detect magic, mending
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Statistics
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Str 12, Dex 12, Con 12, Int 18, Wis 10, Cha 5
Base Atk +0; CMB +1; CMD 12 (16 vs. bull rush, 16 vs. trip)
Feats Scribe Scroll, Steel Soul[APG]
Traits focused mind, goldsniffer
Skills Appraise +8 (+10 on items valued by weight when using scales), Craft (blacksmith) +10 (+12 on checks related to metal or stone), Knowledge (arcana) +8, Knowledge (engineering) +8, Knowledge (history) +8, Linguistics +8, Perception +0 (+2 to notice unusual stonework, +2 on checks related to metals, jewels, and gemstones), Spellcraft +8; Racial Modifiers craftsman
Languages Custom Language, Common, Dwarven, Giant, Goblin, Terran, Undercommon
SQ arcane bonds (arcane bond [amulet]), iron skin, opposition schools (fire), specialized schools (metal)
Combat Gear mending paste; Other Gear quarterstaff, - arcane bond amulet -, magnet, masterwork tool, merchant's scale, reinforced scarf, wizard's kit, 41 gp, 5 sp
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Special Abilities
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Arcane Bond (Amulet) (1/day) (Sp) Use object to cast any spell in your spellbook 1/day. Without it, Concentration required to cast spells (DC20 + spell level).
Craftsman +2 on Craft/Profession checks related to metal/stone.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Defensive Training +4 Gain a dodge bonus to AC vs monsters of the Giant subtype.
Fire Classical opposition school for: Water
Five-Element opposition school for: Metal

You must spend 2 slots to cast spells from the Fire school.
Focused Mind +2 to Concentration checks
Skymetal Smith +2 vs. Emotion and Fear Effects
Goldsniffer +2 Perception for metals, jewels and gemstones.
Hatred +1 Gain a racial bonus to attacks vs Goblinoids/Orcs.
Iron Skin +2 (7/day) (Su) Increase natural armor bonus for 10 minutes.
Merchant's scale +2 Appraise for things valued by weight, including anything made of precious metals.
Metal Rending (Su) Deal extra damage vs metal armored/bodied foes. At 20th level roll twice vs SR and take higher.
Steel Soul Hardy's save vs. spells and spell-like abilities becomes +4


Brother Steven strode confidently through the crowd, afternoon sun glinting off the silver of his mask. "The Torch has gone out? I, Brother Steven, faithful servant of the Living God Razmir, shall determine the cause the cause of their plight," he proclaimed loudly, "and when it is re-lit, it shall be as a beacon to the glory of our Masked Lord!"

Perform (Oratory) for a crowd reaction: 1d20 + 8 ⇒ (7) + 8 = 15

His brief sermon finished, Steven handed the sailor his pass and climbed the gangplank, ready to greet those already aboard.

Brother Steven is a Razmiran Priest Sorcerer, intended to fill the role of a Healer/Face.
Campaign trait will be Numerian Archaeologist as he's been sent by the church of Razmir to acquire technology that might better help them emulate divine casters and/or extend life (and to convert the non-believers).
Crunch, background, etc. will be on the profile page shortly.


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Just the list for now. More updates coming soon!

The List!
Characters -
Jack Homini - Human Tower Shield Specialist [Fighter] - Local Ties (OneLungBL)
RAU-282 "Raven" - Android Alchemist - Numerian Archeologist (Raven Usta)
Tosom Blackhand - Human Fighter - Skymetal Smith (Del Azast)
Moselle Cabascillis - Archon-Blooded Aasimar Cleric of Ohleon - Against the Technic League (KakkarottoZ)
S.c.a.r.l.e.t. - Tasty Android Summoner (tasty to whom?) - (Sunny)
Locke Tresslar - Android Investigator - Numerian Archeologist (Pinvendor)
Rengovay Schallings - Human Arcanist - Local Ties (Pinvendor)
Shauldrek - Tiefling Inquisitor of Draghignazzo - ? (shauldrek)
Silvia Hispasus - Ghoran Cleric of Dalenydra - Robot Slayer (Reckless)
Korm - Half-Orc Two Weapon Fighter - Against the Technic League (Joel VA)
Kevoth - Human Barbarian - Against the Technic League (Karlprosek)
Raju Ilmatar - Sylph Witch - Local Ties (Samy)
Leopaldon Root - Human Admixture Wizard - Numerian Archaeologist (Uncle Taco)
Abysian- Wyrwood Transmuter Wizard - Skymetal Smith (DM Crustypeanut )
James Hummingway - Human Andoran Rogue - Against the Technic League(Arie IJzer)
Anapa - Agathion-Blooded Aasimar Cleric of Anubis - ?(Seth86)
Rakdon Tripus - Ratfolk Metal Wizard - Robot Slayer (Double Gold)
Druenour Hammerstriker - Dwarf Cleric of Nethys - Numerian Archaeologist (Mokshai)
Kale Theodric - Human Pistolero Gunslinger - Skymetal Smith (CampinCarl9127)
Lazur Anil - Human Gunslinger - Local Ties (trawets71)
Analise Rodhire - Human(Earthling) Sorcerer - Against the Technic League (Tsiron Ragmar)
Morodin Peakwalker - Dwarf Metal Wizard - Skymetal Smith (Tassadan)
"Rywokit" Prometheus - Wyrwood Arcanist - Local Ties (Tacticslion)
Brother Steven - Human Razmiran Priest 1 [Impossible Bloodline Sorcerer] - Numerian Archaeologist (Mr_Shed)

Concepts
redbeardredeyed - Human despises The Black-Sovereign - ? - Against the Technic league

Interest
Raphael Valen
Dylos
Aku Warashi
Tim Woodhams
Irnk, Dead-Eye's Prodigal
Waterhammer
ginganinja
Ken 418
Alleria Derexhi

Dark Archive

This is Ken 418! Working on Alexa Vosh... Zen Archer and member of the Sisters of the Golden Erinyes. Backstory and crunch to follow.


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Woohoo! My subscription PDF is here! Also People of the Stars has some awesome stuff!

Shadow Lodge

GM Viskous wrote:
Woohoo! My subscription PDF is here! Also People of the Stars has some awesome stuff!

I got mine as well, and will begin working on a Transitional Triaxian rogue (who would likely be mechanically better as a human).

The Exchange

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Did you get your AP subscription material? If so can you tell us about the new familiar options presented there?

EDIT: Paizo is awesome. I called them asking why the ACG wasn't included in my pdfs that became available today and the guy's response was basically, "Yeah, our mistake. I'll put yours on the next batch and waive the shipping fee." I kinda love giving them my money.

The Exchange

Just got the technology guide and wow... I'm going back to the drawing board.

EDIT: And I got the ACG pdf... So. There's that.


Another possible submission from me for the ranged damage focus:

Dravek Bloodfinger's bio:
Dravek's boot up sequence was sudden and unexpected. The surroundings he found himself were not what he had anticipated, and the abrupt directives he was given provided no explanation as to why they had not arrived at their intended destination. He was to retire malfunctioning and reprogrammed robots, androids, and other mechanical beings. His targets filter across his vision plate at unexpected times, but he is relentless until his objective has been accomplished.

Sometimes the targets were not malfunctioning, but were instead attempting to escape or provide information to the planet's inhabitants. This was not to be tolerated. However, Dravek began to notice some erratic directives and has begun to suspect a problem with Command. His time living and working among the denizens of this planet had begun to make him question where his directives were coming from and if Command was still in control, had been supplanted, or worse was malfunctioning. The discovery of an inert robot in Torch could very well be the lead, Dravek needed. After all, if Command was malfunctioning, it needed to be retired as per protocol...

Dravek Bloodfinger's crunch:
Dravek Bloodfinger
Male Android Slayer (playtest version) 1 (Pathfinder Campaign Setting: Inner Sea Bestiary 3)
LN Medium humanoid (android)
Init +3; Senses darkvision 60 ft., low-light vision; Perception +6
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Defense
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AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 11 (1d10+1)
Fort +3, Ref +4, Will +0
Defensive Abilities constructed; Immune disease, emotion, exhaustion, fatigue, fear, sleep
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Offense
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Speed 20 ft.
Melee kukri +3 (1d4+2/18-20) and
. . longsword +3 (1d8+2/19-20)
Ranged shortbow +3 (1d6/×3) and
. . throwing axe +3 (1d6+2)
Special Attacks favored target, nanite surge
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Statistics
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Str 14, Dex 14, Con 12, Int 17, Wis 10, Cha 7
Base Atk +1; CMB +3; CMD 15
Feats Point-Blank Shot
Traits alien origins (silver mount), ambush training, robot slayer
Skills Acrobatics +3, Bluff +2 (+4 on opposed Bluff checks), Climb +3, Knowledge (geography) +7, Knowledge (local) +7, Perception +6, Ride +3, Sense Motive -4, Stealth +3, Survival +4, Swim +3; Racial Modifiers +2 Perception, -4 Sense Motive
Languages Common, Hallit, Orc, Varisian
SQ emotionless, track +1
Combat Gear caltrops; Other Gear leather armor, kukri, longsword, shortbow, throwing axe (2), backpack, bedroll, belt pouch, chalk (10), flint and steel, grappling hook, mess kit, mirror, piton (10), pot, hemp rope (50 ft.), soap, thieves' tools, torch (10), trail rations (5), waterskin, 76 gp
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Special Abilities
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Alien Origins (Silver Mount) +2 on opposed Bluff checks due to your inscrutable mannerisms.
Ambush Training +1 to weapon damage in surprise rounds.
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).
Favored Target (+1, 1 at a time, Move) (Ex) Study foe as a Move action, gain +1 to att/dam & some skills vs. them.
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.
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.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Track +1 Add the listed bonus to survival checks made to track.


Dravek said nothing as he approached the sailor following the sound-off. His eyes scanned the area, and he found the point of entry for the ship. Aside from merely vaulting from its decks into the water, Dravek noted seven other exits from the vessel that he would need to cover...if he had any reason to believe a target was inside. But despite the retirement candidate information for an elven looking android flitting across his targeting plate, he was not looking for a target on this vessel. And he might actually choose to ignore the candidate altogether. He needed to confirm Command was still intact, in control, and had a plan to get them to their destination. If not...

Incoming threat, flitted across his vision plate. Dravek's evaluation was cut short as a meaty hand reached to grab a hold of him. He turned to the side, and one hand vanished from the burly sailor's angry view. The grab missed, but the sailor simply turned it into an accusing fingerpoint.

"Hey! You need a ticket to get aboard!" he said hefting a stout cudgel in his other hand. Two other toughs suddenly appeared over the sailor's shoulders ready to back him up if needed.

Dravek simply stared st the man impassively, and silence began to descend as the nearby people on the pier stopped to watch the potential altercation. Suddenly, the circuitry on his arm and the back of his hands began to glow as the current candidate was superimposed suddenly with a completely different candidate. The double images flickered, and random error messages began to appear. What was this? The flickering stopped and the second new candidate solidified. But it wasn't a new candidate. It was a candidate Dravek had retired 23 years 73 days 16 hours 47 minutes and 8 seconds ago. Yes, something was indeed wrong with Command.

The burly sailor seemed to be sweating as the lines glowed on Dravek's body. The other two toughs began to look a little nervous wondering what magic or Rain of Stars artifact the emotionless man(?) was getting ready to use on their compatriot. Dravek's hand whipped up in a blur from where it had hidden behind him. The burly man swung the raised cudgel almost in reactionary shock, but his arm was...

...stopped short by Dravek's hand in the sailor's face holding a single ticket for passage. The man stared at it in confusion. He slowly reached for it, but Dravek simply released it and turned to walk the gangplank onto the ship. Being an android, it didn't even occur to him to wonder if anyone had even seen the blade he had had pointed at the man's belly only just now returning to its sheathe...


GM_Viskous as a heads up, in the next day or two I will also be submitting a Half-Elf Urban Ranger (archery focused) with Stargazer as his campaign trait.

Note that Brother Steven is a semi-serious submission - while I think he's got great flavor and RP potential and I'd love to play him, I also recognize that mechanically he's probably not a good choice for the role of a dedicated party healer. I pretty much submitted him just because I've really wanted to play a Razmiran Priest since I first read the archetype.


Okeys! (^_^)

Adjusted some things. Added tha' campaign trait. Just got'a finalize equipment. Some basic things put into the sheet.

Perusin' tha' players other things... Jeeze, them technical fellers dun't get much luvin', hey?

Okay... another idea (^_^):

So... we have the 'Wand rifle'... Instead of putting a couple of wands into it.

How about if we put in two Bottled Lightning things instead?

Would one end up with a 'Lightning shotgun' with a range of 20'?

Thoughts/comments/other off the wall ideas welcome.

(^_^)


Introductory Role Playing stuffs...

The tanned lass wanders about the boat, mingling with the other passengers. Nodding, smiling freely to all that pass her.

Atop her blond mop of hair is a low crowned, wide brimmed faded black hat. About her shoulders, draped from one shoulder, is a poncho which swirls about her frame.

Poking above said shoulder are three scabbards. Two hold gracefully curved swords -One a large weapon which looks to need two hands to wield. The other a more 'normal' length of blade suitable for one handed fighting- Both, by the look of their hilt style, are a matching set. The third scabbard, while of seeming the same 'set', rests empty.

Upon her back, beneath the cloaking poncho, some other items are strapped. But only the gimps of the leather in which they are covered in can easily be noted. Though some sorts of wooden handle is occasionally seen.

At one hip a large satchel swings by its strap... the contents being large and 'boxy' since that is the form said contents make the leather of the satchel take.

Her tanned legs and bare feet add to her some what... ex-centric look.

(^_^)


Anapa:

Anapa
Male Agathion-Blooded Aasimar (Idyllkin) Cleric (Undead Lord) 1 (Pathfinder RPG Advanced Race Guide 0; Pathfinder RPG Ultimate Magic 0)
LE Medium outsider (native)
Init +1; Senses darkvision 60 ft.; Perception +3
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Defense
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AC 16, touch 11, flat-footed 15 (+5 armor, +1 Dex)
hp 8 (1d8)
Fort +2, Ref +1, Will +5 (-2 vs. Charm or Compulsion effects if there's a promise of wealth or power)
Resist acid 5, cold 5, electricity 5
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Offense
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Speed 20 ft.
Melee khopesh +0 (1d8/19-20)
Ranged light crossbow +1 (1d8/19-20)
Special Attacks channel negative energy 6/day (DC 13, 1d6)
Spell-Like Abilities (CL 1st; concentration +4)
. . 1/day—summon nature's ally ii
Domain Spell-Like Abilities (CL 1st; concentration +4)
. . 6/day—bleeding touch (1 round)
Cleric (Undead Lord) Spells Prepared (CL 1st; concentration +4):
. . 1st—bless, cause fear{super}D{/super} (DC 14), cure light wounds
. . 0 (at will)—detect magic, resistance, stabilize
. . D Domain spell; Domain Death
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Statistics
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Str 10, Dex 12, Con 10, Int 10, Wis 16, Cha 16
Base Atk +0; CMB +0; CMD 11
Feats Command Undead, Selective Channeling
Traits battlefield disciple, friend of the dead (geb), Local Ties
Skills Diplomacy +7, Heal +7 (+9 to stabilize a dying creature), Knowledge (religion) +4, Survival +5; Racial Modifiers +2 Survival
Languages Celestial, Common
SQ aura, corpse companion, power-hungry
Other Gear scale mail, crossbow bolts (20), khopesh, light crossbow, hip flask, holy symbol with flask (Anubis), pathfinder's kit, unholy symbol with flask (Anubis), dog (combat-trained), 10 gp
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Special Abilities
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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.
Bleeding Touch (1 round, 6/day) (Sp) Melee touch attack deals 1d6 bleeding damage.
Cleric (Undead Lord) Domain (Death) Granted Powers: You can cause the living to bleed at a touch, and find comfort in the presence of the dead.
Cleric Channel Negative Energy 1d6 (6/day, DC 13) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Command Undead (DC 13) Channel energy can take control of undead.
Corpse Companion (Su) Gain a single skeleton/zombie as companion that doesn't count against limit.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Friend of the Dead (Geb) +2 trait bonus on Diplomacy checks against sentient undead.
Power-Hungry -2 vs. Will saves if the effect's creator promises wealth or power
Selective Channeling Exclude targets from the area of your Channel Energy.

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


Ware the attack of cheese!:

SO... while perusing wands to buy for a certain magic item... It was noted that buying one of 'Scorching ray' would be way above a starting charter's pay allotment.

Then thoughts turned to various lower level spells... and meta-magic feats to adjust said spell's range etc... and thoughts turned to certain traits.

For example =>magical Lineage

And the idea for a wand of 'Shocking ray' formed within my mind.

By combining the trait with the meta-magic feat one can still have a wand for 750 Gp that has a range of 25' and does 1D6 electrical damage.

Just a passing fancy/thought....

Much cheers to all.


Analise is scribbling in her notebook. There appears to be what most people commonly call a spiderbot in there, along with various mathematical equations and notations. There also seem to be a lot of question marks on it.

"Judging by the chassis and the torch, it seems to be powered by a plasma core... But what kind of tech can channel plasma as kinetic energy?! Ugh, I need to capture one alive, but I can't so much as glare at it without the damn thing exploding."

She absentmindedly takes out a ticket and boards the ship, muttering all the while.

Changing her bloodline to Sage.


1 person marked this as a favorite.

There's so many great concepts in here!


After toying with the idea of making a wizard that channels (yes, that's a thing now thanks to the ACG) I've decided to stick with Leopaldon as built. if selected it'll be fun to go Technomancer and use arcane battery to shoot fireballs without expending a spell slot. But that could be months or years down the line.

I agree with Jack. The moment I saw the Razmiran priest submitted I started pouring over my fluff again. I'd love to see some of the recent submissions get fleshed out more (I'm looking at YOU Alexa) and I don't envy Viskous right now. Which brings me back to a couple of questions I had that was lost in the heap:

@GM: Will campaign traits play a large role in the selecting process? And if you have the AP now, having seen the new familiars, are there any that you think would fit in for Leo? I've been holding off on committing to a familiar until I find out about the ones in the AP.

Shadow Lodge

1 person marked this as a favorite.

Guys, there's only 1 familiar, the other alien animals are animal companions. The familiar is a Petromin, described as: This sleek, furred creature has flaps of skin stretching between its limbs and its body. It gives it's master +3 stealth.

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