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System: Pathfinder RPG
Adventure Path: Iron Gods
Player Count: 4-6
Allowed Content: All Official Paizo Material. No 3rd Party Material.
Character Creation:
- Backstory: Short paragraph or two required.
- Experience: Level 1
- Wealth: Average for your class.
- Ability Scores: 20 Point Buy.
- Hitpoints/Health: Max 1st Level, Average after that.
- Alignment: No NE or CE alignments, LE only upon backstory and character concept approval.
- Variant Rules: Background Skills Optional Rule
Other Notes: This is my first PbP campaign, so please be patient with me and let me know if I'm doing something wrong, or could be doing it better somehow.

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I am headed to Wyvern's Tale later today, hopefully I will get there in time for PFS.
Regarding level of guns, I have been advised to stick with Emerging Guns. AFAIK, that is the canonical level of gun technology outside of Alkenstar. I don't have much firsthand experience with the Gunslinger, so I think we'll stick with that.
2 Traits, 3 with a drawback.

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When he was just shy of puberty, Jerrek was sparring with much older boys and suffered a horrendous accidental wound. Jerrek’s family showed their true feelings towards the former slave progeny, and instead of treating it with magic or medicine, allowed the wound to go untended as a means to determine Jerrek’s heartiness, and his worth. The wound festered, ultimately resulting in the loss of two fingers on his non-dominant hand. Despite this, Jerrek recovered and learned to adapt with only three fingers on his left hand, but he became obsessed with repossessing the unscarred and pristine form of his once undisturbed body, and Jerrek began to seek alternate solutions.
Jerrek knew little of his parents, but maintained contact with his brother Zallan. He plied his brother for information that might aid him in restoring his form, seeking legends from Shelyn, god of beauty. Instead, Zallan provided him with information about the android race, and rumours of something called ‘cybernetics’ as a means to mend his soul. Zallan stopped short of leaving Nex to aid his brother, but gave him a small bauble of skymetal as something that he might use to “get what he needed”.
Jerrek stole away from Nex under cover of darkness and made for Numeria, the land spoken of by his brother. There, he hoped to meet with a man named Baine who might help him. Along the way, Jerrek sold the bauble of skymetal to support his needs, and has since arrived in Torch, hungry, both literally and figuratively, to sate his thirst.

Ammon Knight of Ragathiel |

Okay so, making an arcane duelist bard , half elf or dhampir. The general idea being, her father has worked with the technic league in the past for whatever reason... She happens to hate her father , his work ,and the magic and tech he uses. She's in Torch at the moment because she works against the League . On the subject of dhampir or half elf, she Wouldn't actually have a vampire relative, her blood line is just extensive... I'm doing an actual backstory where i'll explain , should be done by day's end

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Jerrek sounds interesting. Thanks for the backstory. Definitely some stuff in there I can use.
Dhampir Arcane Duelist with a bone to pick vis-á-vis the Technic League...sounds pretty cool.
So far the prospective party looks like this:
Fighter (Cyber-soldier)
Fighter (Eldritch Guardian)
Bard (Arcane Duelist)
You're gonna be some tough customers.

Purplefixer |

I present to you Pasquot of the Bauga, an abject lesson in why you do not cross the Technic League, who has conversely vowed to teach the Technic League a lesson.
Pasquot of the Bauga
LN M Mutation Warrior 1
Medium, Speed 30
Hair Black, Eyes Yellow, Skin Pale
6'7", 230#, Age 23
Str: 17 (7)
Dex: 13 (3)
Con: 14 (5)
Int: 13 (3)
Wis: 13 (3)
Cha: 9 (+1)
Racial Abilities:
Bonus Feat (Power Attack)
Heart of the Wilderness (+5 on con to stabilize, half level bonus to negative hit points, level bonus on survival checks)
Languages:
Common, Draconic, Undercommon
Traits:
Magic - Unstable Mutagen
Combat - Firebug
Campaign - Against the Technic League (Weapons, +2 dmg vs technic league)
Power Hungry - You’re addicted to power. You take a –2 penalty on Will saving throws against charm and compulsion effects if the creature creating the effect promises wealth or power.
Feats:
(1) Nimble Moves
(H) Power Attack
(F1) Furious Focus
CLASS FEATURES
1) Bonus Combat Feat
SKILLS (14 ranks)
Skill R + A + T + M = +#
Acrobatics
Appraise
*Climb
*Craft - Alchemy 1 + 1 + 3 = +5
Disable Device
Fly
*Handle Animal
Heal
*Intimidate
Know - Arcana
*Know - Dungeoneering
*Know - Engineering
Know - Nature 1 + 2 + 3 = +6
Perception
*Profession
*Ride
Sleight of Hand
Spellcraft
*Survival 1 + 0 + 3 +1 = +5
*Swim
AC: 13 (10 + Armor 2 + Dex 1)
Touch: 11
Flat: 12
Fort: 4
Ref: 1
Will: 1
Attacks:
Numerian Steel Bastard Sword
+4 1d10+7/19-20x2
HP: 12/12
NonLethal:
Temporary:
Leather Armor
Numerian Steel (Glaucite) Bastard Sword (105) 9#
Alchemist's Kit (40) 24#
Club (0) 1#
4 Water Proof Bags (2) 2#
2 Bandoliers (2) 2#
Cold Weather Outfit (X) 7#
Leather Armor (10) 15#
159gp - 60#/86# light load
(Total Weight 290#)
PP:
GP: 15
SP: 9
CP: 10
Pasquot is a bare headed human with dusky skin and a large, hawkish nose. His eyes are curiously yellow, and the tips of his fingers and a ring around his lips hold the same sickly dandelion hue. He's huge, though. Well over six and a half feet tall, with muscles like corded wood, his body dangling with fetishes and formulae, and clad in tattered leathers poorly cured that mark him as a Numerian Barbarian. His arms are bare to the forearm, where plain steel bracers hug his hands to the wrist, and leather gloves with a padded back, covered in studs, hide his hands to the first joint of the fingers, and the rest hangs bare. Hung from his shoulders are a pair of dangling bandoliers laden with potions and alchemical reagents, while leaning on his shoulder, unable to be strapped on, sheathed, or otherwise 'put away' is a five foot long shard of grey-white to dark-grey mottled metal, ten inches wide in the middle, strapped bodily to a long shaft of wood. Clearly of unearthly origin, the weapon features partial writing, a twist of tortured metal along the 'blade' edge, and what appears to be a vent half-way towards the tip. A plain wooden rod bounces on his hip, the back end chisel-shaped, an alchemist's pick used for scraping utensils clean, and a large wood-framed backpack drapes from his shoulders.
Pasquot (PAS-kwat) is a Kellid warrior of the Bauga tribe, of Numeria. Tribes of Kellids avoid the Technic League because of tribes like the Bauga, who ran afoul of the magical cult when they established a temporary home on one of the starfall ruins that dot the savage landscape. Having discovered a medical robot who adapted to their language and repaired sickness and disease, as well as modifying several members of the tribe with technological or cybernetic augments, the Bauga were suddenly catapulted into several months of golden age level prosperity. Hardship melted away as previously crippling wounds were dealt with instantly by the many-armed device, and warriors made faster and stronger and more alert by the changes to their bodies brought down mammoth game and drew starmetals from the ground to forge new weapons and armors.
Sadly this would not last long. A mere five months into the enrichment of the tribe, one bright Erastus morning, a troupe of heavily armed Technic League mercenaries led by several talented spellcasters marched on the Bauga and nearly wiped them out to a man. Those that scattered into the wilderness survived, and a nomadic lifestyle likely means there are several surviving Bauga in the world, but their chief, their maker, their shaman... all dead. With those Bauga that made it out scattered to the wind and the great majority of the technological claim recovered by the Technic League, a fifteen year old Pasquot was left to fend for himself in the wild. Surviving on small game run down and what basic trapping and fishing, he made his way to several neighboring tribes, only to be turned away as a 'bad omen'.
Resolute, however, the young barbarian dedicated himself to his revenge, becoming sullen and insular, and throwing himself at whatever work he could scrounge to pay for lessons that would teach him more about the mysteries that had been stolen from his people. Remembering those months with a hazy glow of halcyon nostalgia, he grew to be obsessed with starmetals, the power of technological wonders, and the path of self improvement that would make him the kind of monster that can wipe the League from the face of Golarion.
Now an embittered young man on a mission of revenge, Pasquot has been experimenting on himself for almost a year now, with some unfortunate side effects. His constitution has suffered somewhat from the repeated exposure to fumes and chemicals only partially understood, and his attitude is soured by his regret at the loss of his people, his feeling of shame and helplessness at having to run away from the fight where his people stood and died, and the crushing loneliness of his existence in the wilds of Numeria. Smarter than the average man, he's still managed to dull his own mental potential by constantly pumping chemicals that amplify his physical abilities, and the exposure has left him with sickly stains and jaundiced eyes, and skin that burns painfully red in the sun.
Taking every opportunity to thwart the plans of the Technic League he has heard that a nearby settlement called 'Torch', also known for dealing in the precious (and obsessive) skymetals is having significant issues that he immediately attributes to Technic League tampering. Setting out for the town, he leans into the wind, and vows to take everything from them, and never let them take anything from another ever again. Not while he can help it.
Note: While Pasquot does not speak androffan, he's -covered- in the language. He still carries zoic fetishes of twisted hair and latticed bones, and the various and sundry chunks of steel, bone, and glaucite he's scavenged are either already printed with, or he has painted painstakingly with the signs and letters of the star people. As a result he has words on him like 'down' and 'danger' and 'this', all nonsense and sometimes partial words or single letters, that he believes hold some secret insight.
Some notes:
I intend to take Pasquot up the Mutagen Warrior class, but I want to splash probably two levels of Alchemist very early on. He is definitely a front-line fighter with some ability to make ranged support a thing.
I've given him the power-hungry drawback to put stats to his drive for vengeance and his obsession with self-improvement, but he could as easily have had the doubt drawback (he lost his family), condescending, foul brand, oppressive expectations, OR overprotective! I'm happy to take feedback and suggestions on any of that.
If you have any input or concerns on the mechanical stacking of alchemist and MW levels, I'd love to hear it. I'd really like to take the extra discovery feat, to get some more options for my mutagens, and it would be lovely if the Alch levels stacked for when I can choose discoveries. Also if the two-mutagen thing is an issue, the levels could stack there as well.

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I think that alchemist and MW levels can stack for mutagen duration, even though that isn't explicitly written. It makes sense to me that your knowledge of mutagens would be cumulative.
I won't allow the levels to stack for determining when you can get new discoveries(ex. Getting your level 2 discovery at 1MW/1Alchemist...I'm not sure if that is what you meant), but I will allow them to stack for determining level prerequisites for discoveries.
I will uphold the alchemist's rule that you can only have one mutagen prepared, even if you have multiclassed. The ACG isn't as clear as it could be on this, but that book is notorious for its poor editing.

Dodekatheon |

That's actually the same way I run them, Lodestar. Like, if someone has 1 level of Alchemist and 11 levels of Mutation Warrior, I would allow them to qualify for Greater Mutagen (Alchemist 12). However, they would have had to have taken the level of Alchemist at some point before level 11 of Mutation Warrior; they wouldn't get discoveries at weird points, but their total level would be used to determine what they could get.

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@Dodekathon my bad dude, I totally spaced on your pistolero. Trying to keep tabs here while doing math study... fun times. It might be worth trying to convince one of the fighters to reconsider their class choice. I've never had so many people wanting to be a fighter at once.
We don't have a primary arcane caster or a trapfinder. I won't pressure anyone to change their class, but the party is gonna miss having those things later on.

Ammon Knight of Ragathiel |

Yeah it's weird seeing so many fighters, for the record i'm a melee Lore oracle. Lore let's me do skill support pretty well. knowledge's, Intimidate, i have a good amount of skill's.
Not sure what i'm doing with my spells, i'll have healing spells just because i like having them. but i'm not healing focused.

Purplefixer |

Yeah that was a major issue. Mutation warrior gets a discovery RIGHT BEFORE flight becomes an option, meaning that their flight from the mutagen comes many levels later, at 11. If I splash Alch 2, I may as well just shrug and get my flight by spending huge cash on potions or a wand or something, because I wouldn't get it till 13.
As far as I'm concerned though, I'll do a little happy dance at 'yes those two levels aren't dead levels against your mutagen' and do a little happy dance.
I get a couple of bombs, a greater proficiency from alchemy, throw anything, and a few extracts to enhance my 'list of tinctures' from that makes the splash thematic and interesting. Pasquot is a highly martial alchemist rather than being a fighter who drinks mutagens somehow.
L1: No mutagen
L2: Mutagen
L3: Mutagen
L4: No mutagen increases
L5+: Mutagen catches up to level 5
So by level 5 I have a BAB of 4 and use full level for my mutagen, which is neat. When I originally made Pasquot he used the "Amiri Trick" and wielded a large bastard sword with a strength of 18. I dipped him down in stats for the other iron gods application and turned it into a glaucite sword (which is mechanically hillarious) just to have a space-sword. He really needs those alchemist buffs now.

Kertuffle |

I would like to submit Rowland, an Urban Barbarian and eventually Eldritch Knight and Pathfinder Savant(hopefully)
Assuming two traits, one campaign. Favored class is wizard.
Rowland
Male human (Kellid) barbarian (urban barbarian) 1 (Pathfinder RPG Ultimate Combat 31)
CG Medium humanoid (human)
Init +1; Senses Perception +1
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Defense
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AC 16, touch 11, flat-footed 15 (+4 armor, +1 Dex, +1 shield)
hp 13 (1d12+1)
Fort +3, Ref +1, Will +1
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Offense
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Speed 30 ft.
Melee longsword +2 (1d8+1/19-20)
Ranged javelin +2 (1d6+1)
Special Attacks rage (5 rounds/day)
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Statistics
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Str 12, Dex 12, Con 12, Int 18, Wis 12, Cha 12
Base Atk +1; CMB +2; CMD 13
Feats Magical Aptitude, Skill Focus (Spellcraft)
Traits local ties, magical knack (Wizard)
Skills Acrobatics +2, Climb +2, Craft (armor) +8, Craft (weapons) +8, Disable Device +1, Intimidate +5, Knowledge (arcana) +5, Linguistics +8, Spellcraft +10, Swim +2, Use Magic Device +4
Languages Androffan, Common, Dwarven, Elven, Gnome, Hallit, Orc
SQ controlled rage, crowd control
Other Gear chain shirt, buckler, javelin (3), longsword, armorsmithing tools, backpack, bedroll, belt pouch, flint and steel, ink, inkpen, mess kit[UE], pot, soap, spell component pouch, torch (10), trail rations (5), travelling spellbook[APG], waterskin, weaponsmithing tools, 23 gp, 1 cp
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Special Abilities
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Controlled Rage (Ex) May gain lesser bonus split as desired, but without normal drawbacks.
Crowd Control (Ex) If 2+ foes adjacent, +1 to hit & AC. Unslowed by crowds & bonus to intimidate.
Rage (5 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
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Alright so due to some people being inactive and not submitting promptly, this is what the party looks like right now:
Jerrek of Nex, Fighter (Cyber-Soldier)
Illya Nym, Oracle
Pasquot of the Bauga, Fighter (Mutation Warrior)
Zane Levallis, Sorcerer
Rowland, Barbarian (Urban Barbarian)
Dodekatheon will have the final available space. I need another day or two to finish prep. After that, we can start when everyone else is ready.