Iron Gods: A Dark Singularity (Inactive)

Game Master blackaeon

Six diverse would-be adventurers band together against horrors both mundane and interstellar as they investigate the mysterious disappearance of the purple flame that gave the Numerian town of Torch its name.

1 to 50 of 130 << first < prev | 1 | 2 | 3 | next > last >>
Grand Lodge

2 people marked this as a favorite.

Having just recently purchased the materials necessary and having reviewed the information proper, I think that I am ready to run an Iron Gods game online here in the forums! I'm looking for a solid five players who're willing to join up; the game will likely be updated every other day or so, so I'm not looking for people who just post a sentence every now and again. Now, as for what I'm accepting in terms of characters, here goes; it's kind of a specific list, but I'm a specific person.

Starting Level: 1st, obviously
Races: Any Core, any Advanced Race Guide, Dreamscarred Press' Psionics Unleashed, Android
Alignment: Good
Classes: Any Core, Advanced Player's Guide, Advanced Class Guide, Dreamscarred Press' Psionics Unleashed
Archetypes: APG, ACG, Ultimate Combat, Ultimate Magic
Starting HP: Full + Con
Starting Gold: Max 1st level
Stats (Point Buy): 25 points
Traits: 1 standard, one from Iron Gods Player's Guide (any non-third-party Pathfinder book)

Having the whats are a pretty good thing, but don't let me post this without a caveat. What I'm looking for, more than anything, is a character with a well-defined personality and especially an in-depth backstory. I will gladly take a 'vanilla' application that only uses core materials over something 'exciting' from a numerical standpoint if the former has a great personality/appearance/history to it. I will be posting the game in third-person, past-tense, so please try and do so in your application; not to be rude, but I will not even consider a bio done in first-person perspective, so don't bother sending one. I'll give until Sunday night at midnight (EST) for people to get their applications in. Any questions to ask or clarifications needed? Post them here.

Are Deep Magic (Kobold Press) and 1001 Spells (Rite Publishing) acceptable sourcebooks for spells, or would you prefer to keep it to what's listed? (And if you don't have either of those books, would you approve spells on a case-by-case basis, or prefer to keep it simple and leave them out?) Either way's fine by me - I just like to know all my options when building my character. XD

Grand Lodge

I'd prefer to stick to what's listed. The only third-party book I intend to use (and probably not even that much, because most people don't) is Psionics Unleashed.

Silver Crusade

Dotting w/ CG male tiefling inquisitor of Mhar, Heresy Inquisition. Basically a fighter-build with debuffing/intimidation skills and spells. Alias to follow.

No problem! I'll get started in a little bit - I need breakfast before making a character. XD

I would be interested in this.

I'm thinking an android barbarian might be interesting.


Very interested. Dotting, not sure about my idea but considering a very knowledge-obsessed bard.

All right, I'm about half done. ^^ I'm working on an Oracle of Time, since it seems thematically appropriate. How big of an emphasis will you have on things like food, supplies, etc.? (For example, do we want to track every bite we've got, or should we not worry about it?)

Dotting, I'm working on a support monk.

Dotting for interest. Will submit a character sometime tomorrow.

Edit: Also, as a question: Would you allow an android druid? I'm specifically interested in making an android blight druid who's interested in the restoration of Numerian lands that have been adversely affected by technology and/or radiation. If this is unacceptable, I will create a different character.

Dotting. Going to make an Android Soul-Knife who in her body's previous life was an assassin, and currently specializes in hunting rogue androids and robots.

I present you Bosh Firebeard (Just need to adjust the stats)

Grand Lodge

To answer the questions asked: I'm not super-big on docking every little bit of your supplies, but you'd better be damned sure I'll know how many arrows or days worth of rations your characters have let ;)

As far as an android druid goes, I don't have any intrinsic problem with the idea, just make sure it's got a good in-story justification, which it seems you're already conjuring up. I don't have any personal preference for races myself, but I try to keep things diverse in my games. Of course, I aim to pick for the best overall applications, so there's always a chance that people'll lump together.

In that case, I regret nothing.

Female Aasimar oracle 1
NG Medium outsider (native)
Init +1; Senses darkvision 60 ft.; Perception +7
AC 13, touch 11, flat-footed 12 (+2 armor, +1 Dex)
hp 9 (1d8+1)
Fort +1, Ref +1, Will +3
Resist acid 5, cold 5, electricity 5
Weakness oracle's curse (haunted)
Speed 30 ft.
Oracle Spells Known (CL 1st; concentration +6):
. . 1st (5/day)—cause fear (DC 16), cure light wounds, obscuring mist
. . 0 (at will)—create water, detect magic, ghost sound (DC 15), light, mage hand, read magic
Str 13, Dex 12, Con 12, Int 14, Wis 12, Cha 21
Base Atk +0; CMB +1; CMD 12
Feats Extra Revelation
Traits sacred touch, stargazer
Skills Diplomacy +11, Knowledge (geography) +7 (+9 to identify alien monsters' abilities and weaknesses), Knowledge (planes) +6 (+8 to identify alien monsters' abilities and weaknesses), Knowledge (religion) +6 (+8 to identify alien monsters' abilities and weaknesses), Linguistics +3, Perception +7; Racial Modifiers +2 Diplomacy, +2 Perception
Languages Celestial, Common, Elven, Hallit, Sylvan
SQ mystery (mystery [time]), revelation (aging touch, temporal celerity)
Other Gear leather armor, oracle's kit, 161 gp
Special Abilities
Aging Touch (0 STR to creatures or 1d6 HP to objects, 1/day) (Su) Your touch ages living creatures and objects. As a melee touch attack, you can deal 1 point of Strength damage for every two oracle levels you possess to living creatures. Against objects or constructs, you can deal 1d6 points of damage per oracle level.
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.
Gain Sustenance from Sunlight Standing in the sun for half an hour is equivalent to a meal.
Haunted Retrieving stored gear is a Standard action or worse, dropped items land 10' away.
Sacred Touch You were exposed to a potent source of positive energy as a child, perhaps by being born under the right cosmic sign, or maybe because one of your parents was a gifted healer. As a standard action, you may automatically stabilize a dying creature merely by touching it.
Stargazer Disable Device or Knowledge (engineering) +1 and is a class skill.
Temporal Celerity (Su) Whenever you roll for initiative, you can roll twice and take either result. At 7th level, you can always act in the surprise round, but if you fail to notice the ambush, you act last, regardless of your initiative result (you act in the normal order).


Tick, Tock, turn back the clock...

Magic is one of the most fundamental forces of Golarion. There are many ways of acquiring mystical power - intensive study, a magical heritage, or even just worshiping a friendly deity. However, at times, people find themselves given power whether they like it or not... and such is the case of Harumi, a distant descendant of a powerful celestial being that once strode across the land. As an Aasimar, Harumi has a natural inclination towards good... but more importantly, she has a focus on faith and religion that's not very common in the technology-inclined land of Numeria. The gods aren't willing to let go of their allies so easily, and that was the start of Harumi's troubles...

When she was younger, Harumi found herself fascinated with the technological might of Numeria. She'd never been able to experience more than a few fragments of the powers it possessed, but that certainly didn't stop her from focusing on them. Well, there are plenty of people who are happy to take advantage of any opportunity - and the girl was lured out with the promise of information on strange alien beings and the wonders of their technology. Even in Numeria, Aasimar are relatively rare, and a certain individual wanted to see what effects technology would have on beings who were a little less than mundane. Fortunately or unfortunately, he never got the chance - Harumi had finally realized that something was going badly wrong, and without thought or reason, she cursed the gods.

They didn't take that too well - it was her own fault for not paying attention. Still, the gods of good are nothing if not willing to give people another chance... and that's particularly true of Korada, who promptly cursed Harumi. Right in front of her captors, divine power surged into the girl, starting with the transformation of her left eye into the face of a clock. The terrified girl broke free, and every time she passed by a guard, time seemed to waver in front of her eyes, showing her the different options she could take. Without hesitation, she plunged into the most advantageous route and escaped, her very touch proving enough to destroy the last lock that barred her way.

A lone girl, far from home, pursued by apparent slavers... not a good situation. All the girl could do was rely on her strangely altered sight and attempt to escape as best she could - a newfound ability to call up mists and terrify others helped even more, as did the fact that she didn't need food as long as she could find sunlight. Water flowed almost endlessly from her hands, providing enough to drink, and that was enough to help her survive. After much longer than she really wanted to think about, Harumi finally managed to stagger into a settlement, where she's resided ever since. However, she doesn't want to stay there forever... and it could very well be time to move on.

Quick question, are the psionic archetypes in Psionics Expanded: Advanced Psionics Guide allowed? Or just what's in Psionics Unleashed?

Submitting a Bard =]

Shes currently 20 PB, but I can change her up to 25 fairly easily if I got selected.

Liberty's Edge

Dotting for interest.

I've got an Android Arcanist (Blade Adept) going into Eldritch Knight with plenty of pathos that I really want to run in an Iron Gods game.

I was thinking of an android Investigator that was the adoptive daughter of Khonnir Baine. The number of other android applicants concerns me slightly, but I'll give it a go. Also:

drbuzzard wrote:

I would be interested in this.

I'm thinking an android barbarian might be interesting.

You realize that androids cannot receive morale bonus and Rage is all morale bonuses?

Azrael Dukshi wrote:

You realize that androids cannot receive morale bonus and Rage is all morale bonuses?

Damn, missed that line in the description. So much for that idea.

I'll have to consider options.

Actually, you can, you just need a Charisma of 13 (prereq) and pick up the Empathy feat, specific to Androids, that lets you be affected by morale bonuses.

Its always good to check things out before discouraging a character idea!

Here's my submission, Ergon the support monk. A sarcastic and grumpy, yet surprisingly wise dwarf.

Male Dwarf Monk(Contemplative, Ki Mystic, Sensei, Qinggong Monk) 1
LG Medium Humanoid (Dwarf)
Init +1; Senses Darkvision 60'; Perception +8
AC 15, touch 15, flat-footed 10
HP 10/10
Fort +4, Ref +3, Will +6, +8 vs emotion or fear effects, +3 vs poisons, spells or spell-like abilities
CMD 13, +17(vs. Bull Rush/Trip)
Speed 20 ft.
Sansetukon +2 (1d10+3, 19-20/X2)
Spear +1 (1d8+2, X3)
BAB +0
CMB +2
Str 14, Dex 13, Con 14, Int 10, Wis 18, Cha 8
Skills Knowledge(Engineering) +4, Knowledge(Local) +4, Perception +8, Stealth +5,
Feats Improved Unarmed Strike, Lingering Performance, Combat Reflexes
Languages Common, Dwarven
Traits Glory of Old; Skymetal Smith

Special Abilities:

Defensive Training: Dwarves gain a +4 dodge bonus to AC against monsters of the giant subtype.
Hardy: Dwarves gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
Stability: Dwarves gain a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.
AC Bonus (Ex): When unarmored and unencumbered, the monk adds his Wisdom bonus (if any) to his AC and his CMD. In addition, a monk gains a +1 bonus to AC and CMD at 4th level. This bonus increases by 1 for every four monk levels thereafter, up to a maximum of +5 at 20th level.
These bonuses to AC apply even against touch attacks or when the monk is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load.
Unarmed Strike: At 1st level, a monk gains Improved Unarmed Strike as a bonus feat. A monk's attacks may be with fist, elbows, knees, and feet. This means that a monk may make unarmed strikes with his hands full. There is no such thing as an off-hand attack for a monk striking unarmed. A monk may thus apply his full Strength bonus on damage rolls for all his unarmed strikes.
Usually a monk's unarmed strikes deal lethal damage, but he can choose to deal nonlethal damage instead with no penalty on his attack roll. He has the same choice to deal lethal or nonlethal damage while grappling.
A monk's unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.
A monk also deals more damage with his unarmed strikes than a normal person would, as shown above on Table: Monk. The unarmed damage values listed on Table: Monk is for Medium monks. A Small monk deals less damage than the amount given there with his unarmed attacks, while a Large monk deals more damage.
Awaken Divinity (Su): At 1st level, as a standard action, a Contemplative can touch a creature to grant it a temporary ki point until the beginning of the Contemplative's next turn. In addition to any other ways in which the target can use ki, it can expend the ki point as a swift action in order to either gain a +2 dodge bonus to AC for 1 round or increase its base speed by 20 feet for 1 round. The Contemplative can target himself with this ability as a swift action, but doing so costs 2 uses of the ability.
At 4th level, the dodge bonus to AC increases to +4. At 8th level, an affected creature can spend the ki point to ignore all Strength, Dexterity, and Constitution penalties it would otherwise take for 1 round. At 12th level, an Contemplative can target two adjacent creatures with this ability as a standard action, but must expend one use of the ability for each target affected. At 16th level, an affected creature can spend this ki point to roll all saving throws twice and take the higher result for 1 round. At 20th level, an affected creature can spend the ki point to benefit from the Contemplative's perfect self class ability for 1 round. If the creature already has the perfect self class feature, its damage reduction and any spell resistance it has increases by 2 for 1 round.
A Contemplative can use this ability a number of times per day equal to his class level, but no more than once per round.
Spurn Tradition(Sansetukon) (Ex): Contemplative dwarves strive to separate themselves from the rest of their race and the traditions that bind them. The bonuses for non-magical effects that target or specifically affect dwarf subtype creatures (such as a ranger's favored enemy class feature) are all reduced by half. In addition, an Contemplative becomes proficient in one martial weapon with the monk property.
Advice (Ex): A sensei’s advice is identical to bardic performance (using oratory), allowing him to inspire courage at 1st level, inspire competence at 3rd level, and inspire greatness at 9th level, as a bard of the sensei’s level, usable a total number of rounds per day equal to his level + his Wisdom modifier (minimum 1).


1 Sansetukon, 5 Spears, 1 Blanket, 1 Vial of Acid, 1 Potion of Cure Light Wounds, 6 gold, 5 silver

Ergon was once a crafter of small trinkets who worked in a small town near the border of Numeria, but left to learn about the new materials that he’d heard about around the area of Torch. He forged a small trinket in the shape of a wolf, which he keeps with him to this day. He has continued to stay in the area, where he spends most of his time working as a smith and dispensing his sarcastic advice to any who ask and many who don’t.

ginganinja wrote:

Actually, you can, you just need a Charisma of 13 (prereq) and pick up the Empathy feat, specific to Androids, that lets you be affected by morale bonuses.

Its always good to check things out before discouraging a character idea!

Interesting, but I already canned what I had. Rather a steep cost buying a 15 charisma (before penalty) to make a viable barbarian.

Maybe I'll consider a slayer.

Pathfinder Adventure, Adventure Path, Starfinder Adventure Path, Starfinder Society Subscriber

Dotting, to put more in the background for an eleven metal elementalist wizard.

Have him in a 20 point character, and need to flesh out the background.

Scarab Sages

Posting for interest at work, so will look at a charector build when i get home.

Here is The Little King's submission. Any issues/suggestions?

Made this character for another Iron Gods. Will change stats if selected.

Presenting a character generated for another Iron Gods campaign. :)

Wishing every one all the very best.

Presenting Zstelian, a half-elf investigator who has an interest in the ruins of Numeria and the technology that can be found there. If selected I'll make an alias for the character.

Half-elf investigator 1 (Pathfinder RPG Advanced Class Guide 30)
NG Medium humanoid (elf, human)
Init +6; Senses low-light vision; Perception +8
AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex)
hp 9 (1d8+1)
Fort +1, Ref +6, Will +4; +2 vs. enchantments
Immune sleep
Speed 20 ft.
Melee rapier +0 (1d6/18-20)
Ranged shortbow +4 (1d6/×3)
Investigator Spells Prepared (CL 1st; concentration +4):
1st—cure light wounds, true strike
Str 10, Dex 18, Con 12, Int 16, Wis 14, Cha 8
Base Atk +0; CMB +0; CMD 14
Feats: Skill Focus (Knowledge [engineering]), Technologist
Traits: Numerian Archaeologist, Reactionary.
Skills: Disable Device +6, Escape Artist +5, Knowledge (arcana) +7, Knowledge (engineering) +10, Linguistics +7, Perception +8, Sense Motive +6, Spellcraft +7, Stealth +5, Use Magic Device +3.
Racial Modifiers +2 Perception
Languages: Androffen, Common, Dwarven, Elven, Hallit, Skald, Varisian.
SQ: Alchemy, Elf Blood, Inspiration, Trapfinding +1.
Other Gear: studded leather, arrows (20), rapier, shortbow, backpack, bedroll, belt pouch, winter blanket, flint and steel, black ink, inkpen, thieves' tools, torch (10), trail rations (5), waterskin, 33 gp, 5 sp
Special Abilities
Alchemy +1 (Su): +1 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Elf Blood: Half-elves count as both elves and humans for any effect related to race.
Elven Immunities - Sleep You are immune to magic sleep effects.
Inspiration (+1d6, 4/day) (Ex) Use 1 point, +1d6 to trained 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.
Numerian Archaeologist: Roll twice when a timeworn item glitches and choose the result.
Technologist: You are familiar with the basic mechanics of technology. You are considered to be trained in any skill used against a technology-based subject. If the skill in question requires training to use even against non-technological subjects, you must still have ranks in that skill in order to gain the benefits of Technologist.
Trapfinding +1: Gain a bonus to find or disable traps, including magical ones.

Zstelian was born to an apothecary human mother and a traveling elven father in the city of Magnimar in Varisia. His father only stayed in Magnimar for a few years, so his memories of his father are very vague. All he can remember is the fact that his father was an archaeologist, and had traveled throughout Numeria for years. He can even still remember the bedtime stories his father told him of the horrors and wonders of the land of Numeria.

He learned the craft of the alchemist from his mother, and on his eighteenth birthday he left home in Magnimar and decided to follow in his father's footsteps and become a Numerian archaeologist. He skirted the Hold of Belkzen, traveling through Nirmathas and Lastwall, boating across Lake Encarthan through the river Kingdoms before arriving in the land of Numeria itself.

Since then he has traveled through Numeria, going from town to town keeping his eyes out for an opportunity to join an expedition into a technological ruin, thus far without luck. He has picked up a working knowledge of some of the more common technology found in Numeria, as well as a slight understanding of the language found in some of its ruins. His travels brought him to a small town called Torch, hearing of its forge and suspecting further ruins below the town.

Zstelian is quiet and brooding most of the time, but when technology is involved he becomes manic and excited, gibbering on about the wonders of that technology and the possibilities if it could be brought to broader Golarion.

Grand Lodge

"Greetings all, my name is Chairo. Now I know I may look small and frail, but what I lack in physical ability, I make up for in heart and spirit. I'm looking for a group of adventurers that is willing to go the distance, and willing to bring me along for the ride. If we end up traveling together, you can bet there won't be a dull moment."

Gnome Bard 1
NG Small Humanoid
Init +3; Senses Low-Light Vision; Perception +5

AC 16, Touch 14, Flat-Footed 13(+2 Armor, +2 Dex, +1 Size)
HP 10(1d8+2)
Fort +2, Ref +5, Will +3

Speed 20 ft.
Melee Scorpion Whip +4(1d3/x2); Dagger +4(1d3/19-20 x2)
Ranged Shortbow +4(1d4/x3)
SA Bardic Performance rds. 8/day (+1 Favored Class; DC 13)
Spells Known (CL 1)
1st (2/day) Grease(DC 14), Saving Finale; (1/day) Produce Flame
0th (at will) Detect Magic, Summon Instrument, Unwitting Ally(DC 13), Message; (1/day) Dancing Lights, Flare(DC 13), Prestidigitation

Str 11(+0), Dex 16(+3), Con 14(+2), Int 14(+2), Wis 12(+1), Cha 16(+3)
Base Atk +0; CMB -1; CMD 12
Feats Weapon Finesse
Traits Rich Parents, Extremely Fashionable
Skills Acrobatics +7, Disguise +7, Escape Artist +7, Knowledge(All) +3(5 Nobility), Perception +5, Perform(Keyboard) +7, Perform(Sing) +7, Spellcraft +6, Use Magic Device +7
Languages Common, Gnome, Goblin

Gear Whip, Daggers(2), Shortbow, Common Arrows(20), Leather Armor, Noble's Outfit, Jewelry(100 gp), Entertainer's Outfit(Tear Away), Masterwork Clavichord, Backpack, Tent, Silk Rope, Flint & Steel, Flask, Bedroll, 555 gp

Background & Personality:
Chairo Anavah (kI-rO ah-nah-vah) is a 3' gnome with an affinity for music. He sees his situation of being born into a poor family as a blessing, seeing that it helped shape him into who he is today. Smart and handsome, he looks to meet anyone he can and get on their good when entering a new town. Physically, he leaves much to be desired, refusing to wear armor because it is too heavy, but is rather agile. Being a devout follower of Shelyn, he travels, singing the joys of life and that beyond. He has big dreams, such that most would find foolish to think about, but is determined to believe that through hard work and those everyday miracles, he can do anything. Some people see him as not serious enough, others may think he doesn't think through his decisions, while many see a truely happy, fun loving little guy.

Here is Cinder, made for another Iron Gods, (And adjusted for this one)

Please let me know if you find any problems.

Scarab Sages

I was going to make a bard, but since so many good ones were already made I decided to go something....different.

I am going to go with a Samurai Swordsmiths daughter. I have the crunch 75% finished (need to decide on gear still) and The Fluff ready.Also in the process of making her a profile page.

Hitomi Tanakai was the only child of a famed Samurai turned smith(after injuries of course). She adored and did her best to emulate her father, despite her mothers attempts to turn her into a proper young woman. Her mother died of an illness when Hitomi was ten, and her father did his best to have her raised properly... his headstrong daughter always ended up back at their home, back in his forge.

He quit fighting her wishes when she was 12, instead he trained her in the art of swordmaking and the samurai. She was 14 the first time they took a trip to Torch, the chance to work with the famed Skymetal reached her fathers ears. She was left at home that first trip, but the three that followed she was allowed to go on invluding the last fateful trip.

Her father received a request from his lord for a sword of the famed Skymetal as a gift for his daughters wedding. Everything went fine until the trip home. The caravan they were traveling with was attacked by strangers without any warning, and all fell...

Hitomi was left for dead, and when her horse awoke her the horrific scene hurt her worse than her wounds. her father was slain (as was everyone else)and the sword missing. Honor demanded action.

She couldnt return back to the Lord's lands without that sword, She didnt want to return home while her fathers killers still lived. She did the only thing she could, gathered a few things, buried her father, and returned to Torch.

Torch is her home now, she bides her time, searches for information on the sword and her fathers killers and works in a smithy.

Hi GM,
I have a concept in mind but I'd appreciate your thoughts on it before I fully build the character and replace the profile of this alias.

Iron Gods PC Concept - Fury MkIII:

Race: Android (I only have data on androids based on the one included in the player's guide, so there might be some misconceptions on the backstory)
Class: Spellslinger (Wizard Archetype)
Campaign Trait: Robot Slayer
Identifying Mark: His whole right forearm is gone, left with only a short stump just below the elbow. It's currently replaced with a complex mechanical joint made of crimson skymetal upon which Fury mounts his gun and allows him to directly channel magic into his weapon.

Fury has been in Torch for quite a long time now. He was found at the nearby wilderness next to a tiny smoldering crater with his right arm inside, his hand gripped tightly around a small but smooth orb of crimson skymetal. The ores exposed around the crater were skill crackling with electricity when some miners fearfully approached the android. With Fury's non-core memory wiped clean, whatever happened there still remains a mystery until today... He's eventually sold to a mastersmith in Torch for a staggering sum of gold, who believes that an inexhaustible smith on his forges would return more than double the cost plus repairs within the year.

If you can provide some info on a smith NPC, I can add more details to this...

Today, 5 years after the miners found Fury, he can be found pounding away at lumps of skymetal near the Flame. The mastersmith's forge now has the most state-of-the-art smithing tools and utilities and has even bought a second house in a different city, far from the reaches of the Technic League. Fury in the meantime continues working on the next project in front of him, a set masterwork surgeon's tools made from mithral. There was a sudden surge of energy felt only by Fury and other constructs. A set of circuits just below the skin at the nape of Fury's neck glows crimson as the firewalls are broken down by the surge of energy. New data flows into Fury's main processing unit which had shut down momentarily, overriding his current orders and leaving only one task left to be accomplished:

Primary processing unit... online
Secondary processing unit... online
Memory unit... damaged
Motor driver units... damaged
Inertial balancing system... online
Magical core simulator... online
Optical processing unit... online
Targetting system... online

Memory unit - 37% working capacity
Motor driver units - units 45 to 62 offline



His eyes glow red as Fury stands up straight and leaves the forge without a word to anyone else. The Flame had already disappeared and all other people around him run amok in panic or fear.

Signature EMP Detected...
Searching database...
... unknown
Probability of robotic source: 64%
ACTIVATE MODE: Search and Destroy
ERROR: Tracking Module not found
ACTIVATE MODE: Manual Search and Destroy

Pathfinder Adventure, Adventure Path, Starfinder Adventure Path, Starfinder Society Subscriber

Currently only a 20pt buy, but can easily change to 25..
Can change spells to fit ore with party if selected.
Posting to Paizo lost the updates to the background/description, will redo t the weekend.

Solaria Jesari:

Solaria Jesari
Female Elf Wizard 1
NG Medium humanoid (elf)

All elves remember when the Starstone struck, and some are fascinated by the outer spheres where further magic must exist. Either the magic of technology from the stars or the inherent arcane power held by metals and objects found in Numeria. To gain this knowledge and master its powers will give the elven peoples an advantage in their fight to rid Kyonin of the demon lord Treerazer.

So Solaria Jesari, a young female wizard (or bard, if that is more appropriate for the party) has been sent to Numeria to find the power that will aid the elves defeat the Treerazer. An orphan, she spent her time in study of the stars and the power of the arcane, taken into service by the leaders of Kyonin to serve them in their search for a way to make safe their homelands.

Solaria has come to Torch to research and study the violet flame above the town and to start her collection of skymetal.

Init +3; Senses low-light vision; Perception +3
AC 13, touch 13, flat-footed 10 (+3 Dex)
hp 10 (1d6+4)
Fort +1, Ref +3, Will +3; +2 vs. enchantments
Immune sleep
Speed 30 ft.
Melee dagger +0 (1d4/19-20) and
. . dagger +0 (1d4/19-20) and
. . quarterstaff +0 (1d6)
Ranged shortbow +3 (1d6/×3)
Special Attacks acid cloud
Wizard Spells Prepared (CL 1st; concentration +5):
. . 1st—magic weapon{super}S{/super}, mage armor, sleep (DC 15)
. . 0 (at will)—detect magic, mending, read magic
Str 10, Dex 16, Con 12, Int 18, Wis 12, Cha 8
Base Atk +0; CMB +0; CMD 13
Feats Scribe Scroll, Toughness
Traits stargazer, vagabond child (urban)
Craft (painting) +8,
Escape Artist +8,
Knowledge (arcana) +8 (+10 to identify alien monsters' abilities and weaknesses),
Knowledge (geography) +9 (+11 to identify alien monsters' abilities and weaknesses),
Knowledge (planes) +8 (+10 to identify alien monsters' abilities and weaknesses),
Linguistics +8,
Perception +3,
Spellcraft +8 (+10 to determine the properties of a magic item);
Racial Modifiers
+2 Perception
Languages Androffen, Celestial, Common, Draconic, Elven, Gnome, Orc
SQ arcane bonds (arcane bond [familiar]), elven magic, opposition schools (fire), specialized schools (metal), weapon familiarity
Combat Gear alchemist's fire; Other Gear arrows (20), dagger, dagger, quarterstaff, shortbow, artisan's tools, scriveners kit, spell component pouch, 3 gp
Iron Skin (+2AC, 7/day 10 mins) (Su) - 0/7
Alchemist's fire - 0/1
Arrows - 0/20
Dagger - 0/1
Dagger - 0/1
Scriveners kit - 0/50
Special Abilities
Iron Skin (Su): You gain a +2 armor bonus to your Armor Class for 10 minutes; this bonus increases by +1 for every 5 caster levels (maximum +6 at 20th level). You can use this ability a number of times per day equal to 3 + your Intelligence bonus.
Elven Immunities - Sleep You are immune to magic sleep effects.
Elven Magic +2 to spellcraft checks to determine the properties of a magic item.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Familiar Bonus: +4 bonus on initiative checks You gain the Alertness feat while your familiar is within arm's reach.
Fire Classical opposition school for: Water
Five-Element opposition school for: Metal
You must spend 2 slots to cast spells from the Fire school.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Stargazer Disable Device or Knowledge (engineering) +1 and is a class skill


Scorpion, Greensting (Pathfinder RPG Bestiary 4 0)
N Tiny magical beast (vermin)
Init +3; Senses darkvision 60 ft.; Perception +4
AC 19, touch 15, flat-footed 16 (+3 Dex, +2 size, +4 natural)
hp 5 (1d8+3)
Fort +2, Ref +3, Will +2
Immune mind-affecting effects
Speed 30 ft.
Melee sting +5 (1d2-4 plus poison)
Space 2.5 ft.; Reach 0 ft.
Special Attacks poison
Str 3, Dex 16, Con 10, Int 6, Wis 10, Cha 2
Base Atk +0; CMB +1; CMD 7 (19 vs. trip)
Feats Toughness, Weapon Finesse
Skills Acrobatics +4, Climb +7, Escape Artist +4, Linguistics -1, Perception +4,

Spellcraft -1, Stealth +15; Racial Modifiers +4 Climb, +4 Perception, +4 Stealth
SQ improved evasion
. . -none-
Special Abilities
Darkvision (60 feet) You can see in the dark (black and white vision only).
Immunity to Mind-Affecting effects You are immune to Mind-Affecting effects.
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Poison: Sting - Injury (DC 10) (Ex) Sting—Injury; save Fort DC 10; freq 1/rd for 6 rds; effect sicken for 1 rd; cure 1 save.

Spell Book
0-Acid Splash, Arcane Mark, Bleed, Dancing Lights, Daze, Detect Magic, Detect Poison,Disrupt Undead, Flare, Ghost Sound, Light Mage Hand, Mending(D), Message, Open/Close, Prestigitation, Ray of Frost, Read Magic, Resistance, Touch of Fatigue
1-Grease, Mage Armor, Obsuring Mist, Magic Missile, Magic weapon, Protection from Evil, Sleep

Specialized School
Elemental Wizard Schools
Some philosophers claim that the four-element structure of reality—air, earth, fire, water—is an erroneous belief. These scholars insist there are not four elements, but five: fire, earth, metal, water, and wood. Wizards who subscribe to these beliefs have developed the ability to tap into elemental sources of metal and wood, gaining magical powers normally limited to other kinds of spellcasters.

Five Elements
In some lands, scholars of magic insist that material things consist of five elements, not four: fire, earth, metal, water, and wood. Rather than directly opposing each other, these five elements counter and generate each other in a wheel-like formation: wood overcomes earth, earth overcomes water, water overcomes fire, fire overcomes metal, and metal overcomes wood. Similar to the four types of elemental wizard schools, some wizards specialize in the schools of magic based on metal or wood. Like a normal arcane school, an elemental school grants a number of school powers and one bonus spell slot of each level the wizard can cast, from 1st on up. This bonus spell slot must be used to prepare a spell from the elemental school's spell list (see below). Unlike a normal arcane school, each elemental school requires the wizard to select his opposed element as his opposition school—in the case of the five-element system, he must choose the element that overcomes his element as his opposition element (so a metal elementalist must select fire as his opposition school because fire overcomes metal). He does not need to select a second opposition school. He must expend two spell slots to prepare a spell from his opposed elemental school as normal.

Metal (Elemental School)

Metal represents firmness, rigidity, persistence, strength, determination, and electricity. It is commonly represented by gold and silver as its purest forms, though lower magic relating to iron and steel is part of the metal school.

Metal Magic: At 1st level, add the following spells to your wizard spell list at the listed spell level: 3rd—chill metal, heat metal, 5th—rusting grasp, 9th—repel metal or stone.
Whenever you cast a spell that deals hit point damage, you deal extra damage to creatures made of metal or wearing medium or heavy metal armor. Affected creatures take additional damage equal to 1/2 your wizard level. This bonus damage is not increased by Empower Spell or similar effects. This bonus only applies once to a spell, not once per missile or ray, and cannot be split between multiple missiles or rays. The damage is of the same type as the spell.

Metal Rending (Su): At 20th level, whenever you cast a spell on a creature made of metal or wearing medium or heavy armor, you can roll twice to penetrate the creature's spell resistance and take the better result.

Iron Skin (Su): You gain a +2 armor bonus to your Armor Class for 10 minutes; this bonus increases by +1 for every 5 caster levels (maximum +6 at 20th level). You can use this ability a number of times per day equal to 3 + your Intelligence bonus.

Shrapnel Burst (Su): At 8th level, as a swift action, you can cause jagged pieces of metal to explode outward from your body. These shards deal 1d6 points of piercing damage per two wizard levels (minimum 1d6) to all creatures within a 10-foot-radius burst. A Reflex save halves this damage. In addition, the twisted scraps of metal make the area difficult terrain until your next turn (at which time they disappear). You can use this ability once per day, plus one additional time per day at 13th and 18th level. At 10th-level, the shrapnel bypasses damage reduction as if it were a magic weapon.

Metal Elementalist Wizard Spells: 0—mending; 1st—gravity bow, magic weapon, shocking grasp; 2nd—defensive shock, glitterdust, make whole, shatter, silk to steel; 3rd—chill metal, heat metal, lightning bolt, keen edge, magic weapon (greater), versatile weapon; 4th—malfunction, shout, stoneskin; 5th—lightning arc, major creation, rapid repair,
rusting grasp, soothe construct, unbreakable construct; 6th—chain lightning, disintegrate, wall of iron; 7th—control construct, lightning rod, statue; 8th—call construct, iron body, shout (greater), stormbolts; 9th—meteor swarm, repel metal or stone, ride the lightning.

Opposition School: Fire
0-Spark, 1-Burning Hands, Dancing Lantern, 2-Burning Gaze, Fire Breath, Flaming Sphere, Pyrotechnics, Scorching Ray, 3-Campfire Wall, Fireball, Flame Arrow, 4-Fire Shield, Fire Trap, Firefall, Wall of Fire, 5-Fire Snake, Geyser, 6-Contagious Flame, Sirocco, 7-Delayed Blast Fireball, Firebrand, 8-Incendiary Cloud, Wall of Lava, 9-Fiery Body, Meteor Swarm


I am submitting Galatea Earthschild for consideration in your game. As always, I am open to (but do not expect) comments on my character and am willing to work with you if you have an ideas for what may work better for this campaign.

Stat Block:
Android Druid (Blight Druid) 1
N Medium Humanoid (Android)
Init -1; Senses darkvision (60 ft), low-light Vision; Perception +10

AC 14, touch 9, flat-footed 14 (+4 Armor, +1 Shield, -1 Dex)
hp 9 (1d8+1)
Fort +3, Ref +-1, Will +6 (+4 vs. mind-affecting, paralysis, poison, stun)
Immune disease, exhaustion, fatigue, sleep

Speed 20 ft.
Melee quarter staff +2 (1d6+2)
Ranged sling -1 (1d4)
Special Attacks touch of darkness (7/day, duration 1 round)
Druid Spells Prepared (CL 1st; concentration +5, +4 for defensive casting)
1st - Cure Light Wounds, Obscuring Mist (D), Shillelagh
0 - Light, Purify Food and Drink, Stabilize

Str 14, Dex 9, Con 13, Int 11, Wis 8, Cha 12
Base Atk +0; CMB +2; CMD 11
Feats: blind-fight,combat casting
Traits: Local Ties, Resilent
Skills: Knowledge (Engineering) +5, Knowledge (Nature) +6, Perception +10, Profession (Engineer) +8, Survival +6
Racial Modifiers: +2 to Perception
Languages: Common, Hallit
SQ constructed, emotionless, nanite surge, nature bond (darkness [loss] domain), nature sense, vermin empathy
Other Gear alchemist fire, hide armor, holly and mistletoe, light wooden shield, spell component pouch (2), scroll of cure light wounds (2), 22 gp
Special Abilities
Constructed (Ex) For the purposes of effects targeting creatures by type (such as a ranger’s favored enemy and bane weapons), androids count as both humanoids and constructs. Androids gain a +4 racial bonus on all saving throws against mind-affecting effects, paralysis, poison, and stun effects, are not subject to fatigue or exhaustion, and are immune to disease and sleep effects. Androids can never gain morale bonuses, and are immune to fear effects and all emotion-based effects.
Nanite Surge (Ex) An android’s body is infused with nanites. Once per day as an immediate action, an android can cause her nanites to surge, granting a bonus equal to 3 + the android’s character level on any one d20 roll; this ability must be activated before the roll is made. When an android uses this power, her circuitry-tattoos glow with light equivalent to that of a torch in illumination for 1 round.
Touch of Darkness (Sp) As a melee touch attack, you can cause a creature's vision to be fraught with shadows and darkness. The creature touched treats all other creatures as if they had concealment, suffering a 20% miss chance on all attack rolls. This effect lasts for a number of rounds equal to 1/2 your druid level (minimum 1). You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Galatea doesn't remember much about the first days after her renewal; only the few inches of space around her and then the unending blackness. Those days were unmarked, without time or light or noise except from whir of the nanites and the slight glow from her circuitry as her body repaired itself. Ultimately, the monotony changed when a shaft of daylight shone through the glass window of the pod she was buried in. Some burrowing creature had unearthed a peephole, and Galatea began to attempt to force the pod open. It took days of attempting to force the doors open before she managed to do so.

Immediately, she felt a wave of nausea roll over her. The pod was barely buried - only an inch or two at most - and opened immediately into the scarred land around her. Few living things, mainly rats or moles, could be see on the flat waste around her, but the skeletal remains of dead trees rose above the dark plains. The capsule had obviously protected her from the danger of the outside world as her body rebuilt, but that didn't protect her as she took the first few steps outside into the blighted wasteland. Her nanites surged as she began her long trek across the land.

However, as much as the land harmed her, it also provided for her. That first day, as she grew weary, she found a small cave hidden from easy view, mainly by accident. Her nanites stopped fighting the diseases and dangers of the place so hard as her body adapted. The tracks and movements of the small animals that survived in the wastes showed her what areas to avoid and what water sources were safe. Slowly, Galatea went from ekeing out her survival to thriving in the land that birthed her. The land, as dangerous as it was, became the source of her power. The disease, however, continued to push her from the land, past the infected lake and into the local town of Torch.

Having lived the entirety of her short life without humans, she was confused and lost in the town, and on a few occasions, she was suspicious that some folk were more interested in taking her in as a slave rather than out of kindness. A local man, Khonnir Bane, offered her a place to stay and the freedom to come and go as she pleased, at least until she found a trade and was able to support herself. Being unskilled, however, meant that she wasn't able to do much, and she asked if he would mentor her and teach her an applicable skill. He taught Galatea the the inner workings of some of the technology in town, and she slowly learned more about the ways that water purification in town worked. Although she loves her new-found family and foster sister, Galatea yearns to return to the land that she came from and to find out more about the radiation that cradled her in her first years of wandering.

Appearance and Personality:
Galatea is soft-spoken and reserved, except around people she knows and trusts, such as her adopted father and sister. She doesn't understand much of human emotion or expression, though she is quick to accuses someone of being disrespectful of her or her family. Her trust is slowly gained, but once it is earned, it is difficult to break and comes with intense loyalty. In truth, her relationship with her family is what keeps her from leaving Torch and returning to the land where she first emerged. She is relatively quick to fight, though Val has convinced her to calm so as to avoid notice of the local sheriff and to maintain good standing with her job purifying the town's water.

Galatea tends to dress rather plainly in dark colors. Her eyes, hair and circuitry are bone-white, and more than a few locals have learned to back down once her eyes begin to glow. She considers herself to be Kellid in all important ways, and her right arm is covered with traditional Kellid tattoos that complement her circuits. Her left arm has the image of a giant weasel tattooed on it, in honor of the creature that first burrowed light into her world and the darkness that cradled her through the first few days. She's only been challenged to prove her Kellid nature a few times; each time, the challenger walked away with bruises.

I am a big fan of what was Eberron.

I would like to make a half giant psychic warrior to be a competent frontliner. Would probably go with the weaponmaster concept.

Would a half giant work or should I thing more traditional?

Here's my submission-- Haro Tanata, a human Monk of the Empty Hand on the Sacred Mountain of Four Winds.

Class archeytpes: Monk of the Empty Hand, Monk of the Sacred Mountain, Monk of the Four Winds, Vow of Poverty
Senses: Init +4, Perception +7

AC: 17 (touch 17, flat-footed 13) (+4 Dex, +3 Wisdom)
HP: 10
Fort +3, Ref +6, Will +5
CMB +1, CMD 18

Speed: 30 ft.
Melee: unarmed strike +4, 1d6+1 or pummeling strike +3/+3, 1d6+1 per hit
Ranged: /
Special: elemental fist +1d6 1/day

Str 12 Dex 18 Con 12 Int 11 Wis 16 Cha 10
Skills (trained): Acrobatics +8, Escape Artist +8, Disable Device +9, Perception +7, Stealth +8
Feats: Improved Unarmed Strike, Elemental Fist, Dodge, Pummeling Style, Weapon Finesse
Traits: Against the Technic League (weapons), Vagabond Child
Languages: Common
Deity: Irori
Gear: rune-adorned belt, large bowl, blanket, 10 gp

Haro was a rich kid raised in Starfall, spoiled and arrogant. His parents were both prominent members of the Technic League, and Haro, an only child, was given anything he wanted. He was placed under the tutelage of a technomancer and learned the basics of building tech, with the expectation that he would follow in his parents' footsteps when he came of age. Unfortunately, his parents' prestige didn't last-- a risky investment turned sour, taking a sizeable chunk out of the League's profits, and his parents were held responsible. All their assets were seized to make up the debt, and they were left penniless. Haro's father was killed by a mugger while out looking for a new job. In her grief and despair, his mother committed suicide. Left abandoned and starving, Haro fled the city and took up residence in the town of Torch.
Haro blamed the League for his parents' death, but above all else he blamed the greed that drove them. He swore off material possessions entirely, vowing to never fall into the same trap his parents had. He took small jobs here and there, never working more than he needed to survive, and spent time familiarizing himself with the vulnerabilities of technology, turning his knowledge of how it is built into expertise at taking it apart. He made it his duty to sabotage League assets, and take down its agents, wherever he found them.

OK, let's try a slayer.


Now one might expect that tieflings would be common in any proximity to the World Wound. It doesn't take a world class sage to figure out why. There is of course some measure of shame to such a race and origin, but it's hardly the fault of the individual in question. It should carry no stigma.

Unless of course you happen to be in Mendev. They aren't very tolerant in Mendev, though the history of the repeated assaults by demons and their ilk could justify it.

Well Rufus was born in Mendev, rather to his detriment. Upon seeing the issue, the family immediately gave the kid to an orphanage. Nobody wanted some sort of scaled, tailed monstrosity around the place. Especially if you happen to be upstanding crusaders.

The orphanage was mostly a place of benign neglect by the workers, and harassment by the other children. Obviously Rufus didn't look like the rest of them, and that caused him plenty of grief. He learned to hide. He got really quite good at it. It even ended up being quite handy for avoiding chores and the like. He would often run of into the countryside and figure out how to support himself, though the soft bed and well cooked food would bring him back to the orphanage eventually (often to the chagrin of the staff).

He eventually managed to survive the orphanage with a collection of quick wits, good hiding, and when it came down to it, a tough hide. He was apprenticed off to a local blacksmith, but immediately ran off. Mendev was not for him. The place hated him for who he was and he hated it right back.

He traveled south. North was either too damned cold or the World Wound, and nobody in their right mind went there. Thus we went south to Numeria. This was truly a land of wonders. He immediately fell in love with the place and decided that he could life off of what he could scrounge, and spend his time trying to understand the puzzles of the place. He eventually settled in Torch as it was a stable base of operations, and independent of the Technic League which didn't much appreciate scroungers.

Rufus is fairly reticent by nature. He generally does what he can to disguise his non human traits when he is around other people. Out on scrounging jobs, he lets it all hang out. He's learned to be a good liar, since you can't very well say where you found a choice item if you want to be the only one to continue to find more there. He's always had trouble making friends, and lives by himself in a rented room above a tailor's shop in town. He doesn't frequent the bars all to often, mostly keeping to himself and his study of the amazing local artifacts.

Tiefling Slayer 1 (Pathfinder RPG Advanced Race Guide 0)
N Medium outsider (native)
Init +4; Senses darkvision 60 ft.; Perception +4
AC 21, touch 14, flat-footed 17 (+5 armor, +4 Dex, +2 natural)
hp 12 (1d10+2)
Fort +4, Ref +6, Will +1
Resist cold 5, electricity 5, fire 5
Speed 20 ft.
Melee rapier +3 (1d6+2/18-20)
Ranged shortbow +5 (1d6/×3)
Special Attacks studied target
Tiefling Spell-Like Abilities (CL 1st; concentration +0)
. . 1/day—darkness
Str 14, Dex 18, Con 14, Int 16, Wis 10, Cha 8
Base Atk +1; CMB +3; CMD 17
Feats Armor of the Pit[ARG]
Traits indomitable faith, numerian archeaologist
Skills Acrobatics +5, Bluff +5, Climb +3, Disguise +3, Knowledge (dungeoneering) +7, Knowledge (local) +7, Perception +4, Stealth +7, Survival +4, Swim +3; Racial Modifiers +2 Bluff, +2 Stealth
Languages Abyssal, Androffen, Common, Dwarven, Infernal, Orc
SQ prehensile tail, track +1
Combat Gear acid (2), alchemist's fire (2); Other Gear kikko armor, arrows (20), rapier, shortbow, dungeoneering kit, deluxe, 29 gp
Special Abilities
Darkvision (60 feet) You can see in the dark (black and white vision only).
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.
Energy Resistance, Fire (5) You have the specified Energy Resistance against Fire attacks.
Numerian Archeaologist Roll twice when a timeworn item glitches and choose the result.
Prehensile Tail Your tail can retrieve small objects on your person as a swift action.
Studied Target +1 (Move action, 1 at a time) (Ex) Study foe as a Move action, gain +1 to att/dam & some skills vs. them.
Track +1 Add the listed bonus to survival checks made to track.

I would be interested in joining. This would be my first online campaign.
I would want to make a strix fighter.

Dont have time to make it right now but i will have stats up later tonight.

Here's my submission:

Auraelia, a.k.a. Silverthorn
Android Soulknife

Background and Appearance:

Appearance and Personality
Auraelia, or Silverthorn as the townsfolk know her, is a female android standing around 5'11". Her tanned skin is covered in silvery lines, the circuit-tattoos common to all androids. Her hair is black with several streaks of white running through it and reaches down to the middle of her back, and her eyes a dark grey. On her left shoulder blade is a brand marking her property of the Technic League.

Given her origin and the likelyhood of the League hunting her, she makes it a point to never reveal her race to others besides Khonnir and Val. Because of this, she always wears a long brown traveller's cloak with a large hood, wraps her skin in bandages and wears gloves and boots to cover all her exposed skin. On her face she wears a pair of large, round, black goggles and a black scarf to cover her lower face and neck. She wears simple studded leather armor and carries a small pack with her supplies, but lacks any visible weapons. Residents of the town know this is due to her ability to summon two silver-white blades into being should she be pressed into combat.

Auraelia generally prefers not to talk, and will cut people off when they fail to get to the point quick enough. Nevertheless, despite being fairly cold and professional, she often aids the townsfolk with only minimal compensation, especially need is great. She feels strong loyalty to Khonnir and Val, and works to protect them and the townsfolk from bandits and other threats.


When Auraelia first gained consciousness, she was immediately greeted by the sight of three tall beings. Lying there, she studied them for a moment while they talked amongst themselves. She somehow knew they were humans, three men, and after a few seconds of listening she began to understand them enough to realize that they were talking about her. "Quiet, she's awakened," the tall one called out to the others when he noticed her eyes open. The other two quieted down immediately and looked to their leader. He spent a moment eyeing her suspiciously before addressing her. "Aurora, Report!" he said forcefully. The words she understood, but unfortunately they held no meaning for her. Report What? she had thought to herself as she met his eyes. Her hesitation was enough to confirm the man's suspicions, causing him to shake his head in disappointment. "Reset her," he said with a cold finality. The subordinate nodded and produced some strange metallic device and knelt before her. Just seeing the device was enough to make every hair on her neck stand on end. She had no conscious idea what it was, but somehow her entire body seemed to scream at her to move. As the man bent over, she panicked and reached for him. A flash of silver-white light blinded her for a moment, and when she regained her focus she saw a brilliant blade driven through the man's chest, her hand clutching its ethereal hilt.

The rest of that encounter was a blur to her. Her body seemed to move on its own, pulling her out from under the subordinate and tumbling back away from the other two. As she stood, a second blade blazed forth from her free hand, and she remembered clearly the look of terror in the eyes of the two remaining men. When it was over, all three laid dead on the ground before her and the shimmering, silver blades vanished without a trace. Instinctively she knew that she needed to leave immediately. She grabbed what supplies she could from the men, along with a traveller's cloak that had been folded and bound to the pack of the leader, and took off running from the ruins.

The next few weeks were hard for Auraelia. She fled the ruins and headed south, certain only that she needed to be far away where she had awoken. She scrounged what she could along the way, trying to make the supplies she'd taken from the men last as long as possible. At the start of her third week of travel, and running out of food, she came upon another set of ruins. Desperate for shelter and rest, she found some caverns there and went to sleep for the first time in days. She awoke to find she had a visitor, this time an older man with greying hair. Pulling herself back into a defensive crouch, she tensed up, waiting for the inevitable confrontation. Instead the man took a step back and introduced himself as Khonnir Baine, and explained that he was merely exploring the ruins and hadn't meant to startle her. After a few minutes of back and forth between them, Khonnir convinced Auraelia to accompany him on the rest of the exploration and then to return with him to Torch.

The remainder of the trip was a welcome change of pace for the Android. For the first time since she'd awoken she didn't feel the overwhelming urge to run. The two discussed the ruins of Numeria and the various relics within as they wandered the site, and they soon discovered, much to Khonnir's surprise, that she had some natural talent at both reading the inscriptions and understanding the technology within. Intrigued, he inquired as to where she'd come from, and when she'd awoken. Not seeing the harm in it, she explained what had happened when she'd awoken, and of the men she'd slain. "Those must have been members of the Technic League" he had said, sounding moderately concerned. He explained about their control over technology in Numeria, and their disdain for Androids in general, although he had no idea why they had been interested in her, or how they would have "reset" her. Despite the mystery, however, he made it clear that it was that they would eventually come looking for her again, and mentioned that she should keep herself disguised if she wished to live in peace.

When they finally travelled to torch, they did so under cover of night, and Auraelia kept the brown cloak she'd stolen on, with the hood up. In the following days, with the help of Khonnir and his daughter Val, Auraelia put together a disguise for use when wandering about the town. She wrapped her torso and arms and legs in sturdy linen bandages, covering hiding the tattoo-circuitry, donned a pair of black goggles and a black scarf to keep the majority of her face covered. With the cloak on that and hood up, it was impossible to tell what her race was. After picking up some additional gear, she began working for Khonnir scouting ruins and providing protection. Once she had adjusted to town and felt comfortable calling forth and fighting with her blades, Khonnir presented her to his acquaintences as a human mercenary, and vouching for her skills. Since she never used her name around anyone besides Khonnir and Val, her acquaintences (and the townsfolk in general) began referring to her as "Silverthorn" for the two short blades that she could summon into being.

Five years have passed and Silverthorn is a well known, albeit mysterious, resident of Torch whose services are routinely called upon. When Khonnir disappeared and people began talking of heading into the catacombs, Auraelia quickly volunteered her services, feeling she still owed him and Val significantly.

Project Aurora

Sometime in the past twenty years, the Technic League began experimenting on Androids with the idea of making loyal servants that could pass as human, unlike the Gearsmen. In the course of their experimentation, they discovered that they could use the circuitry within the androids to project fields usable as weapons. The capability to have an infiltrator with perfectly hidden weapons appealed greatly to them, and so they shifted the project towards producing an effective assassin. Given the shimmering colors of the fields produced and their ethereal appearance, they dubbed it Project Aurora. After many false starts and dead ends, they succeeded in producing their first successful unit, Aurora.

While she was only a prototype, and not intended to be deployed as an assassin, they nevertheless needed to field test her. In order to do so, they sent her along with a mage and a pair of engineers to observe her and retrieve her should something go wrong. In the course of her field testing, however, Aurora and her handlers disappeared. When they finally located the mage and technicians, there was no sign of Aurora.


Auraelia Silverthorn
Female Android Soulknife 1
CG Medium Humanoid (Android) Construct

Init +3; Senses low-light vision, darkvision 60 ft.; Perception +6

AC 16, Touch 13, Flat-footed 13 [3 armor + 3 dex]
HP 11/11
Fort +1, Ref +5, Will +2
Immune fear, sleep, disease, fatigue, exhaustion

Speed 30 ft.

Melee Mind Blades (DW) +2/+2 (1d6+3/1d6+1, 19-20/x2)
Melee Mind Blades (Single) +4 (1d6+3, 19-20/x2)
Ranged Throw Weapons +4 (1d6 + 3, 20' increment, 19-20/x2)

Special Attacks
Space 5 ft.; Reach 5 ft.

Str 16, Dex 16, Con 13, Int 16, Wis 10, Cha 10
Base Atk +1; CMB +4; CMD 17

Feats (class) Two-Weapon Fighting, (class) Wild Talent, Technologist
Race Traits Constructed, Exceptional Senses, Nanite Surge
Traits Local Ties (Disable Device)
Skills Acrobatics +7 (+6), Climb +3, Craft(Mechanical) +7, Disable Device +12, Disguise +4, Know(Engineering) +8, Know(Geography) +4, Linguistics +4, Perception +6, Stealth +7 (+6), Swim +3
Languages Common; Hallit, Elven, Orc; Androfann
Limited Use Nanite Surge (1/1)

Combat Gear Studded Leather
Other Gear Rogue's Kit, MW Thieves' Tools
Treasure None

Special Abilities (Race)
Nanite Surge (Ex): (Imm. Act., 1/day) Add +4 (3 + lvl) to one d20 roll. Shed light as torch for one round after using.
Constructed (Ex): For the purposes of effects targeting creatures by type (such as a ranger's favored enemy and bane weapons), androids count as both humanoids and constructs. Androids gain a +4 racial bonus on all saving throws against mind-affecting effects, paralysis, poison, and stun effects, are not subject to fatigue or exhaustion, and are immune to disease and sleep effects. Androids can never gain morale bonuses, and are immune to fear effects and all emotion-based effects
Keen Senses: +2 Perception
Emotionless: -4 Sense Motive

Special Abilities (Soulknife)
Form Mind Blade (Su): (Mv. Act., at-will) Summon mind blades (dual light weapons), (Free Act., at-will) Dismiss Mind Blades
Shape Mind Blade: (Full-Round Act) May change type and damage of mind blade. (8 Hours Rest) May re-assign enchantments on blade.
Throw Mind Blade: Throw blades as attack.

Gear Abilities

Ability Score Calcs:

Str: 16 = 16 point buy
Dex: 16 = 14 point buy + 2 racial
Con: 13 = 13 point buy
Int: 16 = 14 point buy + 2 racial
Wis: 10 = 10 point buy
Cha: 10 = 12 point buy - 2 racial

Attack Calcs:

Melee Mind Blades (DW) [+1 BAB +3 Str - 2 DW (1d6 + 3 str / 1d6 + 1 str , 19-20/x2)]
Melee Mind Blades (Single) [+1 BAB +3 Str (1d6 + 3 str, 19-20/x2)]
Ranged Throw Weapons [+1 BAB +3 Dex (1d6 + 3 str, 20' increment, 19-20/x2)

Favored Class (Soulknife):

1: +1 skill

Gold Calcs:

Starting: 200
Spent: 175 gp
Remaining: 25 gp

Studded Leather Armor (25 GP)
Rogue's Kit (50 gp)
MW Thieves' Tools (100 GP)

Here is my Entry.
Vash Dawnguard Male Strix

Vash Dawnguard Male strix fighter (airborne ambusher) 1
NG Medium humanoid (strix)
Init +2;
Senses darkvision 60 ft., low-light vision;
Perception +6
-AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex) hp 12 (1d10+2)Fort +3, Ref +2, Will +0; +2 bonus vs. illusion spells or effects
Speed 20 ft., fly 60 ft. (average)
Melee bardiche +5 (1d10+6/19-20) and warhammer +5 (1d8+4/×3)
Ranged javelin +3 (1d6+4)
Special Attacks hatred
Str 18, Dex 14, Con 13, Int 12, Wis 11, Cha 6 Base
Atk +1; CMB +5; CMD 17
Feats Hover, Power Attack
Traits armor expert, suspicious
Fly +5, Perception +6, Sense Motive +1, Survival +4; Racial Modifiers +2 Perception
Languages Common, Strix SQ suspicious
Other Gear armored coat, light wooden shield, bardiche, warhammer, javelin, backpack, belt pouch, blanket, hemp rope (50 ft.), trail rations (6), 6 gp, 5 sp
Special Abilities
Armor Expert -1 Armor check penalty.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Flight (60 feet, Average) You can fly!
Hatred +1 (Ex) Gain a bonus to attacks vs humans.
Hover Can hover in place without Fly checks, and kick up dust cloud if within 20 ft of ground
.Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage. Suspicious +2 save vs. illusion

Vash Dawnguard isn’t like most of his kin. Most of the Strix, hate humans. Centuries of strife have caused the Strix mistrust humans almost without exception. However, from a young age Vash has been very curious about the humans that live on the edge of his peoples lands. Vash would sneak out from his families dwelling during the day and watch humans at the border. Even going so far as to hide in the trees of human lands to watch them closer and study how they acted. He even made friends with a human girl, Ashka, that was of his age. For years they would play and train together when they could. Between the teachings of his people and training with Ashka, Vash became a strong warrior.

When she left to become a Pathfinder, Vash decided it was time that he to see the world. He broached the subject with his grandfather, the village elder. After many days are talking he was given leave to go to the lands of man. Not only for himself but to try to show his people to those who didn’t know of them. He left to find his fortune and his friend.

Here is the finished product, Meet Hiromi Tanakai, Vengence seeking samurai blacksmith's daughter and somewhat regular visitor to Torch. All fluff and crunch should be availible in her profile.

Thank you for consideration and good luck to all!

Entering a Metal Elementalist into the contest ;)
Had an idea for an Oracle of Time as well, but Rednal did such a nice job of it that I switched to something different ;)


Sandovar Rettembre was 16 when the skies came crashing down on his village. In one moment he was studying the lore of Pharasma under the village's elderly and somewhat incoherent priest, the next moment the world had turned upside down. A chunk of starmetal the size of a fist had struck the ground only few steps from the old man and a few more steps from Sandovar, exploding into a million tiny sharp pieces in a deafening blast. The pieces tore into the priest, killing him instantly, while Sandovar was sheltered from the projectiles by the frail body of the holy man.

Still, hundreds of red-hot shards entered his body in a moment of supreme agony the likes of which, mercifully, Sandovar has never again had to endure. Numerous gashes with burnt edges left telling scars on his face, skull, and every other piece of skin that he leaves exposed, of which there are not many. There are not many movements that Sandovar can perform without feeling some sort of pain from the metal shards in his flesh so that his face is usually set in a grim scowl.

At first, he was certain that Pharasma had special plans for him, manifested by the celestial object that she threw down to Golarion. Then came the doubts: why would she kill her own priest? Sure, the old man was not too bright and perhaps not even too devout... but surely she could have shown her favour some other way, without destroying one of her own followers? Sandovar got more and more angry - perhaps aided by the still fresh and constant pain all over - with the goddess, a development that neither his parents nor the village elders could stall.

If that was how the gods showed their special interest in mortal, Sandovar wanted nothing to do with the gods at all. And if this was not the doing of Pharasma at all - why did she not help the priest? What was the use of gods that were powerless to help their own priests? What power was there in this star metal, and what was its origin?

Sandovar become obsessed with metal and the skies, quickly exhausting the meagre library of the priest on these topics that survived the event. Alienated from family and friends and even religion by his grim demeanor and driven by his insatiable hunger for knowledge as well as for relief from pain, it was only a matter of time until he would break the ties with his village and leave forever.

The moment came when, some months after the castrophe, a trader came by the village and was offered some remnants of the star metal by the village elders. Naturally, Sandovar was there, when the trader told them that he himself had little use for that but that maybe in Numeria he could get a decent price for it...

Over the protests of the elders, Sandovar pressed out every little bit of knowledge the trader had about Numeria, bribing him with what little money he had. He learned that in a city called Torch, there was a learned man called Khonnir Baine with great knowledge about the mysteries of the stars and metal. Further, the city of Torch was a main hub for smiths working with star metals - what other place could there be for Sandovar than Torch?

The preparations were quick, the travel long and arduous, but finally Sandovar arrived at the city of Torch. He is desperate to learn all he can about the mysteries of the sky and the star metal, trying to understand what has happened to him and why. He has a deep mistrust of the gods, especially Pharasma. He would never admit it to himself, but his convictions about the powerlessness of the gods do not run very deep - he is secretly afraid that indeed Pharasma has some sort of plan for him, and his efforts may be only a kind of race to stay ahead.

Sandovar found Baine in Torch and even convinced him by relentlessly pleading to accept him - on trial - as a very lowly novice, first performing simple duties like fetching water, hoping to be soon taught in earnest by the famous wizard. With Baine's help, Sandovar forged a small ring as his bonded object, made out of starmetal shards that he had extracted from his own flesh under great pain and with great patience.

Day after day, he seemed to get closer to his goal - until suddenly, Khonnir Baine disappeared...


Sandovars face is marked by long, darkish scars where the burning projectiles have cut or entered his body. Where the scars are, there is no hair on his skull so that he wears his hear long and unkempt to hide the bare patches. He is not tall and somewhat thin, pale and dressed in simple brown robes that Khonnir Baine gave to him. He tries to cover all his skin in order to let nobody see the extent of the scarring on his body. Often he unconsciously tugs on his sleeves or adjusts his collar.

The crunch is on the profile page ;)

Thanks! ^^ It's always nice to hear that others like the characters I've built. XD

I adjusted Galatea's hit points from 9 to 10 - I forgot a favored class bonus.

Presenting Oleg Dhuzy, brawler, drinking buddy and all-around good guy.
All information available here and in profile.

Thank you for your consideration.

Oleg is a middle aged human, large of bone, muscled but fat all over. He is the type of strong man that no one would make into a marble sculpture, but who could pick up a mule and take its kick without cracking a rib. He sports an amazing mustache that's as imposing as his belly. He laughs often, talks loudly and without a hint of sophistication, and seems to never take problems seriously enough. Oleg tends to be everyone's friend, especially after an ale or two.

To those that know him more deeply, his joviality and friendliness hide a deeper sadness and loneliness. Oleg is a man who hasn't accomplished much with his life, and who has experienced a lot of failure and pain. He is just trying to enjoy what life has to offer him, until the real good days come along.

Before a fight, Oleg seems to be the least prepared man around. Big, fat, not well armored or armed, and certainly not quick. Once the bar-fight gets going, he becomes capable of incredible improvisations both with surrounding furniture as well as tactics. All those years fighting off bandits, crooks and bickering with his wife have left their marks.

Oleg is nearing middle-age and has already lived a full life. He plied his trade in the river kingdoms as a merchant alongside his wife, Helena. Realizing their dream, they opened a small trading post near Brevoy that struggled with constant banditry and financial setbacks.

Helena always expected more of Oleg, for him to drink less, to work harder, to negotiate better profits, to be more romantic, and so on. With time, their happy life together changed into a cold tolerance and then into constant bickering. Eventually, the only thing that loved Oleg was his cup of ale, and the only thing that satisfied Helena was money and impressing her neighbors. Not having fathered any children, a parting of their ways was inevitable.

Helena talked Oleg into leaving the business to her, as he would just "drink it all away", and to go do something else with his life far away from all of his failures. He stayed for a while, but found his friends growing as sparse as his coin purse. Having gained a poor reputation, he moved on west and eventually found Numeria.

His strength and meaty fists have earned him a well paid place among many adventuring parties that like to explore the lands for strange artifacts. Oleg's drinking and his ability to get others to participate in that vice to excess often end his working relationship with such groups. He has participated in enough of these expeditions that Oleg has quietly picked up bits and pieces of the Androffan language, as well as a growing list of what not to do with the recovered artifacts.

Recently, adventurers and explorers have either not had room for Oleg, doubted the man's worth by the size of his girth, or caught him on a day he was too drunk to be useful. Hopefully, he will get a chance to earn some coin with the next group to come through town.

Stat Block:

Human Brawler 1
NG Medium Humanoid(Human)
Init: +1; Senses: Normal; Perception: +0

AC: 14, Touch: 11, Flat-Footed: 13 (+3 Armor, +1 Dex)
HP: 18 (d10+Con+Favored+Toughness)
Fort: +6 (+2 vs. Poison, Drugs; +4 vs. Alcohol)
Ref: +3
Immunities: None
Resistances: None

Speed: 30'
Unarmed Attack +4, 1d6+3dmg (20/x2;B)
Cestus +4, 1d4+3dmg (19-20/x2;B/P;Monk)
Hand Axe +4, 1d6+3dmg (20/x3;S)
Punching Dagger +4, 1d4+3dmg (20/x3;P)
Brass Knuckles +4, 1d3+3dmg (20/x2;B;Monk;Cannot Disarm)
Sap +4, 1d6+3dmg (20/x2;B;Nonlethal)
Bolas -2, 1d4+3dmg (20/x2;B;Trip,Nonlethal,Range 10')

Special Abilities:
Brawler's Cunning - Int score counts as 13 for meeting prerequisites of combat feats.
Martial Flexibility - As move action, gain the benefit of one feat you do not possess for 1 minute. Must meet all prerequisites, 4 uses per day.
Martial Training - Brawler level counts as both monk and fighter levels for purposes of feats and magic items.
Unarmed Strike - Gain improved unarmed strike. May make unarmed strikes even when hands are full. May choose lethal or non-lethal damage. Applies full strength modifier on damage rolls. Considered both a natural and manufactured weapon for purposes of spells and effects.

Str 16, Dex 12, Con 18, Int 10, Wis 11, Cha 12
Base ATK: +1 CMB: +4 CMD: 15
Feats: Toughness(Human), Power Attack(1st), Improved Unarmed Strike (Class Bonus)
Armor Proficiencies: Light Armor
Weapon Proficiencies: Simple Weapons, Close Weapons Group, Hand Axe, Short Sword
Traits: Numerian Archeologist, Iron Liver
Armor Check Penalty: -1
Rank 1 (+4) - Profession(Merchant)
Rank 1 (+6) - Climb (+8 if using climber's kit)
Rank 1 (+4) Knowledge(Local)
Rank 1 (+4) Knowledge(Dungeoneering)


Weight Carried: 66.5
Encumbrance: 0-76 / 77-153 / 154-230

Coins and Wealth: 16gp

Armor: Studded Leather Armor
Equipped Weapons: Cestus (Left Hand)
Other Weapons: Sap, Brass Knuckles, Punching Dagger, Hand Axe, Bolas
Magic Items: None
Adventuring Gear: Explorer's Outfit, Bedroll, Backpack, Torch x3, Survival Kit, Climber's Kit
Other Equipment: Merchant's Scale, Bottles of Good Ale x4, Bottles of Good Mead x3, Deck of Cheap Cards, Set of Dice, Compass

I also forgot to mention - I added a little more information about what I see Galatea's background as being as well as my hope for her future character development. Her background includes her pre-renewal history. While I know that these don't canonically have ramifications on the characters, I do think it's maybe something that she can discover or themes that can be explored within the AP.

The information is spoiler'd here for your convenience.

Non-Character Knowledge Background:
Galatea's previous life, in the way that renewal works, was an Android that lived most of her life being only called "thing" and "it", rather than being called by her name of Shelah. Living her whole life as a slave to the Technic League, Shelah was able to access classified information about their plans as part of her duties. Eventually, she learned that the Technic League knew the location of an Fission Reactor that they were planning on experimenting with. Shelah spent several years planning to sabotage the experiment by having it violently and bury her body near the radiation site, as she knew that the Technic League would not be able to retrieve her body. She wanted to ensure that the next soul to occupy her body would be able to live free.

Future Character Development:
Galatea's story is ultimately going to be one that's more interested in redemption. At the beginning, she is angry and confused in ways that she can't truly comprehend. She's an android that will become slowly more human, hopefully eventually taking the Empathy feat that allows androids to experience emotions. In regards to her druidism, I want her to eventually see the damage that radiation does to people - she's used to seeing it as a source of power with no impact. Her character arc would definitely push her towards being the type of blight druid that uses their powers to heal the land and restore it to the way it was before the blight hit. While her alignment is currently N, she's closer to being NG than NE and will likely become NG as part of the on-going department. I envision playing her as someone who's currently worried about protecting herself but want to ultimately take the right path.

I am quite interested. I will make something martial and I decided on something new. (For me) I would like to try a gunslinger.

What I see so far. Any edits?

Bosh Firebeard - Metal Wizard
S.c.a.r.l.e.t. - Android Summoner
Fury MkIII - Android Spellslinger
Solaria Jesari - Elf Wizard
Sandovar Rettembre - Metal Wizard

Harumi - Android Haunted Oracle of Time
Cinder Shellback - Changeling Oracle of Life
Galaeta Earthschild - Android Blight Druid

Umina of the Caves - Human Abyssal Bloodline Bloodrager
Hitomi Tanakai - Human Samurai
Vash Dawnguard - strix fighter (airborne ambusher)
Oleg Dhuzy - Human Brawler
Auraelia, a.k.a. Silverthorn - Android Soulknife

Thera Flidais - Human Bard (Voice of the Wild)
Shauldrek - Tiefling (Hungerseed) Inquisitor
Ergon - Dwarf Monk
Zstelian - Half-Elf Inquisitor
Chairo Anavah - Gnome Bard

1 to 50 of 130 << first < prev | 1 | 2 | 3 | next > last >>
Community / Forums / Online Campaigns / Recruitment / Recruiting for Iron Gods campaign All Messageboards

Want to post a reply? Sign in.