Iron Gods: Deus Ex Machina

Game Master Vanulf Wulfson

Beneath the mountains of Numeria a strange new consciousness grows seeking the spark of divinity. Can our heroes stop it before it gains accession and Numeria and the whole inner sea region fall under the rule of a God of Iron?

Initiative:

[dice=Eska]1d20+1[/dice]
[dice=Frankie]1d20+7[/dice]
[dice=Molly]1d20+3[/dice]
[dice=Rovaan]1d20+1[/dice]
[dice=Serinda]1d20+3[/dice]

Perception:

[dice=Eska]1d20[/dice]
[dice=Frankie]1d20+2[/dice
[dice=Molly]1d20+8[/dice]
[dice=Rovaan]1d20+5[/dice]
[dice=Serinda]1d20+6[/dice]

Iron Gods Loot List


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Liberty's Edge

GM Wulfson wrote:
Only one ability may be lowered below 10 and that ability cannot be lowered below 8 (prior to racial modifiers).

and Androids have a -2 to Charisma, so it would be a 8 before racial modifiers.

It wasn't meant to be a powerplaying move (it actually hampers me a bit, as Arcanists can do with a nice Cha), more of how I see androids, as a RP purpose.

But of course, if it was a typo in the first post, I'll change straightaway.


I'll be dotting into this, I've been itching to play something from the ACG.


Sapiens wrote:
GM Wulfson wrote:
Only one ability may be lowered below 10 and that ability cannot be lowered below 8 (prior to racial modifiers).

and Androids have a -2 to Charisma, so it would be a 8 before racial modifiers.

It wasn't meant to be a powerplaying move (it actually hampers me a bit, as Arcanists can do with a nice Cha), more of how I see androids, as a RP purpose.

But of course, if it was a typo in the first post, I'll change straightaway.

You are correct. That's my fault. I'd been looking at so many characters I had forgotten about the Charisma modifier.


I have one slayer ready to serve


I love Iron Gods. Or at least the premise as I've never been in a game that made it past level one. I'll see if there's a character that wants to be made.


Charles grew up dirt poor in a huge family of halflings in the slums. He quickly learned the family trade, crime, and specialized as a second-story man. Quieter than his brasher siblings, he harbored dreams of something more. They only stole enough to sustain the family (though, to be fair, halflings require quite a lot of food), and only from the sort of rich a&#&~~!$s that deserved it.

But Charles longed for a bigger score, a victimless score, one that would end the cycle of hunger and crime. And, if he's being honest, he wants a challenge. Locks and tumblers and keys have begun to bore him. Those bizarre machines buried with the ship ...now that would be something.


GM Wulfson wrote:

@Kanek-Looks like you are one language shy. With a 16 Intelligance you should know 3 additional languages. It shows that you know Androffan, Common, Dwarven, Hallit, and Orc. Androffan you know for free per your trait and Hallit because you're Kellid, leaving Dwarven an Orc as your additional languages. You should get one more. also it looks like your Charisma based skills are off by one. With an 8 Charisma your Bluff and

Intimidate skills should be -1, not the -2 you show.

Good catch ... the original build had 7 charisma and I forgot to update the associated skills. I also didn't know about the free Hallit due to Kellid. I will correct this.

Thanks


Hi. Wanted to dot this and see if I can come with something.

Would you allow the use of Ultimate Psionics, from Dreamscarred Press?


I'm noticing a lack of Divine casters.

I might try to fill that role.
Probobly tomorrow.


NarcoticSqurl here, submitting my Warpriest for your review. Only the crunch is done, and I'm still looking at my equipment (I've currently spent 92/225 gold) Hopefully everything is laid out easily enough for you, and my +2 stat bonus from human is already applied to my charisma stat. I'll have my backstory up within the next day or two!

Byuron:
Name: Byuron Kalesh
Age: 28
Race: Human
Favored Class: Warpriest (+1 Hitpoint)
Stats: Str 14, Dex 11, Con 12, Int 10, Wis 16, Cha 14.
Class: Level 1 Warpriest
Alignment: Neutral Good
Diety: Nethys

Warpriest Abilities: Aura of Good, Sacred Weapon, Orisons, Blessings, Focus Weapon

Blessings: 4/4 - Hand of the Acolyte (Cause weapon to fly out and make an attack at a range of 30 feet. Treated as ranged attack (Wisdom to hit instead of Dex)
Increased Defense (+1 Sacred bonus to AC and Saving throws for 1 min)

Gold: (still aquiring items)

HP: 13/13
BAB: +0
Init: +4
Fort Save: 2+Con= +3
Ref Save: 0+Dex= +0
Will Save: 2+Wis= +5

AC: 17, Touch 10, FF 15

Spells: 0- Create Water, Detect Magic, Read Magic
1st- Cure Light Wounds x2 (1d8+1)

Feats: *Class Bonus* Weapon Focus (Warhammer), *Race Bonus* Toughness (+3 HP), Improved Initiative (1st)

Traits: Courageous (+2 saving against fears), Against the Technic League (+2 damage to identified technics), Sacred Touch (Stabilize dying creature by touch, standard action)

Drawbacks: Burned (-1 Saving throw against fire effects, if adjacent to or on fire -1 to attack, saving, and skill checks until spending a full round away from flame)

Equipment: Warhammer +3 to hit (1d8+2), Spiked Heavy Steel Shield (Bash +2 to hit (1d6+2), Scale Mail (+5 to AC),

Skills: Climb +2, Diplomacy +2, Handle Animal +2, Heal +7, Intimidate +2, Knowledge (religion) +0, Ride +0, Sense Motive +7, Spellcraft +4, Survival +3, Swim +2


@Sapiens- I show that your Reflex save is too high. You have it listed as a +5, where I show it to be +3 (base 0+3 Dexterity). Your hit points are too high as well, you have 10 hit points listed where you should only have 8 (6+2 Constitution) or 9, depending on where you spent your FCB. Regarding your Favored Class Bonus I see that you've used it twice, once for your hit points and again in your skills. Please decide where you want to apply it. If you're going to use it in your HP's then your skill ranks are too high, if you are using it for your skills then your ranks are correct. If you can change these things then you are good to go.

@GM Niles- Looks like you're light on skill points. You should have 12 ranks to spend (8 class+1 Intelligence+1 FCB (I'm assuming this is where your Favored Class Bonus went)+2 Background) I show that you've only spent 9 (Acrobatics, Disable Device, Escape Artist, Knowledge (dungeoneering), Perception, Stealth, Knowledge (engineering), Linguistics, and Sleight of Hand). Also regarding skills, you need to choose a Craft or Profession skill for your Obsessive racial trait to latch onto (you don't need to point any points into it, just choose one). Other than that you're golden.

@Malark Kreel- As a Human, what is your ethnicity? This will determine what extra starting language you know. Your Charisma is too low. No stat can be lowered below 8 (prior to racial modifiers), you're going to have to adjust your stats accordingly. Also your Reflex save is too high, you show a +7 when it should be +6 (2 base+4 Dexterity). You've underspent on your skills. You should have 9 skill points to spend (6 class+1 Human bonus+2 Background) and I show you've only spent 7 (Climb, Knowledge (nature), Perception, Stealth, Survival,
Handle Animal, and Knowledge (geography). Also Handle Animal and Knowledge (nature) are not class skills for the Slayer and your bonuses in those skills should be +0 and +1 respectively. Finally, you're going to need to swap out one of your traits for an Iron Gods campaign trait. If you could go ahead and make those changes I'll look at your character again later.

@Kayri_Khaos- I look forward to your submission.

@Jereru- Sorry, No Psionics.

@icehawk333- I look forward to your submission.

@Byuron Kalesh- As a Human, what is your ethnicity? This will determine what extra starting language you know. Also, your skill ranks are off. While you do get five skill points to spend (2 class+1 human bonus+2 Background skills) only three of those points can be spent on "adventuring skills" while the remaining two must be spent on "background skills". You've spent four on adventuring skills (Heal, Knowledge (religion), Sense Motive, and Spellcraft) and only one on a background skill (Handle Animal) so you will need to swap one of those for the other. Furthermore, Handle Animal and Knowledge (religion) are class skills for the Warpriest and your bonuses in those skills should be +6 and +4 respectively. If you could go ahead and make those changes I'll look at your character again later.


GM, I have to say, you go above and beyond by looking through and correcting each character. Commendations to you.

Anyway, this is PixelsAreGod's submission, Quiral the Barbarian. After his family was murdered by a out of control robot, he swore to rid the land of as many as he could, lest they claim other helpless victims. Seeking technology to assist him in his efforts, he travels to Torch, unknowing of their current plight.

The build and the backstory are in the alias, please let me know if I missed anything!


Hello GM, here is Kronn, backround complete. Thanks for your consideration.

crunch:

Kronn the Ravager
Male human (Kellid) unchained barbarian 1
CN Medium humanoid (human)
Init +2; Senses Perception +4
--------------------
Defense
--------------------
AC 18, touch 12, flat-footed 16 (+5 armor, +2 Dex, +1 shield)
hp 15 (1d12+3)
Fort +4, Ref +2, Will +1
--------------------
Offense
--------------------
Speed 40 ft. (30 ft. in armor)
Melee chakram +4 (1d8+4) or
. . chakram +4 (1d8+4) or
. . dagger +5 (1d4+4/19-20) or
. . earth breaker +5 (2d6+6/×3)
Special Attacks rage (6 rounds/day)
--------------------
Statistics
--------------------
Str 18, Dex 14, Con 14, Int 10, Wis 10, Cha 10
Base Atk +1; CMB +5; CMD 17
Feats Cleave, Power Attack
Traits indomitable faith, robot slayer
Skills Acrobatics +1, Bluff +1, Intimidate +4, Perception +4, Survival +4
Background Skills Craft weapon 1 , Profession: Blacksmith 1
Languages Common, Hallit
SQ fast movement
Other Gear scale mail, buckler, chakram[APG], chakram[APG], dagger, earth breaker[UE], backpack, bedroll, belt pouch, fishhook (2), flint and steel, mug/tankard, sewing needle, signal whistle, string or twine[APG], thread (50 ft.), trail rations (7), waterskin, whetstone, loaded dice, 1 gp
--------------------
Special Abilities
--------------------
Cleave If you hit a foe, attack an adjacent target at the same attack bonus but take -2 AC.
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Rage (Unchained, 6 rounds/day) (Ex) As a free action, gain temp hp, bonus to melee att/dam, thrown dam, will saves, but AC penalty and limited actions. 1 min fatigue when ended.

background:

Kronn had a fantastic early childhood, free to roam the countryside with his friends, wrestling and hunting.

His father was a renowned smith in the tribe, an offshoot from the famous Tiger Lords. His family, especially his father was very close with tribal chieftain as he could always construct exactly what the chieftain asked for and well at that.

Kronn spent many hours attempting to perfect his skills at the forge. Impatient and frustrated, Kronn found nothing but disappointment as his work was shoddy and not nearly as pristine as his father’s creations.

Kronn received the nickname “Ravager” early on as a young boy as his rough play usually resulted in the destruction of the things around him. Later, he channeled that nature into battle where it served him well.

One day, while sparring with his best friend who just happened to be one of the sons of the Chieftain, Kronn accidentally killed him by flipping him up into the air. The boy’s head crashed down upon a rock and lay lifeless before him.

The Chieftain realizing his value as a warrior, often put Kronn into dangerous battle situations rather than kill or banish him.

Never perfecting his blacksmith skills, Kronn learned to con travelers out of money after they protested his shoddy metalwork, he would gamble with them using loaded dice finding this vocation less honorable than smithing, but definitely more fruitful. His favorite marks where the crusaders from Mendev. Weary from their journey, they were easy targets.

After the death of the chieftain’s son, Kronn’s family fell out of favor with the chieftain and began hunting scrap near Scrapwall begrudgingly taking Kronn along to help find metal. It was here that his mother and father fell into the cult of Hellion known as the Lords of Rust, unbeknownst to Kronn. Kronn hung onto his faith in Gorum as his parents seemed to abandon it, constantly berating him for holding on to his “old beliefs, but never revealing their reason for doing so.

Upon the return of the spies that the chieftain sent to follow Kronn and his family, the chieftain learned of the new interest that Kronn’s parent’s had developed in Hellion on their many trips to Scrapwall and stealthily had them killed while he was away hunting.

When Kronn arrived back from his days-long hunting trip, he was told that some mechanical soldiers called “robots” had kidnapped his parents. It was then that he vowed to rid Numeria of this metallic pestilence once and for all.

With the chieftain’s blessing, Kronn took the last items from his father’s forge, the large hammer he called “Earth-Breaker” and the two chakram along with his father’s old armor and set out towards Torch, the town that was suggested where his parents might be alive, held captive by the robot warriors.

Kronn has never learned of the existence of his sister, Kahlit the Fierce. Numeria has never discovered Kronn's slaying of a dupe who took exception with his con and tried to kill him.

Kronn currently frequents the Silverdisk to hone his con and gather information about robots in the evenings after pressing Dolga for an apprenticeship at her foundry. Down to his last coin, he sleeps where he can, desperate to find a few kindred souls to go after the robot menace.

Appearance:

At six-and-a-half feet, Kronn towers above most other creatures. His tall frame draped with scarred red skin that bulges occasionally from muscles. His thick black hair is unkempt and half-matted tied back with a single piece of unidentifiable sinew. The striking factor of his rough visage is a pair of piercing green eyes. A large, tattered animal skin hangs on his shoulders over his worn scale mail connected by a cord of coarse hairs woven together. The scruff on his face wreaks of ale and stew, but mostly ale.

Personality:

Kronn is fiercely loyal to those who he considers to be friends. He does not easily trust others at first. Kronn loves to socialize and does not shy away from offering his opinion if it is a topic that he believes that he is knowledgeable in. He appears confident, but remains vigilant of arrogance as his mother once taught him. Kronn is unlucky in love and drinks heavily to forget this fact coupled with the recent the loss of his parents.


@Quiral Hadrod- Apparently Savage Technologist messes with a Barbarian's class skills. Diplomacy is now a class skill for you, while Handle Animal is not (go figure). Your bonuses for Diplomacy should be +3 and Handle Animal should be +0. Just switch those two around and you're good to go.


Knew I would miss something. Edited now!


I present Klynt for your consideration. Mechanically complete, background to follow.

Liberty's Edge

Thank you for the feedback, the character used to be gestalt and I had missed a couple of changes. FCB goes to skills, Reflex and HP have been adjusted to 3 and 8. And I adjusted my money too, to account for weapons.

Sarnal Verin:

Sarnal Verin
Age "24" Height 5ft. 6in. Weight 130 lbs.
Male Android Arcanist(Blood Arcanist(Nanite)) 1
LN Medium humanoid/construct

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

--------------------
Defense
--------------------

AC 13, touch 13, flat-footed 10 (+3 Dex)
HP 8
Fort +2, Ref +3, Will +3
. . +4 against mind-affecting, paralysis, poison, stun. Immunity to fatigue, exhaustion, disease, sleep, fear, emotion and morale bonuses
--------------------
Offense
--------------------

Speed 30 ft.
Melee
- Dagger +0 (1d4) [Piercing or Slashing, 19-20/x2]
- Melee Touch Attack +3
Ranged
- Dagger +3 (1d4) [Piercing, 19-20/x2]
- Light Crossbow +3 1d6 [Piercing, 19-20/x2]
- - Bolts (50)
- Ranged Touch Attack +3
--------------------
Statistics
--------------------

Str 10, Dex 16, Con 14, Int 18, Wis 12, Cha 6
Base Atk +0; CMB 0; CMD 10
Feats
- Technologist (can make checks related to technology)
Traits
- Pragmatic Activator (Int to UMD instead of Cha)
- Local Ties (+1/+3 Disable Device, it's a class skill)
Racial Traits
- Constructed (saves bonuses and immunities)
- Emotionless (-4 to Sense Motive)
- Nanite Surge (1/day as an immediate action, get 3+character level on a d20 roll)
Skill Points 7/level (+4 Int, +1 FCB)
Skills(ranks)
- Disable Device +10 (1 rank, +3 Dex, +3 class, +3 trait)
- Knowledge (arcana) +8 (1 rank, +4 Int, +3 class)
- Knowledge (nature) +8 (1 rank, +4 Int, +3 class)
- Knowledge (engineering) +8 (1 rank, +4 Int, +3 class)
- Knowledge (geography) +8 (1 rank, +4 Int, +3 class)
- Spellcraft +8 (1 rank, +4 Int, +3 class)
- Use Magic Device +8 (1 rank, +4 Int, +3 class)
Background Skills
- Craft(mechanical) +8 (1 rank, +4 Int, +3 class)
- Linguistics +8 (1 rank, +4 Int, +3 class)
Favored Class Bonus +1 skillpoint
Languages Common, Hallit, Gnomish, Elven, Dwarven, Androffan[Linguistics]
Magic Items --
Scrolls
Mundane Items
-
Encumbrance light/33-66-100 lbs. (light load)
Money 48gp
--------------------
Class features
--------------------

Arcane Reservoir 4 points, 3 each morning. Spend one to increase spell DC or CL by 1.
Consume Spells 1/day move action to expend a slot and add level to reservoir
Bloodline Arcana Transmutation school effects affecting only me last 50% longer
Bloodline Power (1st level) 2/day add nanite poison to melee weapon (injury, DC 12, 1/round for 6 rounds, 1 Str)

Arcanist Spellbook
- Level 0
-- All of them
- Level 1
-- Color Spray
-- Disguise Self
-- Grease
-- Mage Armor
-- Shield
-- True Strike
-- Vanish
Spells Prepared (0/1) 4/2
- Level 0
-- Dancing Lights
-- Detect Magic
-- Mage Hand
-- Mending
- Level 1
-- Color Spray
-- Mage Armor
Spells per Day (0/1) infinite/3

Spell DC 14+level

--------------------

In hindsight, that Sarnal had no memories before his 18 years should have been a clue. That he had an uncanny knack for working with all kinds of gizmos and trinkets could have been another. But when a man named Khonnir Baine shelters you, teaching the tools of his trade and spinning you the tragic tale of how you were the only survivor of a devastating caravan attack, you don't start wondering whether you're actually an android in disguise. Especially if you really are an android, as they are notoriously prone to misunderstanding emotions.

For about six years, Sarnal lived in Khonnir's house, working in his lab. He was extremely skilled with magic, assisting Khonnir in the creation of many an item and the repairing of many a trinket. He was frail and awkward around people; his only real friend was Baine's young daughter, Val, but it didn't matter much. He had a passion for the craft, as if craftsmanship was flowing in his veins. And indeed it was.

A week Khonnir went missing, a worried Sarnal noticed something weird going on with his appearance, as if a disguising spell was fading. His dark hair was turning silk-white, his skin was taking an ashen coloration, and even his eyes seemed to be bleaching. But, most unnervingly, circuit tattoos were emerging on his skin. Circuit patterns that Sarnal knew very well, having worked on them over and over. The mark of an android. Val was as shocked as he was by this sudden transformation but her reaction should be written once I know her personality.

Set on finding out the truth about his origins, and why Khonnir had hidden the truth, there was only one decision he could take. He grabbed his spellbook, his gear, and set off to finding him.

Why did Khonnir magically disguise Sarnal? Why didn't he tell him the truth? Where did he come from? A few plot hooks.

--------------------
Appearance
Sarnal used to look like a normal human, with black hair and brown eyes, but that was before the magic hiding his real nature wore off. Now he's weirldy colorless, his hair, eyes and skin all in the same shade of pearl-grayish white. He's of medium height and feeble corporature, and he usually dresses in an artificer's outfit, with a cotton shirt (recently dyed a bright blue to provide the color his carnation is missing) and leather breeches (dyed a deep red).

--------------------
Personality
Sarnal used to be an awkward, introverted, geekish kid. This hasn't changed much, except that, of lately, he has decidedly freaked out. The discovery of his nature has made him restless, anxious and worried, a bad match for the android's innate lack of social capabilities. He's the tipe of guy who could speak for a couple hours about something he found interesting (usually related to magic, engineering or craftworks), without thinking whether his interlocutor is understanding even a single word. He could, as well, unwillingly offend people with a remark that he thought to be innocent.

As for alignment, I wrote him LN to represent both his dedication to magic and crafts and the fact that he hasn't yet been faced with any significant moral decision.


Indeed. Thanks for checking on that. I neglected both the FCB and the BG skills.

Adjusted Zat v2:

Zatqualmie Burrwaddle
Male Gnome Rogue 1 (Technic Scavenger)
N small humanoid
Init +3 Senses Darkvision (60) Perception +4
DEFENSE
AC 16, touch 14, flat-footed 13
hp 11
Fort 3 Reflex 5 Will 0
OFFENSE
Speed 20 ft
Melee Shortsword +2 1d6+1
Ranged Crossbow, light (Small) +4 (1d6/19-20/x2)
Special Attacks Sneak Attack 1d6
Space 5 Reach 5
STATISTICS
STR 12 DEX 16 CON 16 INT 12 WIS 10 CHA 10
BAB 0 CMB 0 CMD 13
Feats Point-Blank Shot
Skills 8+INT(1)
Acrobatics 7 ranks (1), DEX +3, PROF +3
Appraise 5 ranks (1), INT +1, PROF +3
Craft:Traps 7 ranks (1BG), INT +1, PROF +3, Racial +2
Disable Device 7 ranks (1) DEX +3, PROF +3
Escape Artist 7 ranks (1) DEX +3, PROF +3
Knowledge (dungeoneering) 5 ranks (1) INT +1, PROF +3
Knowledge (engineering) 6 ranks (1) INT +1, PROF +3, TRAIT+1
Knowledge (Local) 5 ranks (1), INT +1, PROF +3
Linguistics 5 ranks (1BG) INT +1, PROF +3
Perception 4 ranks (1) WIS +0, PROF +3
Sleight of Hand 7 ranks (1), DEX +3, PROF +3
Stealth 11 ranks (1), DEX +3, PROF +3, SIZE +4
Languages Gnome, Sylvan, Common, Undercommon (Linguistics), Orcish (Linguistics) Kelish(INT), Androffan(FEAT)
Gear Crossbow - light (Small), Shortsword, Bolts - crossbow (20), Cold Iron Crossbow Bolts (10), Thieves' tools, Acid (flask) (2), Alchemist fire (flask) (2), Backpack , Liquid ice (flask), Bandolier, Leather Armor
Gnome Traits (Core 23)
• Alternate Racial Traits: Darkvision, Gift of Tongues
• Gnome Magic: Gnomes add +1 to the DC of any saving throws against illusion spells that they cast. You gain the following spell-like abilities: 1/day—dancing lights, ghost sound, prestidigitation, and speak with animals. The caster level for these effects is 1. The DC for these spells is 12+ the spell’s level.
• Illusion Resistance: Gnomes get a +2 racial saving throw bonus against illusion spells or effects.
• Obsessive: Gnomes receive a +2 racial bonus on a Craft or Profession skill of their choice.*
• Weapon Familiarity: Gnomes treat any weapon with the word “gnome” in its name as a martial weapon.*
• Gift of Tongues (APG 15): You gain a +1 bonus on Bluff* and Diplomacy checks*, and they learn one additional language every time they put a rank in the Linguistics skill*.
• Darkvision (ARG 32): You gain darkvision with a range of 60 feet.
Traits
• Numerian Archaeologist (APIG 9): You gain Androffan as an additional language.* When you use a timeworn technological item, roll twice when determining any glitches the item might cause and choose which result to use as your actual result.
• Mathematical Prodigy (Knowledge (engineering)) (APG 329): You gain a +1 bonus on Knowledge (arcana)* and Knowledge (engineering) checks*, and Knowledge (engineering) is always a class skill for you*.
Favored Class Bonus
LEVEL 1 +1 Skillpoint
Class Features
• Armor Proficiency: You are proficient in Light Armor. *
• Weapon Proficiency: You are proficient with all Simple weapons. Additionally you are proficient with the following weapons: Crossbow, hand; Rapier; Sap; Shortbow; Sword,short
• Sneak Attack (Core 68): If your target would be denied its Dexterity bonus or you are flanking the target, on a successful hit you deal an additional 1d6 points of damage.
• Technic Training (Ex): A technic scavenger adds 1/2 her rogue level to Perception skill checks to locate mechanical or high-tech traps and to Disable Device skill checks against these traps (minimum +1). She gains Technologist as a bonus feat. She cannot use Disable Device to disarm magical traps. This ability replaces trapfinding.
Feats
• Point-Blank Shot (Core 131): You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.
• Armor Proficiency, Light (Core 118): You are proficient wearing light armor.
•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 benefit of Technologist.


Did not feel inspired to make the investigator.

Here's my submission: Crowan Thorn

Crowan Thorn
Male human (Kellid) unchained barbarian 1 (Pathfinder RPG Ultimate Combat 30, Pathfinder Unchained 8)
CN Medium humanoid (human)
Init +2; Senses Perception +5
--------------------
Defense
--------------------
AC 15, touch 12, flat-footed 13 (+3 armor, +2 Dex)
hp 15 (1d12+3)
Fort +4, Ref +2, Will +1 (+2 to saves vs. emotion and fear)
--------------------
Offense
--------------------
Speed 30 ft.
Melee earth breaker +5 (2d6+9/×3)
Special Attacks rage (6 rounds/day)
--------------------
Statistics
--------------------
Str 18, Dex 14, Con 14, Int 8, Wis 12, Cha 10
Base Atk +1; CMB +4; CMD 17
Feats Power Attack, Weapon Focus (earth breaker)
Traits hard to kill, skymetal smith
Skills Climb +7, Craft (weapons) +3, Handle Animal +4, Knowledge (nature) +3, Perception +5, Survival +5
Languages Common, Hallit
SQ big game hunter
Other Gear studded leather, earth breaker[UE], backpack, belt pouch, blanket[APG], flint and steel, hemp rope (50 ft.), piton (10), pot, soap, tattoo (Full torso tattoo)[UE], tattoo (full lower body tattoo)[UE], torch (10), trail rations (5), waterskin, adamantine nose piercing (worth 100 gp), 30 gp
--------------------
Special Abilities
--------------------
Big Game Hunter (Ex) +1 to hit and +1 dodge bonus to AC vs. foes larger than self.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Rage (Unchained, 6 rounds/day) (Ex) As a free action, gain temp hp, bonus to melee att/dam, thrown dam, will saves, but AC penalty and limited actions. 1 min fatigue when ended.


a statblock. Story to come when I'm not half asleep so I won't half bake it.:

Inquisitor (living grimoire) 1
CG medium humanoid (human, Orc)
Init +0; Senses perception -2.
--------------------
Defense
--------------------
AC 17 (6 armor, 1 shield) touch 10, flat-footed 17
hp 9 (8+1 con)
Fort +3, Ref +0, Will +2
--------------------
Offense
--------------------
Speed 20ft (30 if outside Chainmail)
Melee grimoire +6 1d6+3
Ranged none- uses spells.
Special Attacks none, yet.
--------------------
Statistics
--------------------
STR: 16 DEX: 10 CON: 12 INT: 18 WIS: 10 CHA: 8
Base Atk +0; CMB +3; CMD 13
Feats technologist
Traits bruising intellect, numarian archeologist, surprise weapon.
Drawbacks meticulous
Skills- knowledge (all except nobility) +8 (7 adventuring skill ranks, 2 backround skill ranks), intimidate +11, spellcraft +8, heal +4, disguise +3, linguistics +8.
Languages Common, hallit, Orc, alklo, draconic, abyssal, giant.
SQ intimidating, Orc blood, human raised (1 extra skill point per level, replaces Orc ferocity and weapon familiarity) skilled (1 extra skill point a level, replaces Darkvision).
Other Gear-
Chainmail, buckler, backpack, a bedroll, a belt pouch, candles (10), a flint and steel, an iron pot, a mess kit, rope, soap, a spell component pouch, torches (10), trail rations (5 days), a waterskin, grimoire, 13 gold.
--------------------
Special Abilities
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Stern Gaze (Ex)
Inquisitors are skilled at sensing deception and intimidating their foes. An inquisitor receives a morale bonuson all Intimidate and Sense Motive checks equal to 1/2 her inquisitor level (minimum +1).

Holy Book (Su)
At 1st (level, a living grimoire forms a supernatural bond with a large ironbound tome containing the holy text of his deity and learns to use it as a weapon.
When wielding the holy book as a weapon, he deals base damage as if it were a cold iron light mace (but see Sacred Word below), is considered proficient with the book, takes no improvised weapon penalty, and gains a +1 bonus on attack rollswith the book. The tome serves as his holy symbol and divine focus, and can be enchanted as a magic weapon.
He can replace his bonded tome with another book at any time, though he must perform a 24-hour binding ritual to attune himself to the new book.
This ability replaces monster lore.

Spellcasting
A living grimoire must prepare his spells ahead of time, and can know any number of inquisitor spells. He uses Intelligence instead of Wisdom as his key spellcasting ability score (to determine his spell DCs, bonus spells per day, modifier on concentration checks, and so on), and to determine the effects and number of uses of his domain powers.
The living grimoire receives the same number of spell slots per day as a warpriestof his inquisitor level, and receives bonus spells per day if he has a high Intelligence score. He must choose and prepare his spells ahead of time by choosing a time each day for 1 hour of quiet contemplation while he studies his holy book.
At 1st (level, the living grimoire’s holy book contains all 0-level inquisitor spells plus three 1st-level inquisitor spells of his choice. He also selects a number of additional 1st-level inquisitor spells equal to his Intelligence modifier to add to his holy book. At each new inquisitor level, he gains two new inquisitor spells of any spell levels he can cast (based on his new inquisitor level) for his holy book. At any time, he can learn inquisitor spells from scrolls or other written sources and add inquisitor spells he finds to his holy book.
This ability alters orisons and spellcasting and replaces cunning initiative.

Sacred Word (Su)
At 1st (level, a living grimoire learns to charge his holy book with the power of his faith. The inquisitor gains the benefits of the warpriest’s sacred weapon class ability, but the benefits apply only to his bonded holy book. Like a warpriest’ssacred weapon, the living grimoire’s book deals damage based on the inquisitor’slevel, not the book’s base damage (unless the inquisitor chooses to use the book’sbase damage).
At 4th level, the living grimoire gains the ability to enhance his holy book with divine power as a swift action. This ability grants the holy book a +1 enhancement bonus. For every 4 inquisitor levels the living grimoire has beyond 4th, this bonus increases by 1 (to a maximum of +5 at 20th level).
These bonuses stack with any existing bonuses the holy book might have, to a maximum of +5. The living grimoire can enhance his holy book to have any of the special abilities listed in the warpriest’s sacred weapon ability, subject to the same alignment restrictions, but adds bane to the general special ability list. Adding any of these special abilities to the holy book consumes an amount of enhancement bonus equal to the special ability’s base price modifier. The holy book must have at least a +1 enhancement bonus before the living grimoire can add any special abilities to it. The living grimoire can use this ability a number of rounds per day equal to his inquisitor level, but these rounds don’t need to be consecutive. As with the warpriest sacred weapon ability, he determines the enhancement bonus and special abilities the first time he uses the ability each day, and they cannot be changed until the next day.
This ability replaces judgment.

Recall (Su): With a touch, you can cause a creature to recall some bit of forgotten lore or information. The creature can retry any Knowledge skill check it has made within the past minute, gaining a insight bonus on the check equal to your Wisdom modifier. You can use this ability a number times per day equal to 3 + your Wisdom modifier.


Pathfinder Starfinder Society Subscriber

Hey there, Wulfson! Merutep here!

I'll be submitting Eska, a Kellid sorceress tainted by nanites who was cast from her tribe in shame. Forced to survive among the 'soft' citizens of Torch, Eska's made her living by hauling gear and carts up Black Hill and by scrounging for useful parts and gear in the Junkyard. But when Khonnir discovers a disabled robot deep under Torch, Eska knows she can stand it no more! The foul creations that fell upon these lands during the Rain of Stars must be destroyed! Starting with whatever robots might lurk below the town...

Statistics:

Eska
Female Human (Kellid) Sorcerer 1
N Medium Humanoid (human)
Init +1; Senses Perception +0 (+2 vs. constructs)

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DEFENSE
------------------------------
AC 13, touch 11, flat-footed 12 (+2 armour, +1 Dex, +0 shield)
…+1 dodge AC against attacks made by robots
hp 9 (1d6+3)
Fort +2, Ref +1, Will +2

------------------------------
OFFENSE
------------------------------
Speed 30 ft.
Melee ancestral heavy mace +5 (1d8+3)
…cold iron dagger +4 (1d4+3/19-20)
Ranged jolt +1 (1d3 electricity)
…cold iron dagger +2 (1d4+3/19-20)
Spells Prepared (CL 1st, Concentration +4, Spell Failure 10%)
1st4/day— shield, shocking grasp
0At Will—detect magic, jolt, light, read magic
Offensive Abilities +1 attack against robots, +2 damage against constructs

------------------------------
STATISTICS
------------------------------
Str 16, Dex 12, Con 14, Int 8, Wis 10, Cha 16
Base Atk +0; CMB +3; CMD 14
Traits Ancestral Weapon, Robot Slayer, Volatile Conduit
Drawbacks Doubt
Feats Creature Focus (construct), Eschew Materials, Light Armour Proficiency
Skills Appraise +3, knowledge (arcana) +3, knowledge (engineering) +3, perception +0 (+2 vs. constructs), spellcraft +3, survival +0 (+2 vs. constructs)
(4 points; 2 background, 2 class, -1 INT, 1 race, 0 favoured class)
Abilities Bloodline (nanite), bloodline arcana, bloodline power (nanite strike), cantrips, eschew materials
Languages Common, Hallit

Special Abilities:

------------------------------
SPECIAL ABILITIES
------------------------------
Ancestral Weapon (trait): You have inherited a sacred tribal weapon wielded by your forebears since the days before the Rain of Stars, and you were trained in its use from a young age. Select either cold iron or silver. You begin play with a masterwork melee weapon made of the material of your choice. You must be proficient with this weapon, and its combined cost cannot exceed 500 gp. You gain a +1 trait bonus on attack rolls with weapons made of the selected material. (masterwork cold iron heavy mace)

Bloodline Arcana: Whenever you cast a spell from the transmutation school and target only yourself, increase the spell’s duration by 50%. This does not stack with metamagic feats or abilities such as Extend Spell.

Creature Focus (feat): Choose a creature type from the ranger favoured enemies table except for humanoid or monstrous humanoid. You gain a +2 bonus on Perception checks, Survival checks, and weapon damage rolls against creatures of the selected type. You can attempt Knowledge skill checks untrained when attempting to identify such creatures. (construct). This feat counts as the favoured enemy class feature for the purpose of meeting feat prerequisites. If another ability references your favoured enemy bonus for the creature type selected, you treat your favoured enemy bonus as +2.

Doubt (drawback): You lack confidence in your abilities or confidence in the universe at large. Whenever you fail a skill or ability check, you take a –4 penalty on that type of skill or ability check for the next hour.

Nanite Strike (Ex): As a free action, you can cause nanites to flow from your body and coat the striking end of any manufactured melee weapon you wield. When you hit with a melee attack using this weapon, some of the nanites infect the blood of the victim (Poison—injury; save Fort DC 10 + 1/2 your sorcerer level + your Con modifier; frequency 1/round for 6 rounds; effect 1 Str damage; cure 1 save). At 5th level, weapons you use with this ability are treated as magical for the purposes of overcoming DR, and the poison also deals 1 point of Constitution damage. At 7th level, the damage increases to 1d2 points of Constitution damage and 1d2 points of Strength damage. At 11th level, the cure becomes two successful saves. You can use this ability for a number of rounds per day equal to 3 + your Charisma modifier; these rounds need not be consecutive. (6/day, DC 13)

Robot Slayer (trait): The strange automatons that plague the wilds of Numeria are a blight upon the world, and the idea that there could be countless more of these creatures lying in wait in the unknown ruins scattered throughout the region chills your blood. Khonnir’s recovery of a deactivated robot from the caves below Torch worries you—not only could that thing wake up and run amok in town, but there may well be more lurking below! You want to explore the caves under Torch to determine if there is indeed a lurking robot threat below town. You gain a +1 trait bonus on attack rolls against robots and a +1 dodge bonus to AC against attacks made by robots.

Volatile Conduit (trait): You discovered a secret that enhances the energy of some spells. Once per day as a free action, when you cast a spell that deals acid, cold, electricity, or fire damage, you can enhance that spell with volatile energy. When you do, it deals 1d4 points of extra damage of the same energy type.

Gear/Possessions:

------------------------------
GEAR/POSSESSIONS
------------------------------
Combat Gear ancestral weapon (masterwork cold iron heavy mace), cold iron dagger (2), leather armour, potion of cure light wounds
Possessions backpack, belt pouch (2), bedroll, explorer’s outfit, flint and steel, grooming kit, hammer, kellid ‘protective’ fetish (leather and stone necklace, 1 sp value), rations (6), rope, skillet, waterskin
Carrying Capacity
Light 0-76 lb. Medium 77-153 lb. Heavy 154-230 lb.
Current Load Carried 56 lbs.
Money 9 GP 3 SP 0 CP

Background:

Eska had always been a weakling among her people. Scrawny and lithe her Kellid parents thanked the spirits that she was healthy, at least. She was given her departed grandfather’s weapon, a cold iron heavy mace which she could barely lift at the time, and trained in battle alongside her kin. She was a horrible hunter, and an even worse tracker. Thankfully, the spirits of the land blessed Eska, and the Elders could sense magic—a powerful natural force—stirring inside her small form. They gave her a powerful protective charm and her parents rejoiced. But as her powers grew, it became clear she was not blessed. Eska was cursed.

Her magic was not natural. She had become infected by the taint that came to Numeria with the Rain of Stars. Knowing her taint would only spread amongst their people, Eska was cast out of the tribe. She tried to live the live off the land as she had been raised to—a lifestyle that would maintain her honour at least—but she was too soft. Hungry and cold, Eska swallowed her pride and entered a town for the first time.

Over time Torch became her home. She found that here, among these soft people, she was not so weak as she had once thought. She scrounged for food and supplies at the Junkyard, and soon discovered—much to her horror—that she understood more about the bits of gears, tools and technological junk than she was comfortable with. Still, selling choice bits of mechanical parts from the trash earned her some coins, and kept her belly full. After a few months of scrounging she got work as a labourer, pushing carts and hauling equipment up the Black Hill for the smiths hoping to smelt at the unnatural violet flame at its peak. The work tempered her body, making her stronger and hardier than she had ever been.

Eska has resigned herself to a shameful life in Torch, working and slowly assimilating into a lifestyle that she hated. She hates complicated creations and technology of all kinds, most especially the dreaded robots and constructs that prowl the Numerian wastes. When the purple flame on Black Hill sputtered and died out she rejoiced. But after a few days without work she wished it would flicker back to life, at least long enough for her to earn enough to eat a hearty meal. But, when Khonnir brought a disabled robot into Torch—apparently discovered below the town—Eska found her purpose.

She had to destroy it! And she had to ensure no others lurk below the surface, ready to terrorize her adopted home.

Appearance and Personality:

Eska is a weathered Kellid woman with long dark hair, brown eyes, and deeply tanned brown skin. Her face is set in a perpetual scowl—hateful as she is of her ‘civilized’ life in Torch and her ‘soft’ neighbours. She feels great shame over her circumstances, and the nanite taint that surges through her body. Still, she makes use of the skills its given her, knowing that only a fool refuses to use all the tools at their disposal.

Eska is curt and blunt, caring little for flattery and making friends. She’s a loner. Despite having lived in Torch over a decade, she still considers herself an outsider among its people. Like most Kellids, she hates and fears the strange technology scattered throughout her home.

Recent events in Torch have caused her to reach out to other brave (and foolish) citizens in order to enable herself a chance to explore the tunnels below the town.


So far I'm tossing up between a Mammoth Shaman who clings to the tribal teachings of the Kellid, or an Oracle of battle blacksmith. I'll think on it more and submit a full application when I've fleshed out the ideas more


Raising my hand and submitting Elyn for consideration. The number crunch and background are all in her profile for your review. I've still got a description and personality to type up but the majority of the character is done.


@Klynt- I'm assuming that you used your FCB for the +Slayer talent. Otherwise it looks good.

@rungok- Crowan looks good.

@icehawk333- As an Inquisitor what deity do you worship and what Domains/Inquisition are you taking? What spells are you adding to your grimoire? What did you take as your FCB? Inquisitors do not get all knowledge skills as class skills. They only get Knowledge (arcana), (dungeoneering), (nature), (planes), and (religion) as class skills. All these skills would be at +8, all other knowledge skills (engineering, geography, history, local) would be at a +5. Half-orcs start out with only abyssal, draconic, giant, gnoll, or goblin as their possible starting languages, you would need to swap out either Hallit or Aklo for either gnoll or goblin, and choose the other with your linguistic skill. With the Numerian Archaeologist trait you get Androffan as a bonus language. Per this FAQ, your grimoire is not considered an improvised weapon for you:

FAQ wrote:

Living Grimoire: The archetype trades away judgment but not slayer; is that intentional? Also, can I take feats like Weapon Focus with my tome?

Blessed script should also trade away slayer. You can take feats like Weapon Focus with your tome; treat it as if it was a simple weapon (not an improvised weapon) for all necessary purposes.

so the Surprise Weapon trait would not work with it. Please review the suggested changes and I'll look at your character later.

@meloriel- looks good.

@Harm's Way- I look forward to your submission.

@Elayn-What did you use your FCB on? It doesn't look like you spent it on skill points or hit points so it must have been on your familiar's spells. this option only gives you spells of one level below your current maximum spell level, or in this case 0-level spells. You should have a total of 9 skill points to spend (2 Class+4 Intelligence+1 Human+2 Background) I show that you've only spent 8 so far (Bluff, Heal, Knowledge (arcana), Spellcraft, Use Magic Device, Craft (what craft are you choosing?), Knowledge (engineering (I'm assuming this, as you have Arcana listed twice)), and Linguistics). Regarding your traits, both Rich Parents and Tireless Logic are both Social traits. You can only have one trait per category, so one of those will have to change. Also regarding your starting spells, did you spend extra money to learn extra spells (see my Favored Class Bonus question above)? You should start out with 7 starting spells (3 base+4 Intelligence modifier) I show you have nine starting spells (charm person, command, ear-piercing scream, hypnotism, identify, mage armor, ray of enfeeblement, ray of sickening, web bolt). It's fine if you did, I'd just like to know. Finally, Griffon's Mane is called out as specifically used on either quilted or padded armor and as such it cannot be used on your haramaki armor. Please review the above questions and I'll look over your submission later.


Mr GM Wulfson,

I have certainly always been intrigued with the Iron Gods, and have always wanted to give the AP a shot.

I'm preparing my submission and certainly look forward to your consideration. The question that I have for you is would using an archetype such as Iron Priest for a Cleric be to presumptuous?

I'm looking at building a Dwarven Cleric for consideration in your adventure.

I've recently become more comfortable with the boards, and have been running an RotR on the boards for approximately a month. I'd have to say entirely enjoyable and lots of fun! In fact I see some of the players on this board as well!

Thank you in advance for your time,


With that faq, i think it's more or less inviable anyway.

Deity was yog-soloth, with the knowladge domain, granting every knowladge skill as a class skill.

Figured hallit would be avaiable to locals, but doesn't matter, it's gonna get trashed anyway.

Forgot to list androffan.

Favored class bouns was +1/2 level to identify creatures and 1/2 level to intimidate.

Hadn't decided spells yet, and now it doesn't really matter.


I'm likely to just throw this idea in the trash with that trait not working.

Though, the FAQ soefically calls out that you can treat it as a weapon for "all neccicery purposes" for taking feats like weapon foucs, not that it doesn't count as one at all.

Might make something different, but i bet the first one left enough of a bitter taste you aren't interested in my applications anymore.

regardless, I wrote it up, so it would be a waste to not post it- here's the backstory.:

Darventia (Darra) (no last name)

A strange half-Orc - well, not even half- a strange quarter Orc with origins that she claims not to know.

In reality, however, she was born to a small tribe of barbarians in the wilderness- a remarkably brutal group of barbarians, worshiping our lord in iron. Like any savage, Darra had to work hard to survive, and as a result, she's built quite strong.

But there was something else that seemed to call her, day after day. She never seemed to retain any skills people tried to teach her, and was eventually just put on tasks that required a simple set of hands rather then practiced skill.

As time went on, she became more and more distracted. Her eyes seemed almost empty, and she grew more and more quiet with each passing day. She would often seem so exhausted that she could barely stand, but would trudge on anyway.

Soon enough, however, the tribe began to get concerned. Her behavior seemed extremely odd, and soon, the chief investigated where she slept to see what he could find.

What he found was a book, leather bound and ratty, with a simple black spiral on the cover. He glanced at it, and attempted to tear it in half- he would make an example of this one who thought to bring dreadful traditions from the outside world.

But the book did not so much as bend. He tried again. And again. After a moment, he instead opened the book, and looked inside. The book is filled with texts that seem to squirm and writhe. He flipped through the pages, unable to tear himself away from this strange book.

After what seemed an eternity, the man put the book down next to the girl's sleeping form. Darra awoke, and quickly noticed that someone had moved her text- she knew all too well that this would likely mean her death, and she grabbed the book and started to run.

Exactly why no-one noticed her fleeing is hard to say- perhaps luck, or perhaps the book itself hid her away. But regardless of how it came to be, her hut was soon set ablaze. A wind picked up, and burning straw scattered.

Soon enough, the whole tribe's home was burning, as she looks back from a distant hill. The tribe scattered, and never did reform. She hugged her book tight, and wandered off. She soon found a new home in torch. Deispite her still young age of 12, she managed to get along in torch by selling her advice- it seems she would know almost anything anyone asked her. She never owned a proper home, but she would usually get a place in someone's home out of pity on rainy and cold days.

She eventually showed an aptitude for divine magic, healing those who got wounded without so much as a second thought- she was, for a short while, known for being benign.

Her unnerving manner, empty eyes, and odd book stopped anyone from actually adopting her however, leaving her something of a wandering oddity in the town. Her refusal to explain where she gets her divine magic from doesn't help either.

Her book seems to stoke a boundless hunger for knowladge, and teach her odd languages- she wants to go out and explore the many ruins of the world, but can't work up the courage to go it alone.

Though, it's starting to be whispered around town that she worships yog-sothoth- Very few people left are willing to provide her with goods or ask her for information anymore.

When the light of torch went missing, she was quickly blamed by a decent few of the townsfolk, but no-one could really prove anything.

She's 18 now, and still wandering torch- she's eager to find anyone to call friends, and hungry for exploration.


I'm introducing Carn Gáldvik, Android galvanic saboteur, trapper Ranger raised by dwarves.

Crunch:

Neuter Android ranger (galvanic saboteur, trapper) 1
N Medium humanoid (android)
Init +2; Senses darkvision 60 ft., low-light vision; Perception +8

Defense
AC 14, touch 12, flat-footed 12 (+2 armor, +2 Dex)
hp 10 (1d10)
Fort +2, Ref +4, Will +2; +4 vs. mind-affecting, paralysis, poison, and stun
Defensive Abilities constructed; Immune disease, emotion, exhaustion, fatigue, fear, sleep

Offense
Speed 30 ft.
Melee dagger +4 (1d4+3/19-20) or
   dwarven waraxe +4 (1d10+4/×3)
Ranged light crossbow +3 (1d8/19-20)
Special Attacks favored enemy (constructs +2)

Statistics
Str 16 +3Dex 14 +2Con 10 +0Int 16 +3Wis 14 +2Cha 6 -2
Base Atk +1; CMB +4; CMD 16
Feats Tool Optimizer
Traits adopted (Dwarf), nimble fingers, keen mind, robot slayer, warsmith
Languages Androffan, Common, Dwarven, Gnome, Hallit
SQ emotionless, exceptional senses, meticulous, repairing nanites, reprogram -1, track +1, trapfinding +1

Skills 
Acrobatics +0,
Appraise +1,
Bluff -4,
Climb +7,
Craft (blacksmith) +7,
Craft (traps) +7,
Diplomacy -4,
Disable Device +8,
Disguise -4,
Escape Artist +0,
Fly +0,
Heal +0,
Intimidate -4,
Knowledge (arcana) +7,
Knowledge (engineering) +7,
Knowledge (geography) +7,
Knowledge (local) +4,
Linguistics +4,
Perception +8,
Ride +0,
Sense Motive -4,
Stealth +6,
Survival +6 (+8 to avoid becoming lost),
Swim +1;
 Racial Modifiers +2 Perception, -4 Sense Motive

Equipment
Weapons dagger, dwarven waraxe, light crossbow with 20 bolts
Armor and Defense leather armor
Gear backpack (bedroll, canteen (2), grappling hook, hammer, mess kit, piton (10), scroll case (ink, inkpen, journal), silk rope (50 ft.), soap, trail rations (5)), bandolier (acid (2), alkali flask, oil (3)), belt pouch (chalk (10), charcoal (5), compass, flint and steel, mirror, twine (50')), thieves' tools;
Money 15 gp, 1 sp, 8 cp
Carrying Capacity L / M / H
76 / 153 / 230 lbs.
Encumberence
Light load, 72.48 lbs.

Tracked Resources
Acid flask - 0/2
Alkali flask - 0/1
Crossbow bolts - 0/20
Dagger - 0/1
Oil flask - 0/3
Repairing Nanites (2 hp, 1/day) - 0/1
Trail rations - 0/5

Special Abilities
+1 Skill Point FCB (1) +1 Skill Point
Adopted Add a racial trait. (Dwarf, Warsmith)
Armor Proficiency (Light) When you wear a type of armor with which you are proficient, the armor check penalty for that armor applies only to Dexterity- and Strength-based skill checks.
Armor Proficiency (Medium) When you wear a type of armor with which you are proficient, the armor check penalty for that armor applies only to Dexterity- and Strength-based skill checks.
Constructed (Ex) Counts as both humanoids and constructs for effects that target type.
Darkvision (60 feet) You can see in the dark (black and white only).
Emotionless (Ex) Androids have problems processing emotions properly, and thus take a –4 penalty on Sense Motive checks.
Exceptional Senses Androids have darkvision to a range of 60 feet and low-light vision. They also gain a +2 racial bonus on Perception checks.
Favored Enemy (Constructs +2) (Ex) +2 to rolls vs. constructs foes.
Immunity to Disease You are immune to diseases.
Immunity to Emotion (Ex) You are immune to all emotion effects.
Immunity to Exhausted You are immune to the exhausted condition.
Immunity to Fatigue You are immune to the fatigued condition.
Immunity to Fear (Ex) You are immune to all fear effects.
Immunity to Sleep You are immune to sleep effects.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Martial Weapon Proficiency - All You are proficient with all Martial weapons.Meticulous -2 on all untrained skill checks
Nimble Fingers, Keen Mind (Brigh) You gain a +1 trait bonus on Disable Device checks, and Disable Device is a class skill for you.
Repairing Nanites (2 hp, 1/day) You are healed the first time each day you've taken more damage than twice your HD.
Reprogram -1 (Ex) Improve attitude of mindless constructs as wild empathy, intelligent constructs at -4 penalty.
Robot Slayer You gain a +1 trait bonus on attack rolls against robots and a +1 dodge bonus to AC against attacks made by robots.
Tool Optimizer Improvised tools give no penalty.
Track +1 Add the listed bonus to Survival checks made to track.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.
Warsmith +1 trait bonus to damage vs. creatures/objects made of clay, crystal, earth, metal, or stone.

Fluff:

Background
Carn was found inert by a team of dwarven smiths from Torch. They had been out exploring for starmetal. When they returned to Torch and started investigating their find, Carn activated (possibly as a self defense mechanism to prevent further damage by the dwarves). Once activated, Carn was intensely interested in its surroundings. It wanted to learn everything it could about the world around it. Its memory banks were empty and is needed to learn.

The dwarves taught it about metallurgy and how to fight. They used Carn as a scout and bodyguard when out searching ruins and it quickly learned how to find and avoid various dangers and pitfalls. Also how to fight off the artificial creatures that tend to dominate such ruins in Numeria.

Eventually Carn learned enough to realize that his "parents" were simply using it as a tool and that they did not actually care about it. It wanted to use its abilities to help others not for the accumulation of wealth that the dwarves craved. Carn struck out on its own, offering its services to other people in Torch as a bodyguard when traveling in Numeria.

It was given its name by the Dwarves, the literal meaning is "One with bright scratches". It usually just goes by Carn or One. It spends its spare time at the temple of Brigh, trying to understand more about its own mechanical nature.

Personality
Carn is a bit reserved as it does not quite fit in. It tends to refer to itself as "this one", but does understand the concept of names and has no problem calling others by theirs. It tends to be somewhat humorless and has a tendency to miss sarcasm. Most of the time it does not use contractions.

With its incomplete programming it finds it difficult to do things that it does not have existing subroutines for. Often times being more awkward or clumsy than others would expect.

Appearance
Carn is practically featureless. It has no hair and no gendered appearance. Its pale skin is covered with a tracery of fine circuitry. It moves with a certain fluid grace, yet in stillness it is perhaps too artificial. It wears a hood and scarf over most of its face whenever it is in public in an attempt to hide its artificial nature from the Technic League


GM Wulfson said wrote:
What did you use your FCB on? ... You should have a total of 9 skill points to spend (2 Class+4 Intelligence+1 Human+2 Background)

I had it at 2 Class +4 Intelligence +1 Human +1 for favored class. I didn't have a +2 for Background. I can add two more though.

GM Wulfson said wrote:
you have Arcana listed twice

Yes I meant Engineering not Arcana. That is fixed

GM Wulfson said wrote:
did you spend extra money to learn extra spells

Sorry I copied those off an old character and didn't think to check if they were over the starting number. She now has the appropriate number.

GM Wulfson said wrote:
Griffon's Mane is called out as specifically used on either quilted or padded armor

Since a Haramaki is just a sash with a bit of armor, I've always considered it a clothing item for the purposes of the Griffon's mane description. No problem though. Can I make the cloak in the explorer's outfit out of it?

Finally I swapped Tireless logic for Focused Mind.

Hopefully that fixes everything except for the skill points. I also need to recalculate my remaining gold.

Thanks for the through review.


@icehawk333-Bitter taste? not at all. As you can see, I've been brutally honest with just about every application so far. I've been finding flaws, both good and bad, in most of the submissions and have been pointing them out as I go. If you're argument for the Surprise Weapon trait is that the grimoire counts as a simple weapon for feats but not for traits won't hold water with me, that's my decision as GM. If invalidating one trait makes your whole build invalid, then I'm sorry. If you want to submit another build or rework Darventia then I will judge them on their own merits, not on the basis of any previous submissions.

@Daleyn Levanthus- Not a problem, go ahead and build your Iron Priest. I look forward to your submission.

@Kayri_Khaos- Carn looks good.

@Elayn- I think it's that "bit of armor" that invalidates the Harakami. Yes you can have a cloak made out of griffon's mane, it'll cost you 50 gp's (just make sure you call it out separately).


Ok I’ll make that last adjustment and finish the cha sheet later tonight. Let me know if you see anything else.


Bleh, my original character idea wasn't coming out like I wanted to (not anything, like, *wrong* with it... I think I just lost interest in the idea as I got further in to building the character).

Anywho, still intend to submit something, but it's back to the drawing board.


@GM Wulfson: So I'm kicking around an idea I like of a fairly no-frills warrior type, resident of Torch, who lost one of her arms to a marauding robot. The gist is to take the Cyber-Soldier archetype, which doesn't do anything until 5th level (and it could take even longer for her to get a robo-arm, depending on how things go) so there's plenty of time for an arc of "I do *not* like these robot things" progressing into "Things in Numeria are a bit more complicated than that, and tech sure does make it a lot easier to thrash the problem robots".

My question is if you wouldn't mind me taking the Free-Hand Fighter archetype and then swapping it out whenever she manages to go cyborg? I really don't mind the elective disadvantage of going one-armed for the first several levels (it wouldn't be the first time I've played something like that), but I also like the idea of representing her developing techniques to fight one-handed.


@RamzaBeoulve- The problem with the free-hand fighter archetype is, well, that you need a free hand. Your off hand is the one doing the distracting, waving, flipping off of your opponent. As far as I can see being one armed would negate the benefits of the archetype.


GM Wulfson wrote:
@RamzaBeoulve- The problem with the free-hand fighter archetype is, well, that you need a free hand. Your off hand is the one doing the distracting, waving, flipping off of your opponent. As far as I can see being one armed would negate the benefits of the archetype.

Ah, point. Fair enough. I'll just go with Cyber Soldier from the get-go, then.


DM. I think I'm done. The only thing i haven't done is calculate my equipment / starting gold. I have this on an excel spread sheet at work and am not really equped to run the calculations here. It won't be until Monday until that is done. I don't think I've overspent at this point and I don't plan to buy more. So hopefully this isn't a problem.


Harm's Way here, presenting my application for this campaign.

Rovaan is a Kellid Oracle with the Metal mystery. He is a capable support character, being able to handle himself on the front-line while providing healing, buffs and debuffs.

I'm still working on his backstory (I've included the draft in the alias but it needs to be proofread for spelling errors etc) along with a spoiler for appearance, personality and motivations but I believe everything else I've included is in order.

Grand Lodge

GM Wulfson wrote:

New Year, New Game

I'm opening up recruitment for a new Iron Gods campaign and I'm looking for at least 5 players to join me. Recruitment will remain open until 5:00 PM (CST) on Monday, January 8th.

The Rules:
Races: All standard races from the Pathfinder Core Rulebook will be allowed plus Androids. Any other PC race will be considered on a case by case basis.

Classes: All classes from any Paizo publication will be allowed as well as any archetype for those classes. Chained or Unchained classes will be allowed, except for the Summoner, which must be of the Unchained variety. Any 3PP material you wish to use will have to be approved by me prior to acceptance.

Alignment: Characters can be of any Good or Neutral alignment. No evil alignments will be allowed.

Abilities: Characters will be based on the High Fantasy (20 point) buy, found in the PFRPG Core Rulebook on page 16. No ability can be raised higher than 18 (prior to racial modifiers). Only one ability may be lowered below 10 and that ability cannot be lowered below 8 (prior to racial modifiers).

Feats: Any feat from any Paizo publication will be acceptable. Any 3PP material you wish to use will have to be approved by me prior to acceptance.

Skills: Background skills will be used.

Traits: Character's will start with two traits, one of which MUST be from the Iron God’s Player's Guide. One Drawback can be taken for a third trait.

Hit Points: Characters will start out with Maximum hit points for their class at 1st level. Thereafter characters will have the option to roll for their hit points or to accept the average for their class (rounded down on even levels, rounded up on odd) whichever is greater.

Starting Gold: Characters will start with 75% of their classes Maximum starting gold. Example: A Fighter starts with a maximum of 300 gold pieces so a Fighter player character would start with 225 gold pieces (300x.75=225).

I'm sure I'm forgetting some things so please feel free to post any questions you may have here or PM...

Is this were we submit our characters? Do you still have room available? Can I still submit one here?


Yes, you submit your character here. Yes, there is still room, no one has been chosen yet. Yes, you have until 5 o'clock Monday night to submit a character after which time recruitment will be closed and I will make my final decisions on who will play.


@Elayn- The rich parents trait raises your starting gold to 900 gp, it doesn't add 900 gold to your starting gold.

@Rovaan Fel- Looks good.


I'll throw my name into the ring, mostly because I've never been able to think of a good character for Iron Gods and I've finally come up with one I'm excited by. Kruv-Nimath is an inquisitor from the Ghost Wolves tribe, dedicated to fighting robots across Numeria and weaning the people of Numeria from their dependence on technology.

The only thing I'm not sure of yet is what deity to assign her...I've penciled in Desna since Desnans are common among the nomadic Kellid tribes, but I'm not really sure whether it's the best fit. Since the archetype I've picked replaces the inquisitor's domain it doesn't change much, but if anyone has suggestions for anti-tech or "Keeper of the Old Ways" deities, I'd be appreciative...

Kruv-Nimath Stats:

Kruv-Nimath
Human (Kellid) Keeper of Constructs 1
Favored class: Inquisitor | FCB: 1 hit point
CN Medium Humanoid (Human)
Height: 5'7" Weight: 160 lbs.
Init +0; Senses Perception +6
-------------
Defense
-------------

AC 14, touch 10, flat-footed 14 (+4 armor, 0 Dex; +1 dodge vs. robots)
HP 11 (1d8+2)
Fort +4, Ref +0, Will +4
-------------
Offense
-------------

Speed 30'
Melee Mwk cold iron flambard +4 (1d10+4 S/19-20)
Lucerne hammer +3 (1d12+4 B or P) (reach)
Starknife +3 (1d4+3 P/x3)
Ranged Shortbow +0 (1d6 P/x3/60')
Starknife +0 (1d4+3 P/x3/20')
-------------
Statistics
-------------

Str 17 Dex 10 Con 14 Int 8 Wis 14 Cha 14
Base Attack 0; CMB +3 (+2 sunder with flambard, or +4 sunder vs. wooden hafted weapons; +2 sunder with lucerne hammer vs. medium or heavy armor); CMD 13
Feats Favored Judgment
Traits Robot Slayer, Ancestral Weapon, Divine the Mystery, Xenophobic
Adventuring Skills Intimidate +6 [2 CHA, 1 rank, 3 CS], Ride +4 [0 DEX, 1 rank, 3 CS], Perception +6 [2 WIS, 1 rank, 3 CS], Survival +6 [2 WIS, 1 rank, 3 CS], Sense Motive +6 (+4 under xenophobia) [2 WIS, 1 rank, 3 CS; -2 vs. other races/cultures], Climb +7 [3 STR, 1 rank, 3 CS]
ACP: -3
Background Skills: Knowledge (Engineering) +0 (but +4 to ID constructs, and +6 against robots/Numerian relics specifically) [-1 INT, 1 rank, class and trait bonuses], Perform (Oratory) +3 [2 CHA, 1 rank]
Languages Common, Hallit
Gear Masterwork cold iron flambard, lucerne hammer, starknife, hide armor, peasant's outfit, masterwork backpack, belt pouch, iron holy symbol, small tent, bedroll, blanket, shortbow, 20 arrows.
Cash 28 gp, 4 sp
-------------
Special Abilities
-------------
RACE

Military Tradition: Kruv-Nimath's tribe, the Ghost Wolves, trains all their children in the ways of war. She begins play proficient in the use of the flambard and lucerne hammer.
Skilled: Like all humans, Kruv-Nimath gains 1 extra skill rank per level.

TRAIT
Robot Slayer (Campaign): Kruv-Nimath has long hated the robots that wander Numeria, regarding them as dangerous, otherworldly predators that the foolish Technic League is aiding and abetting. She kills as many as she thinks she can, and has experience fighting them now, giving her a +1 trait bonus to attack rolls and a +1 dodge bonus to AC against robots.
Ancestral Weapon (Regional): Before leaving the tribe, Kruv-Nimath was granted a powerful weapon: her great-great-grandmother's masterwork cold iron flambard. She carries it with pride.
Divine the Mystery (Kellid): Kruv-Nimath's deity grants her special insight into the workings of robots. She gains a +2 trait bonus to Knowledge (engineering) checks to identify robots and relics of Numerian technology. If she uses Bluff to feint against an intelligent construct, she does not take the normal penalty for feinting against a non-humanoid.
Xenophobic (Drawback): Kruv-Nimath doesn't trust non-Numerians (or even non-Kellids, really…). She takes a -2 penalty on Diplomacy and Sense Motive checks against creatures of a different race or from a different culture.

CLASS
Penetrating Blows:
Kruv-Nimath's training and the divine guidance of Desna(?) allows her to pierce robots' (and other constructs') defenses. She treats her weapons as adamantine for the purpose of overcoming DR when attacking constructs.
Construct Influence: The fact that she hates robots practically radiates from Kruv-Nimath. She can use the Intimidate skill to demoralize constructs, and when she does so, she gains a bonus to the check equal to 1/2 her inquisitor level (min. +1).
Construct Lore: Kruv-Nimath has studied robots since she was a child, and adds twice her Wisdom modifier to Knowledge checks to identify the abilities and weaknesses of constructs.
Judgment (1/day): As a swift action, Kruv-Nimath can pronounce judgment on her foes. She gains a variety of bonuses for the duration of the combat, although she cannot benefit from them if she is frightened, panicked, paralyzed, stunned, unconscious, or otherwise prevented from participating in the combat. She can switch judgments as a swift action.

FEAT
Favored Judgment (Constructs):
Kruv-Nimath's sacred bonus from any judgment she has active increases by 1 for attacks she makes against or takes from a construct.

SPELLS KNOWN
Orisons (DC 12, unlimited): Brand, Detect Magic, Light, Resistance
1st-Level (DC 13, 2/day): Divine Favor, Shield of Faith

Quick Background:
Born in the Ghost Wolves tribe that ranges throughout Numeria, Kruv-Nimath was raised with a hatred for technology, both the objects that clutter the relics of Numeria's wastelands and the sometimes vicious robots that stalk the plains. This hatred turned to rage when one of those robots, let loose by Technic League experiments, attacked the tribe when she was 10, killing her older sister Shul-Ammanren and decimating the tribe. When she learned that the Technic League was behind the rampaging machine, she swore both to learn as much as she could about fighting these abominations and to wean the rest of Numeria off its addiction to the foul, alien technology that fell from the sky so many millennia ago.

Now that she's come of age, Kruv-Nimath has undertaken a pilgrimage away from her tribe--where her views are commonplace--to walk among the people of Numeria who might not share her dim view of technology. She believes that fighting the Technic League and the Black Sovereign (whom she calls the "weak-willed traitor") is an important goal both politically and spiritually for her people, and she hopes to one day return to the tribe with stories of her conquest that will impress even their mighty leader, Xol-Amar.


Dropping out of the recruitment. I typed up 4 different backgrounds for my character, and ended up stating up a bloodrager as well, but for some reason I'm just not feeling it on either of these. I really like Iron Gods, but just can't pull something together that I'm entirely satisfied with. Good luck to all the recruits and thanks for the opportunity!


here's the chsrecter again, but less able to actually hit things.:

Inquisitor (living grimoire) (memory domain, yog-sothoth) 1
CG medium humanoid (human, Orc)
Init +0; Senses perception -2.
--------------------
Defense
--------------------
AC 17 (6 armor, 1 shield) touch 10, flat-footed 17
hp 9 (8+1 con)
Fort +3, Ref +0, Will +2
--------------------
Offense
--------------------
Speed 20ft (30 if outside Chainmail)
Melee grimoire +4 1d6+3
Ranged none- uses spells.
Special Attacks-
Prepared spells-
1st (DC 15) Cure light wounds, cause fear.
0th (DC 14) detect magic, daze, light.
--------------------
Statistics
--------------------
STR: 16 DEX: 10 CON: 12 INT: 18 WIS: 10 CHA: 8
Base Atk +0; CMB +3; CMD 13
Feats technologist
Traits bruising intellect, numarian archeologist, Omen
Drawbacks meticulous
Skills- knowledge (all except nobility) +8 (7 adventuring skill ranks, 2 backround skill ranks), intimidate +11, spellcraft +8, heal +4, disguise +3, linguistics +8.
Languages Common, Orc, alklo, draconic, abyssal, giant, androffan.
SQ intimidating, Orc blood, human raised (1 extra skill point per level, replaces Orc ferocity and weapon familiarity) skilled (1 extra skill point a level, replaces Darkvision).
Other Gear-
Chainmail, buckler, backpack, a bedroll, a belt pouch, candles (10), a flint and steel, an iron pot, a mess kit, rope, soap, a spell component pouch, torches (10), trail rations (5 days), a waterskin, grimoire, 13 gold.
--------------------
Special Abilities
--------------------
Stern Gaze (Ex)
Inquisitors are skilled at sensing deception and intimidating their foes. An inquisitor receives a morale bonuson all Intimidate and Sense Motive checks equal to 1/2 her inquisitor level (minimum +1).

Holy Book (Su)
At 1st (level, a living grimoire forms a supernatural bond with a large ironbound tome containing the holy text of his deity and learns to use it as a weapon.
When wielding the holy book as a weapon, he deals base damage as if it were a cold iron light mace (but see Sacred Word below), is considered proficient with the book, takes no improvised weapon penalty, and gains a +1 bonus on attack rollswith the book. The tome serves as his holy symbol and divine focus, and can be enchanted as a magic weapon.
He can replace his bonded tome with another book at any time, though he must perform a 24-hour binding ritual to attune himself to the new book.
This ability replaces monster lore.
Spellcasting
A living grimoire must prepare his spells ahead of time, and can know any number of inquisitor spells. He uses Intelligence instead of Wisdom as his key spellcasting ability score (to determine his spell DCs, bonus spells per day, modifier on concentration checks, and so on), and to determine the effects and number of uses of his domain powers.
The living grimoire receives the same number of spell slots per day as a warpriestof his inquisitor level, and receives bonus spells per day if he has a high Intelligence score. He must choose and prepare his spells ahead of time by choosing a time each day for 1 hour of quiet contemplation while he studies his holy book.
At 1st (level, the living grimoire’s holy book contains all 0-level inquisitor spells plus three 1st-level inquisitor spells of his choice. He also selects a number of additional 1st-level inquisitor spells equal to his Intelligence modifier to add to his holy book. At each new inquisitor level, he gains two new inquisitor spells of any spell levels he can cast (based on his new inquisitor level) for his holy book. At any time, he can learn inquisitor spells from scrolls or other written sources and add inquisitor spells he finds to his holy book.
This ability alters orisons and spellcasting and replaces cunning initiative.
Sacred Word (Su)
At 1st (level, a living grimoire learns to charge his holy book with the power of his faith. The inquisitor gains the benefits of the warpriest’s sacred weapon class ability, but the benefits apply only to his bonded holy book. Like a warpriest’ssacred weapon, the living grimoire’s book deals damage based on the inquisitor’slevel, not the book’s base damage (unless the inquisitor chooses to use the book’sbase damage).
At 4th level, the living grimoire gains the ability to enhance his holy book with divine power as a swift action. This ability grants the holy book a +1 enhancement bonus. For every 4 inquisitor levels the living grimoire has beyond 4th, this bonus increases by 1 (to a maximum of +5 at 20th level).
These bonuses stack with any existing bonuses the holy book might have, to a maximum of +5. The living grimoire can enhance his holy book to have any of the special abilities listed in the warpriest’s sacred weapon ability, subject to the same alignment restrictions, but adds bane to the general special ability list. Adding any of these special abilities to the holy book consumes an amount of enhancement bonus equal to the special ability’s base price modifier. The holy book must have at least a +1 enhancement bonus before the living grimoire can add any special abilities to it. The living grimoire can use this ability a number of rounds per day equal to his inquisitor level, but these rounds don’t need to be consecutive. As with the warpriest sacred weapon ability, he determines the enhancement bonus and special abilities the first time he uses the ability each day, and they cannot be changed until the next day.
This ability replaces judgment.

Recall (Su): With a touch, you can cause a creature to recall some bit of forgotten lore or information. The creature can retry any Knowledge skill check it has made within the past minute, gaining a insight bonus on the check equal to your Wisdom modifier. You can use this ability a number times per day equal to 3 + your Wisdom modifier.

Grimoire spells-
All orisons
Protection from law
Cause fear
Ear piercing scream
Cure light wounds
Bless
Command

Favored class bouns-
+1/2 level to intimidate and knowladge checks to identify monsters.

backstory:

Darventia (Darra) (no last name)

A strange half-Orc - well, not even half- a strange quarter Orc with origins that she claims not to know.

In reality, however, she was born to a small tribe of barbarians in the wilderness- a remarkably brutal group of barbarians, worshiping our lord in iron. Like any savage, Darra had to work hard to survive, and as a result, she's built quite strong.

But there was something else that seemed to call her, day after day. She never seemed to retain any skills people tried to teach her, and was eventually just put on tasks that required a simple set of hands rather then practiced skill.

As time went on, she became more and more distracted. Her eyes seemed almost empty, and she grew more and more quiet with each passing day. She would often seem so exhausted that she could barely stand, but would trudge on anyway.

Soon enough, however, the tribe began to get concerned. Her behavior seemed extremely odd, and soon, the chief investigated where she slept to see what he could find.

What he found was a book, leather bound and ratty, with a simple black spiral on the cover. He glanced at it, and attempted to tear it in half- he would make an example of this one who thought to bring dreadful traditions from the outside world.

But the book did not so much as bend. He tried again. And again. After a moment, he instead opened the book, and looked inside. The book is filled with texts that seem to squirm and writhe. He flipped through the pages, unable to tear himself away from this strange book.

After what seemed an eternity, the man put the book down next to the girl's sleeping form. Darra awoke, and quickly noticed that someone had moved her text- she knew all too well that this would likely mean her death, and she grabbed the book and started to run.

Exactly why no-one noticed her fleeing is hard to say- perhaps luck, or perhaps the book itself hid her away. But regardless of how it came to be, her hut was soon set ablaze. A wind picked up, and burning straw scattered.

Soon enough, the whole tribe's home was burning, as she looks back from a distant hill. The tribe scattered, and never did reform. She hugged her book tight, and wandered off. She soon found a new home in torch. Deispite her still young age of 12, she managed to get along in torch by selling her advice- it seems she would know almost anything anyone asked her. She never owned a proper home, but she would usually get a place in someone's home out of pity on rainy and cold days.

She eventually showed an aptitude for divine magic, healing those who got wounded without so much as a second thought- she was, for a short while, known for being benign.

Her unnerving manner, empty eyes, and odd book stopped anyone from actually adopting her however, leaving her something of a wandering oddity in the town. Her refusal to explain where she gets her divine magic from doesn't help either.

Her book seems to stoke a boundless hunger for knowladge, and teach her odd languages- she wants to go out and explore the many ruins of the world, but can't work up the courage to go it alone.

Though, it's starting to be whispered around town that she worships yog-sothoth- Very few people left are willing to provide her with goods or ask her for information anymore.

When the light of torch went missing, she was quickly blamed by a decent few of the townsfolk, but no-one could really prove anything.

She's 18 now, and still wandering torch- she's eager to find anyone to call friends, and hungry for exploration.


@GM Wulfson, I've made a few adjustments to my character sheet, detailed in the spoiler below. Also, I've added a section in the alias for appearance, and personality.

Character Sheet changes:

Adjusted stats as follows.
-Lowered intelligence to 8
-Changed FCB from extra HP to extra skill point to offset lower int modifier
-Added 2 points to dexterity, increasing initiative, ranged attack rolls and reflex saves accordingly
-Adjusted skill modifiers to reflect lower intelligence modifier.
-Changed great fortitude feat to endurance

I made these changes to align more with my concept for Rovaan. I feel the trade off of intelligence for dexterity reflects the fact that his youth was spent in a tribal community, where book learning was not prevalent. The great fortitude feat was changed for endurance because I felt that was more fitting of an apprentice blacksmith. Long days at the forge would have required similar attributes described under the endurance feat, as opposed to great fortitude which I initially felt matched my idea however the more i look at it, I realize it's not quite what I was going for...


Please let me know if I've missed anything and I'll amend it accordingly. As far as this alias is concerned I have no more adjustments to make; please consider this my formal application to your campaign.


@GM, by the way, thanks for the will save catch. Been a weird week in Brooklyn, so I didn't get to look that up for a bit.


This is Ramza's submission, Frankie Landry: Human Cyber-Soldier Fighter.

Her background, personality, etc. are behind appropriately marked spoilers on this alias, as well as all of her crunch. Please let me know if you see anything I need to fix in the crunchy bits.

A note: I feel like a lot of folks have taken Robot Slayer, so if picked I can switch it to a different campaign trait and tweak background with little fuss.

Good luck to everyone else with their submissions!


Aw man. I didn't have time to look through all the other submissions...sounds like I went the popular way. :P


mishima here. Probably stands a low chance to get picked, but after so many gunslingers have applied and many tries at making a gnome experimental gunsmith I liked, here is a drow eldritch scoundrel instead!

Nilelane
LN f drow unchained rogue (eldritch scoundrel)
12.18.12.13.10.12

Backstory:
The Darklands directly under Torch met a cataclysmic fate decades ago when Numerian fluids spilled into the water supply from high above. Nilelane's noble house was destroyed by the resulting mass insanity when she was only 4 years old, and she was never truly exposed to the culture of the drow. She was taken with a group of svirfneblin as they were tunneling up to escape the same fate as the Great Houses...they thought perhaps a female drow on their side could be useful one day.

Emerging, her first glance at the night sky set her on a path of wonder that has driven her ever since. It seems that life has an infinite number of ways of manifesting itself, and she finds herself drawn to this order. She was taken under the wing of the priest of the Chapel of the Wanderer, and integrated into Torch the best a drow can on the surface. Nilelane has perhaps read every book there is in Torch there in the dark beneath the graveyard.

Recently something has stirred beneath the hill, and she is drawn to the idea that something from her past awaits beneath.

Stats and Race/Class Abilities:

hp 10
atk(m.r) 0.4
AC 14.10.14
sv 1.6.0
init 4
perc 6

drow abilties:
+2dex, cha...-2 con
languages: elven, undercommon, common
immune to sleep, +2 vs enchantment
spell resistance 7
keen senses +2 perc
SLA - 1/day - dancing lights, darkness, faerie fire
poison use
darkvision 120 ft
light blindness - blind 1 round then dazzled

Unchained Rogue/Eldritch scoundrel abilities
finesse training
trapfinding
spellcasting
altered class skills - replace diplo/disguise with k(arc)/spellc
no armor/shield prof

Traits, Feats, Skills:

traits:
Stargazer - +2 knowledge to id aliens, +1 k(geography) class skill, technologist for purposes of k checks related to aliens
Inspired - A positive force, philosophy, or divine presence fills you with hope, and is a guiding force of inspiration. Once per day as a free action, roll twice and take the better result on a skill check or ability check.

feats:
point blank shot

skills: 5
disdev 1+3+4=8
k(arcana) 1+3+1=5
perc 1+3+0+2=6
spellcraft 1+3+1=5
stealth 1+3+4=8

background:
k(geography) 1+3+1+1=6
sleight of hand 1+3+4=8

Spellbook:

spells known:
0 (all)
1 (4) gravity bow, grease, color spray, silent image

spells prepped:
0 (3/day) detect magic, read magic, ghost sound
1 (2/day) gravity bow, grease

Creation Inventory:

item cost weight
thieve's tools 30 1
scholars outfit 0 6
holy water 25 1
crowbar 2 5
backpack 2 2
shortbow 30 2
dagger 2 1
arrows (20) 1 3
scroll of mage armor (2) 50 0
totals 142 21 light
leftover gold 38 gold


I went... weird. Way weird. I saw all these great submissions and decided to build for flavor rather than usual optimization. So I made a healing skill-monkey who is so-so in combat, but has some nice tricks. Either way I hope you like it, and if not I hope you get a laugh at how hard I actually tried not to optimize anything too much.

Varrad
Android Inquisitor of Iomedae (Keeper of Constructs)

Background:
The first memories Varrad has are of walking through a field littered with broken technology. Alone and wearing a savaged set of armor, he staggered up the small hillside to escape the depressing filled with metal and wires. He remembers seeing the rolling crests of other valleys spread out across the landscape before losing consciousness for a long time.

When he awoke again he was in the back of a wagon, sleeping naked under blankets provided by an old man smoking a pipe. A cleric of Iomedae, he had come to the strange land as a favor to an old elven friend of his before returning to Mendev. When he was leaving Castle Urion when he took note of a figure in the distance, one that fell from sight. He ventured over and gathered the newly created android and brought him back to his wagon to recover after mending his wounds and discarding the shattered armor.

Knowing that most saw androids as a blight on creation, he had decided to find out for himself. He took the newly awoken android to Aaramor where he took residence in agreement with the tribe for his skills at healing when needed. Among the residents Varrad was looked at with disdain for being a construct. While he logically understood the emotion, he did not share it. His attempts to make friends almost invariably backfired and he was convinced he was perhaps too inferior to remain in the company of the humans there.

The cleric, sensing the struggle within the young android, decided to teach him the ways of his goddess. He wanted to see if the emotionless being could accept religion at all, or if he was simply an approximation of life. In the coming months the android showed no end to his desire for knowledge, both of the Iomedae and of the wider world. He even began training with the old cleric, learning the secrets of swordplay and reveling in the feel of a sword in his hands.

Despite the stronghold being made to fight against the demonic spill from the worldwound, the barbarians were tested. An incursion of demons pressed them from the west while an attack of rabid constructs attacked from the east. Without hesitation Varrad took up a sword and charged the constructs, fighting shoulder to shoulder with barbarians and non-tribe residents in the chaos. In the fighting the cleric who had trained him was slain. In an attempt to save him Varrad used a healing spell for the first time, causing the people gathered to see that he was able to cast divine magic. Despite this the cleric perished of his wounds.

In the aftermath Varrad took the surname of his cleric comrade and struck out into the wilds to find his purpose in the wilds of Numeria.

Crunch:
Varrad
Male Android Inquisitor of Iomedae (Keeper of Constructs) 1
NG Medium humanoid (construct)
Init +2; Senses: Perception +8
--------------------
Defense
--------------------
AC 17, Touch 13, Flat-footed 14
hp 10 (1d8+2)
Fort +3, Ref +2, Will +4
Defensive Abilities:
+1 Dodge bonus vs constructs
--------------------
Offense
--------------------
Speed 30 ft.
Melee Attack Block:
Longsword (Two-Handed) +2 (1d8+3/19-20x2)
Special Attacks:
+1 Attack vs Constructs
--------------------
Racial Abilities
--------------------
Constructed: +4 racial bonus on all saving throws against mind-affecting effects, paralysis, poison, and stun effects. Immune to fatigue, exhaustion, disease, sleep. fear and all emotion based effects. Can never gain morale bonuses.
Nanite Surge: 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.
Emotionless: –4 penalty on Sense Motive checks
Alert: +2 Perception
Exceptional Senses: Lowlight vision, Darkvision 60 ft
--------------------
Statistics
--------------------
Str 14, Dex 16, Con 13, Int 12, Wis 14, Cha 10
Base Atk +0; CMB +2; CMD 15
Feats:
Technologist (1st)
Traits:
Robot Slayer: +1 Attack and Dodge vs robots

Fate's Favored: +1 to all Luck Bonuses

Crusader Tactician: +1 to Knowledge Engineering and Knowledge Nobility, Engineering is a class skill

Drawback:

Betrayed: Roll Sense Motive twice on all hunch checks and take lower result

Skills:
Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), *Disable Device: 3, Disguise (Cha), Heal: 6, Intimidate: 4, Knowledge (arcana): , Knowledge (dungeoneering) (Int), Knowledge (engineering): 6, Knowledge (nature) (Int), Knowledge (planes) (Int), Knowledge (religion): 5, Perception: 8, Profession (Engineer): 6, Ride (Dex), Sense Motive: 2, Spellcraft (Int), Stealth (Dex), Survival: 6, and Swim (Str)
*Non-Class Skill
Languages: Common, Hallit
Gear:
Longsword (One Handed Sword) 1d8 19-20x2, 6lbs (15 gp)
Dagger x5 (Light One Hand) 1d4 19-20x2, 1lbs each, 10 ft range (10 gold total)
Chain Shirt +4 AC, +4 Max Dex, -2 ACP, 25lbs (100 gp)
Full Essentials Kit
Backpack 2 gp 2 lbs, Bedroll 1 sp 5 lbs, 1-pint flask 3 cp 1.5 lbs, 7 days’ trail rations 3.5 gp 7 lbs
Total Cost: 5.63 gp
Weight: 15.5 lbs
Remaining Gold: 59.37
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Spells Per Day
--------------------
LvL 0: ∞
LvL 1: 2
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Spells Known
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LvL 0: Create Water, Light, Detect Magic, Stabilize
LvL 1: Cure Light Wounds, Shield of Faith, Divine Favor
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Special Abilities
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Penetrating Blows: The keeper of constructs treats his weapons as adamantine for the purpose of overcoming damage reduction when attacking constructs. At 8th level, he ignores the first 5 points of DR or hardness when attacking constructs. At 16th level, he ignores the first 10 points of DR or hardness when attacking constructs.

Judgment: 1/day

Construct Influence: A keeper of constructs’ knowledge of constructs’ inner workings allows him to gain an upper hand over constructs. He can use the Intimidate skill to demoralize constructs, and when he attempts to do so, he gains a bonus on the check equal to half her inquisitor level (minimum 1).

Construct Influence: A keeper of constructs adds twice his Wisdom modifier plus his Intelligence modifier as a bonus when attempting Knowledge checks to identify the abilities and weaknesses of constructs.
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Favored Class Bonus
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+1 Hit Point


Daleyn Levanthus here. Submitting Gimrund - Iron Priest

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