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


101 to 137 of 137 << first < prev | 1 | 2 | 3 | next > last >>

There is more to humanity than DNA.

Hi GM! I would like to submit XTA-331 (a.k.a. “Xita”), an android telekineticist whose abilities are explained by the presence of a unique psionic implant located within his primary processing apparatus. An assistant to Khonnir, Xita has spent about half of his life bumbling around Torch and trying (unsuccessfully) to fit in. Following Khonnir’s disappearance, Xita is compelled to enter the strange caves below in search of the only human he has ever really known.

Statistics:

XTA-331 "Xita"
Android telekineticist 1
NG Medium humanoid (android)
Init +5; Senses darkvision 60 ft., low-light vision; Perception +6
--------------------
Defense
--------------------
AC 15, touch 13, flat-footed 12 (+2 armor, +3 Dex)
hp 16 (1d8+8)
Fort +6, Ref +5, Will +0; +4 vs. mind-affecting, paralysis, poison, and stun
Defensive Abilities constructed; Immune disease, emotion, exhaustion, fatigue, fear, sleep
--------------------
Offense
--------------------
Speed 30 ft.
Melee club +0 (1d6) or
. . longspear +0 (1d8/×3)
Ranged sling +3 (1d4)
Space 5 ft.; Reach 5 ft. (10 ft. with longspear)
Special Attacks kinetic blast
Kineticist Wild Talents Known
. . Defense—force ward
. . Infusions—extended range
. . Blasts—telekinetic blast (1d6+5)
. . Utility—basic telekinesis
--------------------
Statistics
--------------------
Str 10, Dex 16, Con 18, Int 10, Wis 10, Cha 8
Base Atk +0; CMB +0; CMD 13
Feats Toughness
Traits local ties, reactionary
Skills Acrobatics +7, Disable Device +8, Knowledge (engineering) +4, Perception +6, Sense Motive -4, Sleight of Hand +7, Stealth +7; Racial Modifiers +2 Perception, -4 Sense Motive
Languages Common
SQ burn (1 point/round, max 7), emotionless, exceptional senses, gather power, nanite surge
Other Gear leather armor, club, longspear, sling, thieves' tools
--------------------
Special Abilities
--------------------
Burn 1/round (1 nonlethal/burn, 7/day) Burn HP to gain greater effects on your wild talents.
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.
Extended Range Kinetic blast has range of 120ft.
Gather Power (Su) Move: reduce the burn cost of a blast by 1 or Full-round: reduce the burn cost of a blast by 2
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.
Kinetic Blast (Sp) The kineticist can unleash her kinetic blast at a range of 30 feet at will.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Nanite Surge +4 (1/day) (Ex) Bonus to any one d20 roll. Glow like a torch for 1 round when used.
Telekinetic Blast (Sp) Level 0; Burn 0

Background:

Xita was born less than a year ago, emerging from some strange mechanical womb and wandering aimlessly through the wilds. He might have been apprehended or destroyed, but was discovered by Khonnir about 6 months ago, having fallen into a ravine and broken his leg. Khonnir hauled him out with a length of rope, took him home, and set the leg properly. Since that time, Xita has been a member of the household, intended to assist Khonnir in various tasks while he learns the ways of the world. His psionic processing unit was an unexpected but welcome surprise. Xita’s inexperience and naivete, however, have resulted in more trouble than help. Xita tends to be overzealous in his attempts to mimic humanity, though with the best of intentions. For instance, when doing the laundry he attempted to dry Val’s clothes with a blowtorch. When that did not work out as expected, he thought it might be nice to try his hand at preparing human meals. After the third house fire, Val has come to her wit’s end, but Khonnir preached patience, sure that before long, things would begin to “click” for Xita.

Before that occurred, Khonnir disappeared into the caves below town. Xita immediately suggested searching for him, to Val’s great relief, for while she is doubtlessly eager to find her father, she can’t deny how peaceful the house is without smoke pouring from the kitchen.

And so Xita sets out, determined not only to locate Khonnir but to achieve his larger goals of assimilating into human life. This will be an uphill battle for him, for while he is capable, he lacks any sort of grace or even common sense. Yet he is determined, and something within him drives him on, compelling him to prove to himself, Val, Khonnir, and all the rest, that there is more to humanity than DNA.

Appearance and Personality:
Xita appears as a humanoid android of modest stature, about 5’8”, with a slender build. His skin is pale with an artificial skin tone, giving hum a slighly jaundiced hue. His eyes are an attempt at a human’s hazel, but are too translucent, more like honey, and in dim light glow with a red light. Upon his brow, centered above his eyes, is his psionic processor unit, an implant that gives him the unique ability to manipulate the aether around him. It pulses slowly with a pale light. The true functionality of the unit is a mystery, and Xita has been practicing daily in an attempt to discover its limits.

Xita is friendly but inept, bubbly but bumbling. He was ever so pleased to be brought into the human settlement, for it was a great improvement over wandering alone through the wilds. But he has not yet, despite his most well-meaning efforts, assimilated into human culture. Aside from finding Khonnir, this is his strongest motivation.

Party Role:
Telekineticists focus on utility, with a good blend of skills, ranged damage attacks, stealthing, disarming, and battlefield control.


Whooops, just realized I forgot we are doing background skills. Frankie's character sheet has been updated appropriately.


@The Norv-looks good

@NarcoticSqurl- Totally understandable. I can't recall the number of times I've dropped out of a recruitment because I couldn't get/just wasn't feeling the background of a character.

@icehawk333-I've been thinking about this and since you took the Human Raised racial trait it only seems natural that you should receive Hallit as a bonus starting language, so go ahead and take it if you wish. Fortunately you should have 4 starting languages and I show that you've only selected 3 (abyssal, draconic, and giant). Also, it looks like your one starting spell short. you should have 7 starting first level spells (3 base+4 Intelligence) and I see that you've only picked six (bless, cause fear, command, cure light wounds, ear piercing scream, & protection from law) so you should pick one more. Regarding your skills I show that your Intimidate skill should be +12 (3 class+1 rank+4 Intelligence+2 racial+1 morale+1 trait) not 11 as you show it. Finally, Linguistics is not a class skill for Inquisitors, so your bonus should be a +5, not +8. Other than those few things everything else looks good.

@Rovaan Fel- got the changes, looks good.

@RamzaBeoulve- Frankie looks good.

@Nilelane- Drow is not one of the player races available. The available races are any from the Core Rulebook plus Android. please make the suggested changes and I'll look over your character later.

@ExiledMimic-Your Disable Device skill should be either a +2 or +4 without or with tools, respectively (+1 rank+3 Dexterity). Also you are over by one 1st level spell. You should have two spells known (1 base+1 Wisdom) and you have three selected. Please make the suggested changes and you should be good to go.

@Gimrund Anvilmar- Your Perception skill should be +3 (16 Wisdom) not +2 as you show it. Also you're over on 0 level spells memorized, you should only get 3 at 1st level and you currently have four memorized (not a big deal but that will have to be changed if you're selected). Furthermore, you are not eligible to take the Power Attack feat. You need a +1 BAB to qualify, which a Cleric does not have at 1st level, so you will have to select something else in it's place. Other than those things it looks like Gimrund is good to go.

@Something Wicked- With the exception of Force Ward not kicking in until 2nd level, Xita looks good.


corrected.:

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 +12, spellcraft +8, heal +4, disguise +3, linguistics +5.
Languages Common, Orc, alklo, draconic, abyssal, giant, androffan., hallit.
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-
Protection from law
Cause fear
Ear piercing scream
Cure light wounds
Bless
Command
Hidden diplomacy.


Greetings! I am submitting Ezekiel ("Zeke") Smith, a half-elf Ecclesitheurge Cleric/Spellslinger Wizard aimed at the Mystic Theurge prestige class. He is a follower of Groetus, the god of the apocalypse, and has grown up knowing that the end of the world will come soon. So, as a matter of religious observance, he is driven to make the most of the time he has left-- and, with a clean shot between the eyes, cut short the remaining time for those who would do harm to him or his community.

Background/Appearance/Personality:
Zeke was born of the culturally distasteful union of a drow mother and an elf father, though he knows very little about them. From heirlooms and the language of the note left with him he is confident that they were followers of Groetus, like him, and he believes that his father studied the arcane arts, though he isn't sure. His earliest memories are nearly 20 years ago, playing with a glowing ball inscribed with a skull in the dimly-lit caves. When he was old enough to walk, he remembers traveling out into the night with his mother into Numeria. She left him there, near Torch, where he was taken in and looked after by the people of the town, especially his friend and teacher Khonnir Baine, who he thinks of as his adopted father.

Zeke dresses like a blacksmith, which reflects his obsession with skymetal and his pride on having successfully crafted an item from the mysterious substance. (He made a silvery orb about the size of a coin with a skull inscribed into the surface, which he would one day like to set into a ring.) He spends most of his time at the forges, trying to craft himself a working pistol, but he has not yet succeeded and his prototype is still a useless hunk of metal. His fair skin and white hair are often black with soot, making him appear more like his drow mother than his elven father. He is quick to laugh among his friends, though he is not especially outgoing. He is also very fond of drink, causing some to joke that he is actually a "ginslinger." When drunk, he often tries to warn those he cares about that Groetus will come soon, urging them to "make it count, make the time count." He tries to set a good example and lives each day like it is his last.

Stats:
Alignment: Chaotic Good

Race: Half-Elf
Race Traits: Alert for Betrayal (+2 saves vs illusion, Perception is class skill), Elf Blood (count as both human and elf), Elven Immunities (immune to magic sleep effects, +2 saves vs enchantment), Low-Light Vision, Multidisciplined (+1 CL to all classes, max character level), Underworld Guide (+2 initiative, +2 saves vs traps and hazards when underground)
Favored Class: Wizard

Ability Scores: Str 10, Dex 14, Con 14, Int 15+2, Wis 14, Cha 8

Traits: Called (1/day reroll a natural 1 on an attack roll), Magical Knack: Wizard (+2 CL, max character level), Skymetal Smith (+2 saves vs emotion or mind-affecting effects as long as he has his item)

Drawback: Hedonistic (day without reward or treasure or an hour on entertainment or pleasure, must make DC 20 Fort save or begin next day fatigued for 4 hours or until hedonism is sated)

Cleric (Ecclesitheurge) Class Abilities: spells, aura (chaotic), channel positive energy (1d6), deity (Groetus), domains (darkness/loss, void), domain mastery (darkness/loss), domain powers (guarded mind; touch of darkness 3+WIS/day), ecclesitheurge's vow, spontaneous spells

Feats: Blind-Fighting* (bonus from Darkness domain), Technologist

HP: 10 (1d8+2)

AC: 12 (+2 Dex)

Initiative: +2* (+2 Dex, +2 underground)

Speed: 30'

Saves: +2 Fortitude / +2 Reflex / +6 Will*

BAB: +0

Weapons
Light crossbow +2 (1d8/19-20 x2, 45 bolts)
Dagger +0 (1d4/19-20 x2) or Dagger +2 (1d4/19-20 x2, 10' range)

Skills: Craft Mechanical +7, Knowledge Arcana +7, Knowledge Planes +7, Knowledge Religion +7, Linguistics +7, Perception +6, Spellcraft +7

Languages: Androffan (from Linguistics), Common, Elven, Hallit, Orc, Undercommon

Spells prepared
orisons: detect magic, guidance, mending
1st: bless (x2), true strike (D)

Equipment: skymetal holy symbol (free), dagger (1gp), light crossbow (35 gp), 45 bolts (4.5 gp), wizard's kit (21 gp), waterproof bag (.5 gp), 2x potion of mage armor (100 gp), artisan's clothing (free), 18 (of 180) gp remaining

Build Notes/Role:
Zeke is designed to do a bit of everything, though mostly serve the wizard role: knowledges, debilitating spells, crafting magic items. As a Mystic Theurge, he will have double the usual number of spell slots, allowing him to also look after cleric things like healing and support. Like a magus, as a Spellslinger he will be able to shoot spells through his arcane gun, but with interesting options. I hope to make him feel like a gunslinger but play like a wizard.


I'm confused, I don't think my sheet shows more than 900gp. I only show my equipment being worth 565gp which would leave me with about 335 in pocket change. Did you come up with something different?


Okay, I'm going to go ahead and close this recruitment to NEW submissions. If you've already made a submission or expressed an interest, you have until 6:00 pm (CST) tomorrow to finalize/submit/tweak anything.
Tonight is the night of my Real Life game and I won't have an opportunity to look things over until tomorrow anyway. I'll post the selected applicants after tomorrow's deadline.
Good luck, everyone. It's been a pleasure to look over everyone's submissions and see such creative characters


@Ezekiel "Zeke" Smith- Nothing like getting it in under the wire. I'm on my way to my regular game so I won't get a chance to look your character over until later, probably tomorrow morning at the earliest.

@Elayn- Under your traits spoiler you show "Rich Parents-- Starting cash +900gp". Just wanted to make sure that you knew that it doesn't add 900 gold to your starting cash.


Good luck everyone!


Ah got it. No problem.


GM Wulfson wrote:
@Ezekiel "Zeke" Smith- Nothing like getting it in under the wire. I'm on my way to my regular game so I won't get a chance to look your character over until later, probably tomorrow morning at the earliest.

Whew! No worries, I'll appreciate your thoughts when/if you can. Thanks for your consideration.


Good luck all!


GM Wulfson wrote:

@The Norv-looks good

@ExiledMimic-Your Disable Device skill should be either a +2 or +4 without or with tools, respectively (+1 rank+3 Dexterity). Also you are over by one 1st level spell. You should have two spells known (1 base+1 Wisdom) and you have three selected. Please make the suggested changes and you should be good to go.

Transference errors on the template I keep for spells screwed me up on the first one. Originally I had myself down for Create Water twice. So I was a 1-man ocean, apparently. Corrected the errors and bought some gear to compensate. Had a few extra sheckles so I figured why not.

Revisions:
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: 4, 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 x2 (Light One Hand) 1d4 19-20x2, 1lbs each, 10 ft range (4 gold total)
Chain Shirt +4 AC, +4 Max Dex, -2 ACP, 25lbs (100 gp)
Thieve's tools: Common (30 gp)
E-Pick: Brown (30 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: 5.37
--------------------
Spells Per Day
--------------------
LvL 0: ∞
LvL 1: 2
--------------------
Spells Known
--------------------
LvL 0: Create Water, Brand, Detect Magic, Create Water
LvL 1: Cure Light Wounds, Divine Favor
--------------------
Special Abilities
--------------------
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.
--------------------
Favored Class Bonus
--------------------
+1 Hit Point


Quote:
Any other PC race will be considered on a case by case basis.
Quote:
Drow is not one of the player races available.

Alright, thanks. Knew it was a long shot.


Good luck, all!


Good luck! Excited for the reveal.


1 person marked this as a favorite.

The anticipation is killing me..
I hope it lasts.


If you die before the campaign starts, can I process your body for alchemical ingredients?


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

I didn't take FCB as I plan to multi-class with Magus later and make that my favored class. AFAIK there is no rule against that but if you prefer I'll drop a point into HP or skills.

Added a background, hopefully not too late. It's a bit brief, as much as I like the character mechanically, I haven't been feeling very creative the last few days.


@Ezekiel "Zeke" Smith- Seems like your saving throws are off. I show your saves as Fortitude +4 (2 base+2 Constitution), Reflex +2 (0 base+2 Dexterity), Will +4 (2 base+2 Wisdom) not +2/+2/+6 as you show. Also, after reading the description of Darklands Guide it appears that your Initiative should be +4, instead of +2 (that comma after the +2 initiative checks makes me believe that it's supposed to be separate from the +2 saves against traps and hazards. It could have been worded better). Lastly, True Strike is not a domain spell for either the Loss or Void domain. You have either Obscuring Mist or Feather Fall to choose from. Other than those things our character looks good.

@Klynt- No, no problem. I just didn't see any tangible benefit from where it might be and the completionist in me was just wondering.

Okay everyone, you've got a little less than 12 hours to complete/finalize your submissions.


GM Wulfson wrote:
@Ezekiel "Zeke" Smith- Seems like your saving throws are off. I show your saves as Fortitude +4 (2 base+2 Constitution), Reflex +2 (0 base+2 Dexterity), Will +4 (2 base+2 Wisdom) not +2/+2/+6 as you show. Also, after reading the description of Darklands Guide it appears that your Initiative should be +4, instead of +2 (that comma after the +2 initiative checks makes me believe that it's supposed to be separate from the +2 saves against traps and hazards. It could have been worded better). Lastly, True Strike is not a domain spell for either the Loss or Void domain. You have either Obscuring Mist or Feather Fall to choose from. Other than those things our character looks good.

Thanks for reviewing my character, GM Wulfson! I fixed the Will save on my alias page, I had mistakenly thought the Starmetal Smith trait added to all Will saves. I’ll correct Fort and Initiative. The Ecclesitheurge’s domain mastery ability lets him choose a different secondary domain for spells, and Groetus has the Destruction domain with true strike at 1st level. Am I reading that correctly?


I submitted a character for another game yesterday called "Ezekial "Zeke" Guthrie" and this other Zeke keeps confusing me, hahahaha


Good luck, heroes! ;)


Ezekiel is a great name! :)


@Ezekiel "Zeke" Smith- Looks like you are right. I was trying to read up on the archetype last night during my game and was having a a hard time wrapping my head around it while still keeping it in the game.


GM Wulfson wrote:
@Ezekiel "Zeke" Smith- Looks like you are right. I was trying to read up on the archetype last night during my game and was having a a hard time wrapping my head around it while still keeping it in the game.

No worries, I'm just thrilled you had a chance to look it over. :)


It would be kind of amusing to have a party of multiple folks with the <First Name "Nickname" Last Name> and noticeably "non-fantasy-ish" names, haha!


For my own amusement, I've tried to compile a list of applications. This is a first draft. If you see an error or omission, please say so and I'll update it. I have to say there are some really neat ideas in here.

FULL BAB
zaarbuc - Klynt, Human Slayer
Itzi - Molly Fairlocks, Halfling Gunslinger
PixelsAreGod - Quiral Hadrod, Half-Elf Barbarian (Savage Technologist)
RamzaBeoulve - Frances "Frankie" Landry, Human Fighter (Cyber Soldier)
Kayri_Khaos - Carn Gáldvik, Android Ranger (Galvanic Saboteur, Trapper)
rungok - Crowan Thorn, Human Unchained Barbarian
SalaciousCrumb - Kronn the Ravager, Human Unchained Barbarian
Slayde77 - Kanek, Human Gunslinger (Siege Gunner)
neodam - Malark Kreel, Human Slayer
theasl - MX408, Android Gunslinger (Techslinger)

THREE-QUARTERS BAB
Terrinam - Serinda, Android Alchemist
ExiledMimic - Varrad, Android Inquisitor (Keeper of Constructs) (Iomedae)
The Norv - Kruv-Nimath, Human Inquisitor (Keeper of Constructs) (Desna?)
icehawk333 - Darventia "Darra", Human Inquisitor (Living Grimoire) (Yog-Sothoth)
Something Wicked - XTA-331 "Xita", Android Telekineticist
Daleyn Levanthus - Gimrund Anvilmar, Dwarf Cleric (Iron Priest) (Gorum)
eriktd - Ezekial "Zeke" Smith, Half-Elf Cleric (Ecclesitheurge) (Wizard (Spellslinger)/Mystic Theurge)
joerice - Charles Caskgrip, Halfling Rogue (Scavenger)
Harm's Way - Rovaan Fel, Human Oracle (Metal)
GM Niles - Zatqualmie Burrwaddle, Gnome Rogue (Technic Scavenger)
NarcoticSqurl - Byuron Kalesh, Human Warpriest (Irori)
joerice - Charles Caskgrip, Halfling Rogue (Scavenger)

HALF BAB
Irnk, Dead-Eye's Prodigal - Van, who goes forth alone, Android Psychic (Mindtech)
Kalem - Elayn, Human Witch
meloriel - Eska, Human Sorceress (Nanite)
Sapiens - Sarnal Verin, Android Arcanist (Blood Arcanist) (Nanite)


@narcoticsquirel; since you went Warpriest of Irori, why didn't you go all the way & go Sacred Fist?


Van, who goes forth alone wrote:
@narcoticsquirel; since you went Warpriest of Irori, why didn't you go all the way & go Sacred Fist?

Byuron Kalesh, NarcoticSqurl's submission dropped out.

Something Wicked, thank you. I had meant to do something along these lines but just didn't have the time.


Ah, I missed that.


Okay, thank you all for your submissions. It was a pleasure to read them over and get a few pointers for the next character that I create. But the time has come for all good things to end and with that in mind I've chosen the following characters to join me in the campaign:
in no particular order

Molly Fairlocks
Frances "Frankie" Landry
Eska
Rovaan Fel
Serinda

There's a discussion thread linked at the top of this recruitment, so if those chosen could make their way there and check in, that would be appreciated.

To the rest of you, thank you. If ever there comes a need for a replacement player I'll be sure to check back here and see in anyone's still interested.
Good luck, and Good hunting.


Good luck and have fun!


No suprize there.


Thank you for the opportunity.

For those who were accepted, good luck facing the Iron Gods

For those of us who were not, good luck in future recruitments.


Thank you for your consideration. Best of adventuring to the selected.

Happy Gaming!


Congrats!

101 to 137 of 137 << first < prev | 1 | 2 | 3 | next > last >>
Community / Forums / Online Campaigns / Recruitment / Iron Gods: Deus Ex Machina Recruitment All Messageboards

Want to post a reply? Sign in.