
DM Default |

Current Submissions
Darian Six [Male Android alchemist (chirurgeon, inspired chemist)]
Gareth Gudrum [Male Dwarf Ranger (Galvanic Saboteur)]
Adrien Belmont [Male Human Unchained Summoner]
Skikkikitikut [Female Ratfolk Unchained Rogue (Numerian Scavenger)]
Krona [Female Human(Kellid) Unchained Barbarian)]
-
Plitzarin Fizzabilt [Construct Wyrwood Wizard (Diviner)]
Ryder-XIII [Humanoid Android Investigator (Empiricist); Gunslinger VMC]
Bastion Bane [ Male Human (Kellid) Slayer (Vanguard)]
Ember Firesong [Female Gnome Cleric]
Ephiril the collector [Half-Elven Occultist]
-
Dimitris Van De Lar [Male Human Fighter]
Kelpi Amster [Male Halfling Oracle (stargazer)]
Masha Trani [Female Samsaran Psychic]
Forvir Praystalker [Male Human Unchained Barbarian]
Ivar Stonewrought [Male Dwarf (stonelord)]
@ Hourai
I don't think I'll allow for the investigator to qualify for Technomancer. Gonna stick to the prestige class requirements.
@ Plitzarin Fizzabilt
That seems good, though just fun I'm going to add in an effect. The hat only works when you're wearing it, and it immediately deactivates if you take it off.

![]() |

Not a problem, Default! No love lost.
In related news: it's great when you lose an evening's work to a single keybind, isn't it? Rewriting content is always so fun.
*cough*
...Moving on. Here's Hali Gearalt-Coalmark for your consideration; local scavenger, engineer, and tinkersmith...who is currently wondering where the heck her brothers went on that last expedition, what in the plains did Khonnir find down there, and can she apply the 'boot to control module' method of repairs to it to get Black Hill re-lit? All vital questions, I assure you.
But anyway; thanks for the opportunity, and if there's any issues you find or the like, just let me know. Best of luck with the decision making, looks like there's some fantastic submissions going around.

DM Default |

Current Submissions
Darian Six [Male Android alchemist (chirurgeon, inspired chemist)]
Gareth Gudrum [Male Dwarf Ranger (Galvanic Saboteur)]
Adrien Belmont [Male Human Unchained Summoner]
Skikkikitikut [Female Ratfolk Unchained Rogue (Numerian Scavenger)]
Krona [Female Human(Kellid) Unchained Barbarian)]
-
Plitzarin Fizzabilt [Construct Wyrwood Wizard (Diviner)]
Ryder-XIII [Humanoid Android Investigator (Empiricist); Gunslinger VMC]
Bastion Bane [ Male Human (Kellid) Slayer (Vanguard)]
Ember Firesong [Female Gnome Cleric]
Ephiril the collector [Half-Elven Occultist]
-
Dimitris Van De Lar [Male Human Fighter]
Kelpi Amster [Male Halfling Oracle (stargazer)]
Masha Trani [Female Samsaran Psychic]
Forvir Praystalker [Male Human Unchained Barbarian]
Ivar Stonewrought [Male Dwarf (stonelord)]
-
Dimitris Van De Lar [Male Human Fighter]
Hali Gearalt [Female human (Kellid) investigator (scavenger)]
Shug-Shoggareth [Male Human (Kellid) barbarian (savage technologist)]
Valeria Starr [Female Human (Kellid) gunslinger (pistolero)]
@ Keldor Whisthawk
I don't know....
Just kidding, you're welcome to apply.
@ Hayato Ken
Could you be more specific?

Hayato Ken |

I figure the sowrd-devil ranger or the warlord fighter from the Pathfinder Worldscape comics would be a really good and thematic fit.
They are not online somewhere officialy at the moment yet, only in the comics, but in case i would let send you an overview.
Mainly they have some John Carter and Red Sonja flavor from Barzoom, what integrates perfectly into a science fiction setting like Iron Gods.

Gulliver Salum |

I kept wondering whether I should try or not, then finally landed upon a character I think could fit. Presenting Gulliver Salum, the apprentice to Khonnir and a sorcerer in a long line of proud wizards. Not the best fitting family, he now studies mechanics under Khonnir and is friends with Val. Though intelligent and curious, his true love has become the same as his mentor, technology.
----------
Gulliver, being the only son, became the one they poured all their ambition and hope into. Given tutoring at a young age, Gulliver was crammed with knowledge and constantly quizzed on any subject that they happened to think important. Knowledge was the power of any wizard, they believed, so the more knowledge he had, the more powerful he would become.
When Gulliver showed signs of magic before he had even come fully of age, and decades before the rest of his family had, the family rejoiced. Doubled were the expectations, the quizzes, and the tutors. Finding himself with little time for himself, it wasn't until a year later that Gulliver found the true reason behind his arcane abilities, one that sickened him greatly.
His magic did not lie in tomes or knowledge. In fact, he would probably never need to read another, for his magic was not that of his parents. No, his was that of a sorcerer. It might of be okay for others, but his family loathed them. Seeing them as second-rate and pathetic, he knew the reaction he would get if it was ever discovered.
Gulliver lived a lie from then on, constantly hiding the truth of his abilities and passing them off as a wizard's spell, rather than a sorcerer's innate power. Always under the watchful eye of his parents and tutors, Gulliver found himself too stressed out to even study, and his progress slowed. It would only be a matter of time before he was found out.
That was why, when he heard of his second cousin's new project in the far-off town of Torch, Gulliver insisted on going to tutor under the mage. The man was detested by the family for his illegimate birth, as well as his strange area of study, but by using the excuse of getting a broader range of study, Gulliver managed to prod until he was allowed to go. So, with what little he had, he left for this relative that he had yet to ever meet, Khonnir Baine.
Khonnir Baine was a strange man, and as much as his parents obsessed over their lost position in Galt, this man obsessed over his field of study, a strange thing he called 'technology'. Strange and alien devices that Khonnir claimed come from the heavens, these items he studied seemed a pointless venture. That is, they seemed pointless until Khonnir showed Gulliver the secrets hidden within. Even the simplest device seemed to hold a fountain of mysteries.
Intricate, mysterious, and no monotonious tutors needed, Gulliver's innate curiousity took hold, and he grew to love this field of study as much as his distant relative. Gulliver no longer had to memorize whole books or string together long strands of supposed magic. Instead, he began to take apart and invent things with Khonnir, forming a close bond where once had been no connection.
As the months passed, his parents constantly contacted him about returning to help the family return to power in Galt. No longer under their sway and not caring about their politics, Gulliver ignored their communications time and again, and the inquiries came less and less often.
Instead, he modeled himself after Khonnir, learning how to create and find these pieces of 'technology'. He even let on about his innate power of sorcery, and Khonnir simply accepted it without looking down on him. Rather, he started to ask how he saw different spells at work through his power of a sorcerer, rather than the power of a wizard, putting his abilities to use.
Khonnir taught him a lot, but they also learned several things together as they worked on each piece. And they weren't alone, as they worked alongside the young girl Val. Rescued during Khonnir's escape from the Technic League, the girl was with Khonnir before even Gulliver. It wasn't long for the two to make friends, and though Val was still young, he could see her becoming a woman already. This thought would often confuse him as they formed a strong bond, making him question whether he liked her as just a friend.
However, the recent happenings in town has completely distracted him from both lovelife and study, as the precious purple flame of Torch has gone out. With nothing left but rubble and some strange liquid where the town's livelihood once sat, all of Torch is in an uproar about what happened. Khonnir, having found some caves now known as the Black Hill Caves, found a semi-human automaton, much their amazement. Though Gulliver longed to immediately investigate it with Khonnir, Khonnir insisted on searching the caves again. He has had yet to return several days later.
Distressed about his missing relative, Gulliver has sought out a few others to help him to search for his mentor. Though not confident in succeeding where other adventuring parties had already failed, he owed the man too much not too risk it all to save him. And though he did not practice divination, Gulliver felt that something big was around the corner.
----------
Gulliver is a tall Galton, with shoulder length brown hair and brown eyes to match. He is usually wearing a long brown cloak with a red edging, a favored gift to him from Val. He keeps a small gizmo or piece of scrap with him at all times in case he finds time to work on it while in between activities. His intelligence often shows itself in his mental math and quick calculations. Unlike other braniacs, though, he does not to show off knowledge in other areas except mechanics, preferring to ignore his upbringing.
Gulliver thinks of Khonnir as a role model and mentor, though they are second-cousins. He thinks highly of the man, just as the rest of Torch does. Val has become a trusted friend, and maybe even more to Gulliver, though she's still young. He makes sure to always be on his best behaviour around her, though even he isn't fully sure why.
Gulliver's current goal is to find his mentor and rescue him if needed. He hopes to continue working on discovering things with the man, but with the loss of the flame of Torch, Gulliver feels that they won't be able to continue for a while. Maybe it would be a good time to take Khonnir up on the offer to search out rumors of technology once they're together again, bringing Val with them, of course.
----------
Gulliver Sullum
-----------------------
Male Human (Galton) Sorcerer (Wildblooded: Sage) 1; Age 18
TN Medium humanoid (human)
Init +1; Senses Perception +1
-----------------------
Defense
-----------------------
AC 11, touch 11, flat-footed 10 (+1 Dex)
HP 7
Fort +1, Ref +1, Will +2
-----------------------
Offense
-----------------------
Speed 30 ft.
Melee dagger -1 (1d4-1/19-20)
Ranged dagger -1 (1d4-1/19-20)
Special Option
Arcane Bolt - Ranged touch attack: 1d4 + 1 per every 2 levels. 8 uses per day.
-----------------------
Statistics
-----------------------
Str 9 (-1), Dex 12 (+1), Con 12 (+1), Int 20 (+5), Wis 10, Cha 10
Base Atk +0; CMB -1; CMD 10
Alternate Racial Options
Comprehensive Education - All Knowledge skills become class skills; all knowledge skills given by a class gain a +1 bonus; replaces Skilled.
Traits
Campaign - Local Ties - +1 on Disable Device checks and it is a class skill; +3 instead if Technologist Feat
Social - Secret-Keeper - +1 on Bluff checks and on saving throws made to have to tell the truth
Feats
Eschew Materials - No cheap materials needed for spells
Spell Focus (Evocation) - +1 to DC of saving throws
Technologist - Considered trained for checks on technology
Skills (10 Ranks - 2 Class, 2 Background, 5 Int, 1 Favored Class Bonus)
Bluff +5 (1 rank, 3 class, 1 trait)
Craft (Mechanical) +9 (1 rank, 3 class, 5 Int)
Disable Device +6 (1 rank, 3 class, 1 Dex, 1 trait)
Knowledge (Arcane) +12 (1 rank, 3 class, 5 Int, 2 bloodline arcana, 1 racial)
Knowledge (Engineering) +10 (1 rank, 3 class, 5 Int, 1 racial)
Knowledge (Local) +9 (1 rank, 3 class, 5 Int)
Linguistics +6 (1 rank, 5 Int)
Perception +1 (1 rank)
Spellcraft +11 (1 rank, 3 class, 5 Int, 2 bloodline arcana)
Use Magic Device +4 (1 rank, 3 class)
Favored Class Bonuses
Sorcerer - Bonus Skill Point (x1)
Languages
Common, Hallit, Androffan, Elven, Dwarven, Halfling, Undercommon
Archetype
Wildblooded (Sage)
-----------------------
Magic
-----------------------
CL 1st, Concentration +6
Sorcerer Spells
SPD
1 - 5
Spells Known
0 - Acid Splash, Arcane Mark, Light, Read Magic
1 - Burning Hands, Technomancy
-----------------------
Possessions
-----------------------
Inventory
Dagger, backpack, bedroll, chalk (x2), chalkboard, mirror (small/steel)
Emcumberance
Current Load - 10.5 (Light)
Loads - 30 (Light), 60 (Medium), 90 (Heavy)
Wealth
4 pp 14 gp 8 sp 8 cp
-----------------------
Special Abilities
-----------------------
Arcane Bolt (Sp) - You can unleash a ray of magic force as a standard action, targeting any foe within 30 feet as a ranged touch attack. This ray deals 1d4 points of damage + 1 for every two sorcerer levels you possess. This damage is treated as a spell of a level equal to half your sorcerer level, and is a force effect. You can use this ability a number of times per day equal to 3 + your Charisma modifier (which is Int with the Sage's bloodline arcana). You can use this 8 times per day currently.
Bloodline Skill - Sages receive any one Knowledge skill as a class skill. Gulliver took the Knowledge (Engineering) skill for his.
----------

Verrig Chastaine |

Bob Evil here with Verrig Chastaine, a paladin of Iomedae who's taken the Oath against Corruption, in Torch to investigate alien activity in the caverns below the town.
Male human (Chelaxian) paladin (oath against corruption) 1 (Pathfinder RPG Ultimate Magic 60)
LG Medium humanoid (human)
Init +1; Senses Perception -1
—————
Defense
—————
AC 18, touch 11, flat-footed 17 (+5 armor, +1 Dex, +2 shield)
hp 13 (1d10+3)
Fort +4, Ref +1, Will +1; -1 in areas of dim light or darkness
—————
Offense
—————
Speed 30 ft. (20 ft. in armor)
Melee dagger +5 (1d4+4/19-20) or
longsword +5 (1d8+4/19-20)
Ranged longbow +2 (1d8/×3)
Special Attacks smite evil 1/day (+2 attack and AC, +1 damage)
Paladin Spell-Like Abilities (CL 1st; concentration +3)
At will—detect evil
—————
Statistics
—————
Str 18, Dex 12, Con 14, Int 10, Wis 8, Cha 14
Base Atk +1; CMB +5; CMD 16
Feats Power Attack, Skill Focus (Knowledge [dungeoneering])
Traits scholar of ruins, stargazer, sworn enemy
Drawback shadow-scarred
Skills Acrobatics -5 (-9 to jump), Knowledge (dungeoneering) +8 (+10 to identify alien monsters' abilities and weaknesses), Knowledge (geography) +5 (+7 to identify alien monsters' abilities and weaknesses), Knowledge (religion) +4 (+6 to identify alien monsters' abilities and weaknesses), Linguistics +1, Lore (Mendevian Crusade) +4
Languages Aklo, Common
SQ shadow-scarred
Other Gear scale mail, heavy steel shield, arrows (20), dagger, longbow, longsword, backpack, bedroll, belt pouch, flint and steel, hemp rope (50 ft.), holy text (Iomedae) {UE}, mess kit {UE}, pot, soap, torch (10), trail rations (5), waterskin, wooden holy symbol of Iomedae, 1 gp
—————
Special Abilities
—————
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Scholar of Ruins (Knowledge [dungeoneering]) +1 trait bonus on Knowledge (geography) and Knowledge (dungeoneering) checks. One of these skills (your choice) is always a class skill for you.
Shadow-Scarred -1 to saves when in areas of dim light or darkness.
Smite Evil (1/day) (Su) +2 to hit, +1 to damage, +2 deflection bonus to AC when used.
Stargazer You gain a +2 trait bonus on Knowledge checks to identify alien monsters’ abilities and weaknesses. In addition, you gain a +1 trait bonus on Knowledge (geography) checks, and this skill is a class skill for you. You are treated as if you possessed the Technologist feat for the purposes of resolving checks to identify an alien creature using a Knowledge skill and for all Knowledge (geography) checks. If you already possess the Technologist feat, then your trait bonus on Knowledge (geography) checks increases to +3.
Sworn Enemy (Aberrations) +1 to attacks of opportunity against chosen foe.
The route to Nerosyan took him and his fellow squadron of crusaders from village to village through Ustalav, up through the River Kingdoms and then Numeria, where they would then cross the border to Nerosyn in Mendev. Despite the dangers they faced on the way, the journey was largely uneventful. That was, until Shale.
Shale was a small mining outpost near the eastern Numerian border, sparely populated and off the beaten path; the crusaders had hear of it through word of mouth on their travels and decided to make the detour to bed down and resupply. The people were friendly enough, and agreed to put up with the squadron for a few days until they moved onward. Work had been stalled anyway, they said. The miners had hit upon something that was obstructing their way and they were currently investigating what it was.
Verrig doesn't quite recall exactly what happened when night fell on the second day of their stay. There was yelling, and then an ear-piercing keening noise, and then screams...gas...wet, putrid flesh, and a gods-awful stench somewhere between cloyingly sweet and stomach-churning foul...the townsfolk and his brothers-in-arms gibbering madly, butchering one another and themselves with mad abandon...a desperate last-ditch rush to the mine...and something...something so unspeakably, disgustingly foul he can only remember its impression, not its form, like a damp rotten hole in his memory...he struck true, and then blackness...
Days later, Verrig's unconscious body was found by scouts from a passing Varisian caravan just outside the mine entrance. When he awoke in their care, and after he was lucid enough to cease screaming, he was told that they hadn't discovered a single living soul in Shale besides him, including his fellow crusaders. When he related what he could recall of what happened, they brought him to their resident priestess of Desna. The old woman told him many things, about Desna's shadow Black Butterfly, and her eternal guardianship against the things that lurked within the Dark Tapestry of the void between the stars, of distant Aucturn, the Dominion of the Black, and the unclean things that sometimes draw down from the night's sky or bubble up from beneath the earth, alien things that bore no kinship to what our reality had to offer. Even the vilest fiends had a place in the natural order, she told him, but not such as these.
From that day onward Verrig Chastaine swore an oath devoting his life to understanding and combating the things that should not be. He wrote a letter once to his superiors apologizing for not joining the fight against the Woundworld, but Iomedae had shown him that someone needs to stand against the dangers that are stranger to the world than that of any demon. Numeria was studded with bizarre ruins that vomited forth beings from beyond established knowledge, and he would remain to ensure that they will never escape to threaten the wider world.
He still has night terrors over what could happen if he fails.
Verrig is currently in Torch to investigate rumors of alien activity in the caverns beneath the town. He knows from experience that not all aliens are aberrations, but if the rumors are true, and these turn out to be, he wants to be ready.
Verrig is taciturn to the point of single-mindedness, his former idealism replaced with a workman's attitude toward the slaying of monsters. He's seen horrors that he can barely describe, and this persona is as much a defense mechanism as it is a means of intimidation. Despite this, however, at his core he is still a good and honorable man who will go out of his way to help and defend those in need. When darkness falls he frequently seem on edge, as if bracing himself for an attack that could come from any angle. He does not tolerate aberrations of any sort, and will doggedly pursue any he finds to ensure they are imprisoned or destroyed.

DM Default |

Current Submissions
Darian Six [Male Android alchemist (chirurgeon, inspired chemist)]
Gareth Gudrum [Male Dwarf Ranger (Galvanic Saboteur)]
Adrien Belmont [Male Human Unchained Summoner]
Skikkikitikut [Female Ratfolk Unchained Rogue (Numerian Scavenger)]
Krona [Female Human(Kellid) Unchained Barbarian)]
-
Plitzarin Fizzabilt [Construct Wyrwood Wizard (Diviner)]
Ryder-XIII [Humanoid Android Investigator (Empiricist); Gunslinger VMC]
Bastion Bane [ Male Human (Kellid) Slayer (Vanguard)]
Ember Firesong [Female Gnome Cleric]
Ephiril the collector [Half-Elven Occultist]
-
Dimitris Van De Lar [Male Human Fighter]
Kelpi Amster [Male Halfling Oracle (stargazer)]
Masha Trani [Female Samsaran Psychic]
Forvir Praystalker [Male Human Unchained Barbarian]
Ivar Stonewrought [Male Dwarf (stonelord)]
-
Dimitris Van De Lar [Male Human Fighter]
Hali Gearalt [Female human (Kellid) investigator (scavenger)]
Shug-Shoggareth [Male Human (Kellid) barbarian (savage technologist)]
Valeria Starr [Female Human (Kellid) gunslinger (pistolero)]
Keldor Whisthawk [Male Half-Elf Unchained Summoner (synthesist)]
-
Gulliver Salum [Male Human (Galton) Sorcerer (Wildblooded: Sage)]
Verrig Chastaine [Male human (Chelaxian) paladin (oath against corruption)]
@ Hayato Ken
I actually have that issue so I looked over the class. It looks kinda powerful to me, but after researching online people don't seem to think its OP. You can use it for your submission.
@ LetcherMan69
You start at level one so....I don't think anyone qualifies for prestige classes yet...

DM Default |
1 person marked this as a favorite. |

Current Submissions
Darian Six [Male Android alchemist (chirurgeon, inspired chemist)]
Gareth Gudrum [Male Dwarf Ranger (Galvanic Saboteur)]
Adrien Belmont [Male Human Unchained Summoner]
Skikkikitikut [Female Ratfolk Unchained Rogue (Numerian Scavenger)]
Krona [Female Human(Kellid) Unchained Barbarian)]
-
Plitzarin Fizzabilt [Construct Wyrwood Wizard (Diviner)]
Ryder-XIII [Humanoid Android Investigator (Empiricist); Gunslinger VMC]
Bastion Bane [ Male Human (Kellid) Slayer (Vanguard)]
Ember Firesong [Female Gnome Cleric]
Ephiril the collector [Half-Elven Occultist]
-
Dimitris Van De Lar [Male Human Fighter]
Kelpi Amster [Male Halfling Oracle (stargazer)]
Masha Trani [Female Samsaran Psychic]
Forvir Praystalker [Male Human Unchained Barbarian]
Ivar Stonewrought [Male Dwarf (stonelord)]
-
Dimitris Van De Lar [Male Human Fighter]
Hali Gearalt [Female human (Kellid) investigator (scavenger)]
Shug-Shoggareth [Male Human (Kellid) barbarian (savage technologist)]
Valeria Starr [Female Human (Kellid) gunslinger (pistolero)]
Keldor Whisthawk [Male Half-Elf Unchained Summoner (synthesist)]
-
Gulliver Salum [Male Human (Galton) Sorcerer (Wildblooded: Sage)]
Verrig Chastaine [Male human (Chelaxian) paladin (oath against corruption)]
Granik [Male Human(Kellid) War Priest]
@ Raltus
As far as I can find there is no online source yet, I would have to type out everything for you. Might do so, but later.

El Ronza |

Trying to work on a character. Would you consider allowing Path of War from Dreamscarred Press?

DM Default |

Current Submissions
Darian Six [Male Android alchemist (chirurgeon, inspired chemist)]
Gareth Gudrum [Male Dwarf Ranger (Galvanic Saboteur)]
Adrien Belmont [Male Human Unchained Summoner]
Skikkikitikut [Female Ratfolk Unchained Rogue (Numerian Scavenger)]
Krona [Female Human(Kellid) Unchained Barbarian)]
-
Plitzarin Fizzabilt [Construct Wyrwood Wizard (Diviner)]
Ryder-XIII [Humanoid Android Investigator (Empiricist); Gunslinger VMC]
Bastion Bane [ Male Human (Kellid) Slayer (Vanguard)]
Ember Firesong [Female Gnome Cleric]
Ephiril the collector [Half-Elven Occultist]
-
Dimitris Van De Lar [Male Human Fighter]
Kelpi Amster [Male Halfling Oracle (stargazer)]
Masha Trani [Female Samsaran Psychic]
Forvir Praystalker [Male Human Unchained Barbarian]
Ivar Stonewrought [Male Dwarf (stonelord)]
-
Hali Gearalt [Female human (Kellid) investigator (scavenger)]
Shug-Shoggareth [Male Human (Kellid) barbarian (savage technologist)]
Valeria Starr [Female Human (Kellid) gunslinger (pistolero)]
Keldor Whisthawk [Male Half-Elf Unchained Summoner (synthesist)]
Gulliver Salum [Male Human (Galton) Sorcerer (Wildblooded: Sage)]
-
Verrig Chastaine [Male human (Chelaxian) paladin (oath against corruption)]
Granik [Male Human(Kellid) War Priest]
Reverend Rob [Male Human Unchained Rogue]
AngrBodo "Boda" [Female Human (Ulfen) Wizard]
Dwarven Foehammer [Male Dwarven Fighter]
@ Ember Firesong
It's alright, though since its Worldscape and I'm just a novice in the world of comics, I have no idea of its quality. But as part of the Worldscape Humble Bundle, they give you all the comics to make it make sense.
@ El Ronza
I generally shy away from Path of War, as it outclasses other martial submissions if allowed mid-recruitment, or forces other martial classes to "upgrade" to a new system they may be uncomfortable with if chosen together with someone who used Path of War.
Short answer, sorry no.

MordredofFairy |
One minor question came up while I was considering Gear: Is Pre-game Crafting allowed?
No shenanigans intended, but as a Gunslinger I do get Gunsmithing as free starter Feat, and it specifically calls out crafting ammunition.
Considering Alchemical cartridges(for faster loading) are 12 GP raw, thats a very limited amount of shots to start with(and powder+pellet/bullet would still be 11 GP, not much better as a deal).
So being able to initially craft them at 6 GP per shot would vastly improve validity of primarily using a gun rather than a bow for the early levels.(where 12GP would buy 240 arrows rather than one cartridge)
It's not an issue later, but early on, it may well influence some mechanical decisions that also spill over into background elements.
Also, since you do already register the entries, but will only go over them at the end, I will already submit an alias. It's still a work in progress, but doesn't hurt to be listed.
Basil NaN,
Type: Bipedal Autonomous Skirmisher, Subtype: Injury Logic
Serial-#: NaN (Error, please run diagnostic!)
Local Classification: Gunslinger(Siege Gunner)
Specially outfitted with Enhanced Nanites by VMC-System codenamed "Sorcerer". Current state: dormant.

Churm |

I'm reading through the Technology Guide, particularly crafting rules, and the availability of labs seems very important. If I'm understanding it correctly, it would require free and unlimited access to labs in order for mechanical crafting to be equivalent to magical crafting.
I'm going to assume that such open access is not the case, so mechanical crafting is not as valuable. But how big is the difference? How expensive is lab access, and how often will it be available?

LetcherMan69 |
Drunken Master (Monk)
Most monks lead lives of moderation and quiet contemplation. But the drunken master finds perfection through excess. Powered by strong wine, he uses his intoxication to reach a state where his ki is more potent, if somewhat fleeting. A drunken master has the following class features.
Drunken Ki (Su): At 4th level, a drunken master can drink a tankard of ale or strong alcohol and gain one temporary ki point. The act of drinking is a standard action that does not provoke attacks of opportunity.The monk can have a maximum number of drunken ki points equal to 1 plus one additional point for every two levels thereafter (5th, 7th, and so on).The monk can gain this temporary ki even before he gains a ki pool at 4th level. These drunken ki points last for 1 hour or until spent, whichever is shorter. As long as he has at least 1 drunken ki point, the monk can spend 1 ki point as a swift action to move 5 feet without provoking attacks of opportunity. This ability replaces still mind.
Drunken Strength (Su): At 5th level, a drunken master can spend 1 point of ki as a swift action to inflict 1d6 extra points of damage on a single successful melee attack.The monk can choose to apply the damage after the attack roll is made.At 10th level, the monk may spend 2 drunken ki points to increase
the extra damage to 2d6. At 15th level, the monk may spend 3 drunken ki points to increase the extra damage to 3d6.At 20th level, the monk may spend 4 drunken ki points to increase the extra damage to 4d6.The monk must have at least 1 drunken ki point to use this ability.This ability replaces purity of body.
Drunken Courage (Su): At 12th level, a drunken master is immune to fear as long as he has at least 1 point of drunken ki.This ability replaces the monk’s 12th-level ki power.
Drunken Resilience (Ex): At 13th level, a drunken master gains DR 1/– as long as he has at least 1 point of drunken ki. At 16th level, the DR increases to 2/–. At 19th level, it increases to 3/–.This ability replaces the monk’s 14th- level ki power.
Firewater Breath (Su): At 18th level, a drunken master can take a drink and expel a gout of alcohol-fueled fire in a 30-foot cone. Creatures within the cone take 20d6 points of fire damage. A successful Reflex saving throw (DC 10 + 1/2 the monk’s level + the monk’s Wis modifier) halves the damage. Using this ability is a standard action that consumes 4 ki points from the monk’s ki pool.The monk must have at least 1 drunken ki point to use this ability.This ability replaces the monk’s 18th-level ki power.

![]() |

I present for your approval Sunal Aerthromas, Arcanist apprentice of Khonnir Baine.
Male human (Kellid) arcanist 1 (Pathfinder RPG Advanced Class Guide 8)
NG Medium humanoid (human)
Init +1; Senses Perception +3
--------------------
Defense
--------------------
AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 9 (1d6+3)
Fort +2, Ref +1, Will +3
--------------------
Offense
--------------------
Speed 30 ft.
Special Attacks arcane reservoir (1/4), arcanist exploits (energy shield[ACG], familiar[ACG], school understanding [transmutation][ACG]), consume spells
Arcane School Spell-Like Abilities (CL 1st; concentration +5)
. . 4/day—telekinetic fist (1d4 bludgeoning)
Arcanist Spells Prepared (CL 1st; concentration +5)
. . 1st (3/day)—adhesive spittle[ACG] (DC 15), comprehend languages
. . 0 (at will)—arcane mark, mage hand, mending, read magic
--------------------
Statistics
--------------------
Str 8, Dex 13, Con 14, Int 18, Wis 12, Cha 12
Base Atk +0; CMB -1; CMD 10
Feats Alertness, Extra Arcanist Exploit[ACG], Extra Arcanist Exploit[ACG]
Traits dangerously curious, local ties
Skills Craft (alchemy) +8, Craft (mechanical) +8, Disable Device +4, Knowledge (arcana) +8, Knowledge (dungeoneering) +8, Knowledge (local) +8, Knowledge (planes) +8, Perception +3, Sense Motive +3, Spellcraft +8, Use Magic Device +6
Languages Common, Dwarven, Elven, Hallit, Shoanti, Varisian
Other Gear alchemy crafting kit[APG], arcanist starting spellbook, bandolier[UE], belt pouch, masterwork mechanic tools, waterproof bag[UE], 28 gp
--------------------
Special Abilities
--------------------
Arcane Reservoir +1 DC or CL (4/day) (Su) Pool of points fuel exploits, or can expend to add +1 CL or DC while cast spell.
Consume Spells (1/day) (Su) As a move action, expend a spell slot to add its spell levels to arcane reservoir.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Energy Shield (Resist 10, 1 minute) (Su) Use 1 reservoir, grant self one type of energy resistance for 1 min.
Familiar Bonus: You gain the Alertness feat while your familiar is within arm's reach.
School Understanding (1 round) Use 1 reservoir as a swift action to treat school ability at full level & gain other ability for 1 rds.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Telekinetic Fist (1d4 bludgeoning, 4/day) (Sp) As a standard action, ranged touch deals bludgeon dam vs. foe in 30 ft.
Transmutation Transmuters use magic to change the world around them.
Glowman
Ioun wyrd (Pathfinder Player Companion: Familiar Folio 30)
N Tiny construct
Init +2; Senses blindsight 30 ft., darkvision 60 ft., low-light vision; Perception +2
--------------------
Defense
--------------------
AC 16, touch 15, flat-footed 13 (+2 Dex, +1 dodge, +1 natural, +2 size)
hp 4 (1d10)
Fort +0, Ref +2, Will +4
Immune construct traits
--------------------
Offense
--------------------
Speed fly 30 ft. (average)
Melee slam +0 (1d4-3)
Space 2½ ft.; Reach 0 ft.
--------------------
Statistics
--------------------
Str 4, Dex 15, Con —, Int 6, Wis 14, Cha 5
Base Atk +1; CMB +1; CMD 9
Feats Dodge
Skills Disable Device +1, Fly +10, Spellcraft -1, Use Magic Device -2
Languages Common (can't speak)
SQ improved evasion, ioun affinity, share iouns
--------------------
Special Abilities
--------------------
Blindsight (30 feet) (Ex) Sense things and creatures without seeing them.
Construct Traits (+0 HP) Constructs have many immunities.
Darkvision (60 feet) You can see in the dark (black and white only).
Fly (30 feet, Average) You can fly!
Immunity to Ability Damage Immunity to ability damage
Immunity to Ability Drain Immunity to ability drain
Immunity to Bleed You are immune to bleed.
Immunity to Death and Necromancy effects You are immune to Death and Necromancy effects.
Immunity to Disease You are immune to diseases.
Immunity to Energy Drain Immune to energy drain
Immunity to Exhausted You are immune to the exhausted condition.
Immunity to Fatigue You are immune to the fatigued condition.
Immunity to Mind-Affecting effects You are immune to Mind-Affecting effects.
Immunity to Nonlethal Damage You are immune to Nonlethal Damage
Immunity to Paralysis You are immune to paralysis.
Immunity to Poison You are immune to poison.
Immunity to Sleep You are immune to sleep effects.
Immunity to Stunning You are immune to being stunned.
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Ioun Affinity (1 stones) (Su) May integrate a number of stones into its body.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Share Iouns (Su) Master shares benefits of ioun stones while within 30 feet.
Sunal is a local kid taken in by Khonnir when he started showing signs of Arcane aptitude. He started off working for Khonnir in the foundry, working on crafting before Khonnir had seen enough of his work ethic to start teaching him magic. He has proven a quick learner, but his aptitude proved to be different than Khonnir had hoped and his innate abilities lead him down the path of the Arcanist rather than the Wizard. Still he loves and respects the skill and knowledge of Khonnir and happily did what ever was asked of him.
He has grown fond of the foundling, Val, that Khonnir has adopted and treats her as his little sister when Khonnir is not there to see.
Bright and surprisingly hardy for his small and thin frame, he makes up for his lack of physical strength with his wits and determination. He is pretty nondescript looking, with the usual coloration of the Kellid folks in town, and if not for the bandolier that he habitually wears that is full of stuff he uses in his spell and other crafting, he would hardly be given a second glance on the street. He does not arm himself, or wear any armor, except for the occasional heavy leather apron when crafting at the forge.
The one thing that shows him as more than just a random artisan in town is his proudest creation. His journeyman project with Khonnir: his construct familiar, Glowman (he is not proud of the name, but it is what Val called it when she saw it for the first time, and he can't bring himself to name it something more dignified).

DM Default |

Current Submissions
Darian Six [Male Android alchemist (chirurgeon, inspired chemist)]
Gareth Gudrum [Male Dwarf Ranger (Galvanic Saboteur)]
Adrien Belmont [Male Human Unchained Summoner]
Skikkikitikut [Female Ratfolk Unchained Rogue (Numerian Scavenger)]
Krona [Female Human(Kellid) Unchained Barbarian)]
-
Plitzarin Fizzabilt [Construct Wyrwood Wizard (Diviner)]
Ryder-XIII [Humanoid Android Investigator (Empiricist); Gunslinger VMC]
Bastion Bane [ Male Human (Kellid) Slayer (Vanguard)]
Ember Firesong [Female Gnome Cleric]
Ephiril the collector [Half-Elven Occultist]
-
Dimitris Van De Lar [Male Human Fighter]
Kelpi Amster [Male Halfling Oracle (stargazer)]
Masha Trani [Female Samsaran Psychic]
Forvir Praystalker [Male Human Unchained Barbarian]
Ivar Stonewrought [Male Dwarf (stonelord)]
-
Hali Gearalt [Female human (Kellid) investigator (scavenger)]
Shug-Shoggareth [Male Human (Kellid) barbarian (savage technologist)]
Valeria Starr [Female Human (Kellid) gunslinger (pistolero)]
Keldor Whisthawk [Male Half-Elf Unchained Summoner (synthesist)]
Gulliver Salum [Male Human (Galton) Sorcerer (Wildblooded: Sage)]
-
Verrig Chastaine [Male human (Chelaxian) paladin (oath against corruption)]
Granik [Male Human(Kellid) War Priest]
Reverend Rob [Male Human Unchained Rogue]
AngrBodo "Boda" [Female Human (Ulfen) Wizard]
Dwarven Foehammer [Male Dwarven Fighter]
-
Sunal Aerthromas [Male human (Kellid) Arcanist]
Fifteen [Android Fighter (Eldritch Guardian/Two Weapon Warrior)]
@ Granta Recruitment Holder
I'm just gonna take a guess as I've only read most of the way through module one, but I wouldn't make tech crafting the main part of your character. I have no idea how often it'd be available, but it probably won't show up in module 1, I think....
@ LetcherMan69
After doing some research, I've read that unchained monks aren't allowed old archetypes due to balance issues, so I'm going to say no.

MordredofFairy |
Apologies, I THINK I was skipped for that list, so bringing my submission to your attention again. If there is a different reason for not being included in the listing, I seem to have missed it-
Basil NaN [Humanoid Android Gunslinger(Siege Gunner); Sorcerer(Nanite) VMC]