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Liberty's Edge

Here is Alsande Roh. He's an android who was raised by Khonnir, who kept him disguised as a human. Now that Khonnir is missing, the spell that disguised him has worn off, and he's trying to find out the truth about who he is. I thought this might give some good story hook.

Crunch:
Alsande Roh
Age "24" Height 5ft. 6in. Weight 130 lbs.
Male Android Arcanist(Blood Arcanist(Nanite)) 1

LN Medium humanoid/construct
Init +7; Senses Perception +4, 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 -1 [Piercing or Slashing] 1d4-1, 19-20/x2
- Melee Touch Attack -1
Ranged
- Dagger +3 [Piercing] 1d4-1, 19-20/x2
- Light Crossbow +3 [Piercing] 1d6, 19-20/x2
- Ranged Touch Attack +3
--------------------
Statistics
--------------------

Str 8, Dex 16, Con 14, Int 18, Wis 12, Cha 8
Base Atk +0; CMB -1; CMD 12
Favorite Class Bonus +1 skill point
Feats Improved Initiative
Traits
- Pragmatic Activator (Int to UMD instead of Cha)
- Local Ties (+1 Disable Device, it's a class skill, apply Technologist to it)
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
Skills(ranks)
- Craft(mechanical) +8 (1 rank, +4 Int, +3 class)
- Disable Device +8 (1 rank, +3 Dex, +3 class, +1 trait)
- Knowledge(arcana) +8 (1 rank, +4 Int, +3 class)
- Knowledge(engineering) +8 (1 rank, +4 Int, +3 class)
- Knowledge(local) +8 (1 rank, +4 Int, +3 class)
- Perception +4 (1 rank, +1 Wis, +2 racial)
- Spellcraft +8 (1 rank, +4 Int, +3 class)
- Use Magic Device +8 (1 rank, +4 Int, +3 class)
Background Skills
- Appraise +8 (1 rank, +4 Int, +3 class)
- Linguistics +8 (1 rank, +4 Int, +3 class) [Androffan]
Languages Common, Hallit, Gnomish, Elven, Dwarven, Androffan
Magic Items --
Scrolls
Mundane Items
- TO BUY
Encumbrance ??/26-53-80 lbs. (light load)
Money 70gp
--------------------
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 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


--------------------
Backstory:

In hindsight, that Alsande 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, Alsande 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 true friend was Baine's daughter, Val, but he didn't matter. 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 woprried Alsande 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 Alsande knew very well. 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, some gear, and set off to finding him.

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

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

Appearance:

Alsande 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 plastic. 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:

Alsande 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.


This is Felicia, who has been admitted into several rounds of Iron Gods and some outside circumstance kills it each time. Her race is custom worked with a previous GM, but is half catfolk and fairly well balanced. I love her flavor of being an alien, but if I'm considered I'd work with the GM.

I'll stat her to your specs as soon as I have some free time and know whether the concept is acceptable to you!


I have been fortunate enough to have recently been selected for an abundance of other PBPs, and thus I withdraw my application. Best of luck to those remaining!


I hereby submit Myka Thorne for consideration. Myka is a former Chelaxian slave who blackmailed her master into freeing her before fleeing the country. Inspired by travel journals from her master's library, she made her way to Numeria to explore the strange and wondrous ruins that captured her imagination during her own captivity.

Mechanically, Myka is an Occultist starting with the Divination and Transmutation implement schools, built primarily to be a spy/face/trickster, but with enough melee utility to hold her own in a fight.


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)]
Basil NaN [Android Gunslinger]
Lucky [Male Human Gunslinger (Musket Master)]
Alsande Roh [Male Android Arcanist (Blood Arcanist(nanite))]
-
Felicia LaFou [Female ? Swashbuckler]
Myka Thorne [Female Human Occultist (Tome Eater)]

@ Felicia LaFou
I added you to the list, but I have no idea how your catgirl race functions? Is it important to your character concept that she is an alien?

I'd prefer if we stick to non-alien, just because there are events that take place that deal with an actually statted alien race.


Backstory:
The building with the animals was warm and dry. Plus, the boy liked the animals, and they liked him. He had to flee when big people came, but that was the same everywhere. One day, a short, hairy man caught the boy asleep and beat him up.

The boy woke up in a different building, with metal around his ankle. He could still smell the animals, but also something else, something hot. The boy worked that day until he bled everywhere. He worked that day until he couldn't move to go to the bathroom. The short, hairy man beat him for going to the bathroom on himself. "Clean that up, Churm!" But then the man gave him a bowl of food. That tiny bowl was the most food the boy had ever seen before.

The boy worked everyday until he could barely crawl to his pallet, but every night, the short, hairy man gave the boy a bowl of food. "See Churm, Droskar feeds those who work hard." Years passed like this, every day filled with the same hard work, beatings and bowl of food.

Eventually, the boy learned that Churm was his name, but not that it meant "child human" in Dwarven. He learned that Droskar was not the blacksmith's name, but the name of his god. And he learned to work in the forge; but most importantly, he learned that hard work brought food, a dry bed and less beatings. Churm worked hard, and sometimes he found ways to play, too.

Churm found a loose tile in the roof, but until he learned to climb up there safely, he would fall and hurt himself. And when he couldn't explain the bruises to his master, he would take a beating for those bruises. But when Churm did make the climb safely, he could get to the stable next door. Some of the horses even remembered him, and he remembered them all.

As time passed, the dwarf spent more and more time drinking and sleeping--Churm now knew that the short, hairy man was a dwarf--giving Churm more time to spend with the animals, and even some time to watch men fight each other in front of the stable. In his play, he mimed their movements. He even learned how to avoid some of the dwarf's blows, but he also learned not to dodge too many blows, or the dwarf would use his hammer.

One day, Churm found a small piece of noqual in one of the stalls. He knew it belonged to somebody, it was very rare; but he also knew that nobody else knew he came to the stable. Churm stole the nugget of noqual, and he made a tiny dagger out of it. It was his!

That day, Churm learned that he could have things of his own. It was only a matter of time until he realized he could have a life of his own, too. On that day, he stole some weapons and armor from the dwarf, and ran far away. For a long time, he stayed away from cities, afraid of being caught. He practiced the things he had seen from the men in front of the stable. He ate the plants that didn't make him sick and the few, small animals he could catch. He became lonely. And he heard Droskar telling him to work harder.

Today, Churm decided to enter a city. He could find work in a city. And maybe he could find people to talk with him and smile at him, like the men in front of the stable did with each other.

Hopefully the bauble from the Skymetal Smith trait can be my object for the Attached drawback.

Role-Playing Examples:

Crunch is in the profile.


It's OK if you don't want the alien thing. One GM said I was a "sample" taken by the race and had repressed traumatic memories thereof, and another made me an unrelated alien that came through the same thing that made the ship fall. Her original flavor, though, was not alien. She's the daughter of a catfolk character from Kingmaker, come to numeria out of curiosity and to make a name for herself.

The race is the same as catfolk, but I've given up Sprinter and Cat's luck in favor of the Human Bonus feat. The RP stays the same that way.

Lantern Lodge

also +4 to all saves is Really powerful and not sure how you get that.


Actually that isn't supposed to be there until level 2, and only a couple times a day at first. Charmed life class feature.

I've had to bounce her between 1 and 3 so many times I miss stuff lol.


Better Organized Role-Playing Examples:
After posting the previous links, I realized that they weren't in a good format for you. It was way too many posts, and only my side of the conversations. So, here are four exchanges with other characters. The numbers in parentheses are the recommended number of posts to read, to get a feel for the conversation.

Skug & Iso (3)
Miji & Zora (4)
Tagir & Everyone (12)
Dwozer & The Paladins (6)


@ Felicia LaFou
I like the original flavor, and as long as it's catfolk race with how its statted, should be fine. Plus I'm pretty sure the "ship" "landed" several million years ago.


Define wielded, in regards to a magus casting spells with his bonded weapon, what if this weapon is a two handed weapon.


LetcherMan69 wrote:
Define wielded, in regards to a magus casting spells with his bonded weapon, what if this weapon is a two handed weapon.

By RAW, Maguses need to have a free hand in order to use Spell Combat, so a two-handed weapon is sub-optimal for a Magus. A better alternative would be using something like a Longsword (which you can hold two-handed for the extra damage when necessary, and one-handed when you need to cast), or spending a feat on Exotic Weapon Proficiency with a Bastard Sword (which allows you to do the same thing with a slightly better damage die).


rule wrote:
At 1st level, a magus learns to cast spells and wield his weapons at the same time. This functions much like two-weapon fighting, but the off-hand weapon is a spell that is being cast. To use this ability, the magus must have one hand free (even if the spell being cast does not have somatic components), while wielding a light or one-handed melee weapon in the other hand. As a full-round action, he can make all of his attacks with his melee weapon at a –2 penalty and can also cast any spell from the magus spell list with a casting time of 1 standard action (any attack roll made as part of this spell also takes this penalty). If he casts this spell defensively, he can decide to take an additional penalty on his attack rolls, up to his Intelligence bonus, and add the same amount as a circumstance bonus on his concentration check. If the check fails, the spell is wasted, but the attacks still take the penalty. A magus can choose to cast the spell first or make the weapon attacks first, but if he has more than one attack, he cannot cast the spell between weapon attacks.

It does seem that you would need to keep a free hand for casting a spell. So if you had a two handed weapon, you either wouldn't be able to cast a spell because you had no free hand or you would be casting a spell but unable to attack with your weapon because you would be holding it only with one hand. Neither of those seem like a good option. I like spectrevk's suggestion for a bastard sword. Use one-handed for casting or two-handed to just slash through things.


This was actually a massive subject of debate, and I don't think there was ever a clear FAQ ruling from the devs about it, but spell combat explicitly doesn't work with two-handed weapons, and the benefit of wielding a one-handed weapon in two hands amounts to (at best) +3 damage per attack at low levels to +10 per attack at high levels. Is the ability to wield that weapon in two hands vital to your character concept?


Quick question as I update Adrien's sheet. Half-elves have a favored class option for the summoner that adds +1/4 of an evolution point every level, would you be okay with allowing it? He was originally built as a half-elf for that reason and I switched him to a human as the last game he was in disallowed that favored class bonus. If not, I'll likely leave him as a human this go-round.

Silver Crusade

I would like to submit Elkin and Nelen. Elkin is a Kellid Witch VMC Sorceror; Nelen is his petromin familiar.

Elkin Crunch:

Iron Gods
Male human (Kellid) witch 1/sorcerer* (Pathfinder RPG Advanced Player's Guide 65)
NG Medium humanoid (human)
Init +2; Senses Perception +7
--------------------
Defense
--------------------
AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 8 (1d6+2)
Fort +1, Ref +2, Will +2
--------------------
Offense
--------------------
Speed 30 ft.
Melee dagger -1 (1d4-1/19-20)
Ranged sling +2 (1d4-1)
Special Attacks hexes (cackle[APG], evil eye[APG])
Witch Spells Prepared (CL 1st; concentration +6)
. . 1st—early judgement (DC 16), mage armor, web bolt[ARG] (DC 16)
. . 0 (at will)—guidance, light, message
. . Patron Stars
--------------------
Statistics
--------------------
Str 8, Dex 14, Con 12, Int 20, Wis 10, Cha 8
Base Atk +0; CMB -1; CMD 11
Feats Accursed Hex[UM], Alertness, Extra Hex[APG]
Traits distance aptitude, seeker, stargazer
Skills Fly +6, Knowledge (arcana) +9 (+11 to identify alien monsters' abilities and weaknesses), Knowledge (dungeoneering) +6 (+8 to identify alien monsters' abilities and weaknesses), Knowledge (geography) +10 (+12 to identify alien monsters' abilities and weaknesses), Knowledge (local) +6 (+8 to identify alien monsters' abilities and weaknesses), Knowledge (nature) +9 (+11 to identify alien monsters' abilities and weaknesses), Linguistics +6, Perception +7, Sense Motive +2, Spellcraft +9, Stealth +6
Languages Abyssal, Androffan, Azlanti, Common, Hallit, Orc, Thassilonian
SQ bloodline (stormborn[APG]), superstitious, witch's familiar (petromin named Nelen)
Other Gear dagger, sling with 10 sling bullets and 10 sharpstone bullet, belt pouch, candle (10), candlestick[UE], chalk (10), chalkboard[APG], flint and steel, ink, inkpen, masterwork backpack[APG], mirror, paper (4), scroll case, soap, spell component pouch, waterskin, 21 gp, 9 sp, 8 cp
--------------------
Special Abilities
--------------------
Accursed Hex Target a creature with a hex a second time that day if it made its save the first time
Cackle (Su) As a move action, extend the duration of other hexes by 1 rd.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Evil Eye -2 (8 rounds, DC 15) (Su) Foe in 30 ft takes penalty to your choice of AC, attacks, saves, ability or skill checks (Will part).
Familiar Bonus: +3 bonus on Stealth checks You gain the Alertness feat while your familiar is within arm's reach.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Stormborn +1 DC for [electricity] and [sonic] spells.
Superstitious 50% chance you must roll a saving throw vs. harmless spells, even if they benefit you.
Witch's Familiar (Ex) Gain the services of a special familiar that stores spells.

Background:

When a person is born under a storm like Elkin was, they usually grow up to shown signs of great power or fortune. And so Elkin’s parents and elders believed, at least at the time. And it would indeed have been fortunate, as those kinds of people often bring prosperity to a family or tribe.

Believing became praying. Praying became wishing. Wishing became hoping. And finally hoping become resignation, as it was clear that Elkin was nothing special.

Oh, sure, he was smart. But he wasn’t strong, and what good is smart when you can’t help out on the hunt? (Especially when the hunters won’t listen to your smart ideas!)

So, Stormborn stuck, but it became more of a jibe than a title, a constant reminder of what he never became. And while he wasn’t shunned—a Kellid tribe would never turn away their own—he knew he wasn’t regarded well, either. When the tribe broke the encampment near Torch to follow the herds, Elkin finally decided he had no future in the tribe. He announced that he would stay behind and move into the small village and find some simple work.

Nobody tried to change his mind.

But it was in Torch that he discovered what Stormborn really meant. He had been working with one of the smelters who worked the torch (not doing the labor—that would be laughable—but helping to fine-tune the detection system for flare-ups). Elkin liked to take a walk to the far side of the torch hill, for a little peace, and to block the light so that he could see the starts. It was on one of these walks that Nelen revealed himself. A petromin (some kind of alien creature, Elkin sort-of-understood), Nelen had sensed something that had slumbered in Elkin since that long ago storm; something that had slumbered but not yet awakened.

Nelen woke it.

Elkin still doesn’t understand the whys or hows (putting the pieces together here; it’s going to take some time to study it!), but he’s starting to get a grasp on the what: magic. Lots of magic.

Elkin is currently motivated to understand just what’s happened to him as a result of the combination of his birth and this fascinating creature. He understands that his power somehow derives from the stars, using Nelen as a conduit. He understands that Nelen (or at least, Nelen’s kind; maybe not Nelen specifically?) is from the stars. He understands that his power will eventually grow.

And Nelen sure seems to think that this is fated, that there’s a reason for all this to have happened.


Nelen:

Arcane Familiar (Iron Gods)
Petromin
N Tiny magical beast (animal)
Init +2; Senses low-light vision; Perception +5
--------------------
Defense
--------------------
AC 15, touch 14, flat-footed 13 (+2 Dex, +1 natural, +2 size)
hp 4 (1d8)
Fort +2, Ref +4, Will +3
--------------------
Offense
--------------------
Speed 20 ft., climb 20 ft., fly 40 ft. (poor)
Space 2½ ft.; Reach 0 ft.
--------------------
Statistics
--------------------
Str 3, Dex 15, Con 10, Int 6, Wis 12, Cha 7
Base Atk +0; CMB +0; CMD 6 (10 vs. trip)
Feats Weapon Finesse
Skills Acrobatics +2 (-2 to jump), Climb +10, Fly +6, Knowledge (arcana) -1, Knowledge (dungeoneering) -1, Knowledge (geography) -1, Knowledge (local) -1, Knowledge (nature) -1, Linguistics -1, Perception +5, Spellcraft -1, Stealth +18; Racial Modifiers +4 Stealth
SQ cloaked, gliding flight, improved evasion, luminous
--------------------
Special Abilities
--------------------
Climb (20 feet) You have a Climb speed.
Cloaked (Ex) Invisible to darkvision, but not any other senses.
Fly (40 feet, Poor) You can fly!
Gliding Flight (Ex) Can't hover or fly at greater than 45 degree angle, must end movement on ground.
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Luminous (Ex) You shed light like a candle.


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Announcement
Recruitment ends when I get home from work on the 29th of Janurary, which is a good 22-23 hours from now. From there, all submissions are locked down for review and no submissions will be admitted.

It will possibly take me up to a week (hopefully not more) to review and decide on a group. I will post here once a final decision is made.

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)]
Basil NaN [Android Gunslinger]
Lucky [Male Human Gunslinger (Musket Master)]
Alsande Roh [Male Android Arcanist (Blood Arcanist(nanite))]
-
Felicia LaFou [Female ? Swashbuckler]
Myka Thorne [Female Human Occultist (Tome Eater)]
Churm [Male Human Fighter (Martial Artist)]
Elkin [Male human (Kellid) witch/sorceror VMC]

@ Adrien Belmont
I'm going to stick with the rulebook here.


I would like to submit Rasellia Seraphaelis for consideration. Full information in the alias but in quick summary she is an Ustalavic noblewoman and scholar who has always been fascinated with the history and enigmatic secrets of Numeria and has now been given her first chance to explore the nation. She comes to Torch accompanied by her childhood friend and guard Silvester and protected by her powers of chaokinesis.


Submitting Silvester Roland for your consideration - Ustalav-born Varisian, silver-tongued swashbuckler, and personal bodyguard to Rasellia. We're kind of a package deal ;-) All requested info in alias!


I would like to sneak in here with a last minute submission.

Mona Two-Toes:
Mona Two-Toes
Female half-orc shaman (animist) 1 (Pathfinder RPG Advanced Class Guide 35, 110)
N Medium humanoid (human, orc)
Init +4; Senses darkvision 60 ft.; Perception +4
--------------------
Defense
--------------------
AC 14, touch 10, flat-footed 14 (+4 armor)
hp 10 (1d8+2)
Fort +2, Ref +0, Will +6
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee club +0 (1d6)
Ranged sling +0 (1d4)
Shaman (Animist) Spells Prepared (CL 1st; concentration +5)
. . 1st—bless, cure light wounds; speak with animals[S]
. . 0 (at will)—detect magic, guidance, virtue
. . S spirit magic spell; Spirit Nature Wandering Spirit
--------------------
Statistics
--------------------
Str 10, Dex 10, Con 14, Int 10, Wis 18, Cha 14
Base Atk +0; CMB +0; CMD 10
Feats Endurance, Improved Initiative
Traits iron control, stargazer
Skills Acrobatics -3 (-7 to jump), Diplomacy +6, Handle Animal +6, Heal +10, Knowledge (geography) +5 (+7 to identify alien monsters' abilities and weaknesses), Knowledge (nature) +4 (+6 to identify alien monsters' abilities and weaknesses), Knowledge (religion) +4 (+6 to identify alien monsters' abilities and weaknesses), Spellcraft +4, Survival +8
Languages Common, Orc
SQ orc blood, spirit animal (weasel named Les), storm burst
Combat Gear healer's kit; Other Gear hide armor, club, sling, sling bullets (10), backpack, bedroll, belt pouch, flint and steel, hemp rope (50 ft.), spell component pouch, trail rations (5), waterskin, wooden holy symbol of Animist, 26 gp, 1 sp, 1 cp
--------------------
Special Abilities
--------------------
Darkvision (60 feet) You can see in the dark (black and white only).
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue (due to Shaman's Apprentice alternate racial feature)
Familiar Bonus: +2 to Reflex saves You gain the Alertness feat while your familiar is within arm's reach.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Skilled Gain 1 extra skill point per level (due to Human Raised alternate racial feature).
Spirit Animal (spirit animal (weasel named Les)) If spirit animal is slain, cannot use spirit magic or prepare new spells.
Storm Burst (5/day) (Su) As a standard action, foe in 30 ft treats all others as concealed for 1 rd.
--------------------
Mona Two-Toes was born to the shamaness of the nomadic Kellid Thousand Feet tribe. The Thousand Feet travel around Numeria, never settling in one place, and are considered primitive by even other Kellid.

Mona never knew her father, who was abundantly not a human Kellid, and her mother nor the rest of her tribe ever spoke of him. Mona certainly inherited her looks from her father, including greenish skin, a stocky build, and slightly enlarged lower canines. A lazy left eye and only two toes on her left foot -the origin of her sobriquet- may also have been legacies of her missing father. Mona had seen the Thousand Feet kill newborns with less severe deformities, and guesses she only survived thanks to her mother's protection- she has never asked her mother.

The firece shamaness Rhona Many Hats is Mona's mother, and raised the girl with a harsh hand. Mona feared her mother greatly, as even slight deviations from her mother's commands were punished harshly, but Rhona also protected Mona from the other Thousand Feet who would surely have killed her or driven her out of the tribe. Living nearly alone in her mother's tent, usually erected some distance away from the main Thousand Feet encampment because of her mother's sanctity, Mona was taught the secrets of the Thousand Feet tribe's animistic religion by her mother.

When she was about ten years old, her mother's weasel familiar had a litter, and her mother tasked Mona with raising one of the male kits to be her spirit animal. Naming the weasel Les, the animal became her only true friend.

Mona continued to learn at the foot for her mother over the next eight years. Everything was taught to her, including the basics of spellcasting, herbal medicine, reading the portents of the stars, and simply surviving in the machine-haunted wasteland that is Numeria. Just recently, Rhona has shown Mona the secret ritual to awaken Les's spirit, and a new stage in their relationship has begun.

Just two days ago, the Thousan Feet tribe arrived outside of the city of Torch. This rare visit to the civilized world was precipitated by a windfall of animal pelts, charcoal, and even some tech salvage recently acquired by the Thousand Feet. The tribal elders, including her mother, agreed to stop at the nearest town to trade away these goods in return for much needed metal weapons and armor.

Mona is normally forbidden from leaving her mother's tent, let alone going into a city, when the Thousand Feet deign to approach civilization. However, her mother has failed to return to the tent from Torch during the tribe's stop at the city. Growing worried, Mona has borrowed one of her mother's clubs and an ill-fitting suit of hide armor, and left with Les to head into Torch. She is willing to risk her mother's wrath in order to ensure the safety of one of the only people who has ever tolerated her.

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

Les
Weasel (Pathfinder RPG Bestiary 133)
N Tiny magical beast (animal)
Init +2; Senses low-light vision, scent; Perception +1
--------------------
Defense
--------------------
AC 16, touch 14, flat-footed 14 (+2 Dex, +2 natural, +2 size)
hp 5 (1d8)
Fort +2, Ref +4, Will +3
--------------------
Offense
--------------------
Speed 20 ft., climb 20 ft.
Melee bite +4 (1d3-4)
Space 2 ft.; Reach 0 ft.
Special Attacks attach
--------------------
Statistics
--------------------
Str 3, Dex 15, Con 10, Int 6, Wis 12, Cha 5
Base Atk +0; CMB +0; CMD 6 (10 vs. trip)
Feats Weapon Finesse
[b]Skills
Acrobatics +10 (+6 to jump), Climb +10, Diplomacy -2, Escape Artist +3, Handle Animal -2, Heal +2, Spellcraft -1, Stealth +14, Survival +2; Racial Modifiers +8 Acrobatics, +4 Stealth
SQ improved evasion, spirit animal (nature)
--------------------
Special Abilities
--------------------
Attach (Ex) If you hit with the listed attack, you can latch on to your opponent.
Climb (20 feet) You have a Climb speed.
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Spirit Animal (Nature) Move through undergrowth without harm/slowing & no Fly penalties up to windstorm strength.


Drench Guran

Male

Dwarf

Cleric(Forgemaster)

Stats:

Rac Mod
Str 14
Dex 15
Con 11 + 2 = 13
Int 10
Wis 14 + 2 = 16
Cha 12 - 2 = 10

--------------------
Racial Abilities
----------------

Stability:
Darkvision:
Hatred:
Weapons Familiarity:

--------------------
Alternative Racial Abilities
----------------

Barrow Scholar:
Lasting Grudge:
Craftsman: +2 Craft and Profession
Unstopable: Toughness

--------------------
Class Abilities
----------------

Aura:
Domain: Artificier(Construct)
Orisons:
Steel Disciple:
Divine Smith:
Runeforger:

-------
Traits
-------

Warsmith:
Skymetal Smith: Warhammer

------
Feats
------

Toughness:
Believer's Boon:

----------
Languages
----------

Common, Dwarf, Undercommon, Gnome, Orc, and Androffin

Skills:

Acrobatics: 1 + 2 = 3
Appraise:
Bluff:
Climb:
Craft: 1 + 2 + 3 = 6
Diplomacy:
Disable Device:
Disguise:
Escape Artist:
Fly:
Handle Animal:
Heal:
Intimidate:
Knowledge(Arcana): 1 + 3 = 4
Knowledge(Dungeoneering):
Knowledge(Engineering):
Knowledge(Geography):
Knowledge(History):
Knowledge(Local):
Knowledge(Nature):
Knowledge(Nobility):
Knowledge(Planes):
Knowledge(Religion):
Linguistics: 1 + 3 = 4
Perception:
Perform:
Profession:
Ride:
Sense Motive:
Sleight of Hand:
Spellcraft: 1 + 3 = 4
Stealth:
Survival:
Swim:
Use Magic Device: 1 + 3 = 4

Prepared Spells:

0-
1-

Combat Stats:

Initiative: +2

--------
Offense
--------

BAB:
CMB: 1
Attack Damage
Warhammer 1d20 + 2 1d8 + 2

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

HP: 8 + 1 + 3 = 12
AC: 10 + 2 + 4 = 16
Touch AC: 10 + 2 = 12
Flat-Footed: 10 + 4 = 14
CMD: 10 + 2 + 2 = 14
Fortitude: 2 + 2 + 1 = 5
Reflex: 2
Will: 2

Equipment:

Warhammer
Chain Shirt
Magi Kit
Adventures Cloths

Appearance:

Personality:

Character Backstory:


GM, I'm not sure what you mean? I believe that option for Summoners is presented in the Advanced Race Guide, and as far as I know by the books it's legal to take? I just know my last GM for this requested I didn't take it, so I wanted to ask. For convenience's sake I kept Adrien as a Human for now. If I could get clarification, I'd appreciate it. If I am selected and you are okay with that favored class bonus, I'll likely rebuild him as a half-elf.


1 person marked this as a favorite.

Recruitment Closed
Thanks to the (1,2,3,4.....38 - 1) of you who applied. I will be reviewing character submissions over the week and will hopefully decide on a group. I will be most likely going with 4-6.

Thank you for your efforts, and hope to game with you soon.

@ Adrien Belmont
I mean, if the rulebook allows it, then I will as well. If it gets to be a problem later, then we'll discuss it.

Final Submissions List
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)]
Basil NaN [Android Gunslinger]
Lucky [Male Human Gunslinger (Musket Master)]
Alsande Roh [Male Android Arcanist (Blood Arcanist(nanite))]
-
Felicia LaFou [Female ? Swashbuckler]
Myka Thorne [Female Human Occultist (Tome Eater)]
Churm [Male Human Fighter (Martial Artist)]
Elkin [Male human (Kellid) witch/sorceror VMC]
Silvester Roland [Male human (Varisian) swashbuckler (noble fencer)]
-
Rasellia Duodaniel Beratin Seraphaelis [Female human (Varisian) chaokineticist]
Mona Two-Toes [Female half-orc shaman (animist)]
Drench Guran [Male Dwarf Cleric(Forgemaster)]


Ah, okay! I was a little confused, but thanks for the clarification. I'm gonna change that real quick but other than that Adrien and Ozzy are good to go.


1 person marked this as a favorite.

Best of luck to everyone, I suppose.

@GM: Thanks for taking your time. Because this way, it feels the work put into creating the characters is respected/appreciated, even for those submissions who end up not picked. Personally, I always feel a bit grumpy when GM's have early favorites, let the recruitment run it's course, then almost inmediately announce their picks. (I am aware some GM's check stuff during recruitment...but even so, a 'once-over' on all chars would be desirable)
So, yeah, thanks for a fair chance for everyone, on behalf of all of us(and especially the late arrivals).


Normally I would say a week is a rather long time to come to a decision, then I take another look at how many submissions there are. Good luck in looking over everything in just a week. :)

Ember is a lifelong resident of Torch and is available if any out of town PCs need another in local contact.


Masha would probably have at least met in passing any locals.


Some slight alterations

Drencha Guran

Female

Dwarf

Torag

Cleric(Forgemaster)

Stats:

Rac Mod
Str 14
Dex 15
Con 11 + 2 = 13
Int 10
Wis 14 + 2 = 16
Cha 12 - 2 = 10

--------------------
Racial Abilities
----------------

Stability:
Darkvision:
Hatred:
Weapons Familiarity:

--------------------
Alternative Racial Abilities
----------------

Barrow Scholar:
Lasting Grudge:
Craftsman: +2 Craft and Profession
Unstopable: Toughness

--------------------
Class Abilities
----------------

Aura:
Domain: Artificier(Construct)
Orisons:
Steel Disciple:
Divine Smith:
Runeforger:

-------
Traits
-------

Warsmith:
Skymetal Smith: Warhammer

------
Feats
------

Toughness:
Believer's Boon: Defence

----------
Languages
----------

Common, Dwarf, Undercommon, Gnome, Orc, and Androffin

Skills:

Acrobatics: 1 + 2 = 3
Appraise:
Bluff:
Climb:
Craft: 1 + 2 + 3 = 6
Diplomacy:
Disable Device:
Disguise:
Escape Artist:
Fly:
Handle Animal:
Heal:
Intimidate:
Knowledge(Arcana): 1 + 3 = 4
Knowledge(Dungeoneering):
Knowledge(Engineering):
Knowledge(Geography):
Knowledge(History):
Knowledge(Local):
Knowledge(Nature):
Knowledge(Nobility):
Knowledge(Planes):
Knowledge(Religion):
Linguistics: 1 + 3 = 4
Perception:
Perform:
Profession:
Ride:
Sense Motive:
Sleight of Hand:
Spellcraft: 1 + 3 = 4
Stealth:
Survival:
Swim:
Use Magic Device: 1 + 3 = 4

Prepared Spells:

0-
1-

Combat Stats:

Initiative: +2

--------
Offense
--------

BAB:
CMB: 2
Attack Damage
Warhammer 1d20 + 2 1d8 + 2

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

HP: 8 + 1 + 3 = 12
AC: 10 + 2 + 4 = 16
Touch AC: 10 + 2 = 12
Flat-Footed: 10 + 4 = 14
CMD: 10 + 2 + 2 = 14
Fortitude: 2 + 2 + 1 = 5
Reflex: 2
Will: 2

Equipment:

Warhammer(Skymetal)
Chain Shirt
Magi Kit
Adventures Cloths

Appearance:

Long Blonde Golden Hair and an accent than sound between Canadian and Swedish.

Personality:

Pious but Bawdy she comes off as the "Tom Boy" of Dwarvess.

Character Backstory:

Born to a Dwarven Smith from Kravenkus and Slag Dwarfess descended from a great house of the long fallen Koldukar. She was brought up in the savage lands of Kravenkus, she was raised as the son her father never had. Until her mother died and her father took a new wife and decided to move to Janderhoff. Some thing directly possible because of her mothers death. Feeling affronted by the insult to her mothers memory the budding smith left their ancestral home to join the clergy of Torag. She spent the next 7 years training and worshiping now upon the completion of her training she has traveled to Torchlight to forge a Warhammer in the name of Torag. Shortly after forging her hammer the flame went out and she has taken it as Devine intervention that she be here. And her as her Devine mission that she fix the flame.


Once the GM picks a group, someone should suggest a few good GMs looking for an AP to run 'view' this thread possibly?

I've never seen a bigger group up for an AP before I think.

The biggest AP I have been part of got picked for Three tables of 6 PCs by Three different GMs! My table died early because the GM had too much going on to continue, but I got to transfer to another table who lost a person...and almost a year later we're still playing!

=)


I believe I was once in a recruitment with something like forty applicants? This one's close, though.


Largest I've seen, but the second largest was around this amount and made into 3 groups of about 8 apiece all by the same DM.

Shadow Lodge

Pathfinder Maps, Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Superscriber

Definitely the largest I've seen. I also have to say that the last few recruitments I've posted to (including this one) have also had more high-quality submissions than I remember having been the case.


Dott


Bump.


I wonder if the amount and quality is because of the AP or just more people wanting to get into games? I am weighing if I should start to GM PbP games so this is very intresting.


I'm sure that the sheer number of applications is the reason for the delay. I'd rather have a GM take his time and do his due diligence than one who slaps a party together without any thought.


Dimitris Van De Lar wrote:
I wonder if the amount and quality is because of the AP or just more people wanting to get into games? I am weighing if I should start to GM PbP games so this is very intresting.

It does feel like there haven't been as many starting up in the last month or so. Perhaps a bit of a bottleneck on the Supply end of Supply & Demand.

Liberty's Edge

Also, Iron Gods is a very well-loved AP, and the Humble Bundle might have renewed appetite.
But for APs, pools of 30+ applicants are pretty common, for what I've seen.

Sovereign Court

Anecdotally, I've been seeing a lot of nonstandard/non-AP games springing up - Legendary Planet, Dragonlance, custom settings like High School of the Dead and Disquietude in Troubled Lands. For people looking specifically for APs that may mean the recruitment board looks like it's filled with all kinds of games that are just not to their taste.


I usually stick to official stuff, simply because every homebrew I've ever joined on this site has burned out pretty quickly. I know that's not universally the case, but I've gotten frustrated with and quit bothering.


I am literally that 91% finished progress bar. Decisions Decisions. Don't worry, I haven't abandoned you all! Hopefully will finish deciding tonight.


Loading... Loading... Loading... Blue Screen!


Thank you all for applying to the game. I hope that though I can't DM for all of you, but I wish you all luck on the boards.

That said, here are my selected characters in no particular order..

[Iron Gods - Forged into Legends]
Silvester Roland
Rasellia Duodaniel Beratin Seraphaelis
Basil NaN
Hali Geralt
Ember Firesong
Keldor Whisthawk

Thank you all again for applying. Selected players, please dot into the discussion thread.

Liberty's Edge

Congrats to all the chosen!
For the rest of us, how about we make a "looking for GM" thread? Would be a shame to let all these characters go to waste.


Congrats.

@Sapiens: I'm open to helping out on that. Maybe get a good team together like the recent HR team that did that.


Ahh well. Looks like you got a gret group.


Congrats everyone!

@Sapiens, I'm on board with that.


I'm onboard for that, Sapiens.

Liberty's Edge

I made a thread for those looking for a second chance.

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