Joe's Iron God's PbP

Game Master Joseph Millsaps

A PbP for a four player Iron Gods play through. Please see recruitment thread for more information


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Dark Archive

Hi all, I am hoping to run a Iron Gods play by post, looking for four players. I have run the first volume in person, but this will be my first PbP gm experience. I would like to pick my players based on their characters, build creativity, and backgrounds

So Character creation rules: 20 point buy, all classes except anti-paladin and pre unchained summoner. All Paizo archetypes are legal. Races: Core races plus Assimars, Teiflings, Android, Kobold, Vanara, and Tengu. I am also open to Gnoll if the concept is interesting. 150gp to start, two traits plus one extra if a drawback is selected (which I will use to my advantage muhahaha). If I missed any information you need, please ask away.

Players Guide

Good luck and looking forward to getting this going


Julian originally wanted to be a cleric, but in his small town there was no need for additional clerics, but fighters were needed. So, with his ability to heal from Brigh, he took to the fields as a warrier priest.


Are you planning on running this is PFS campaign mode?


Here's a character I created for a previous IG recruitment that I didn't quite make the cut for. I just really enjoy the concept, which is why I'm presenting him again here! Hoping for some better luck this time! ;)

Adrazzi:
Male Android Magus (Esoteric) 1
LN Medium Humanoid/Construct (Android) Age Unknown
Init +2; Senses Darkvision 60ft, Low-light vision Perception +0
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DEFENSE
------------------------------
AC 15, touch 12, flat-footed 13
hp 10 (1d8+CON)
Fort +4, Ref +2, Will +2, +4 on saves vs mind-affecting, paralysis, poison, stun, immune to fear and emotion effects
------------------------------
OFFENSE
------------------------------
Speed 20 ft.
Melee Unarmed Strike +2 (1d6+1; x2)
Ranged Light Xbow +2 (1d6; x2, 50ft)
Special Attacks Arcane Pool enhancement, Spell Combat, Unarmed Spellstrike
Spells 0 level (DC 14 - All) 1 level (1/day DC 15 - Burning Hands, Chill Touch, Hydraulic Push, Mount, Shield, Shocking Grasp, True Strike) Concentration +4
------------------------------
STATISTICS
------------------------------
Str 12, Dex 15, Con 14, Int 18, Wis 10, Cha 8
Base Atk +0; CMB +1; CMD 13
Traits Local Ties - K. Engineering (campaign), Bladed Magic
Feats Improved Unarmed Strike, Weapon Finesse
Skills Climb +4, Craft (mechanical) +8, K. Arcana +8, K. Dungeoneering +8, K. Engineering +9, Spellcraft +8
Background Skills Linguistics +8, Artistry (tattoos) +8
Languages Common, Hallit, Orc, Gnome, Elven
SQ Nanite Surge
Combat Gear Lt Xbow, Bolts; Other Gear Studded Leather, Backpack, Scroll (Shieldx5)
------------------------------
SPECIAL ABILITIES
------------------------------
Arcane Pool: Gain an arcane pool (5 points). Spend 1 point to give unarmed strikes +1 enhancement for 2 min.
Spell Combat: Cast spell from magus spell list along during full-attack with -2 to attack
Unarmed Spellstrike: Deliver touch spells as part of an unarmed strike.

10 Minute Background:
Blurbs
Adrazzi is a magically empowered android, capable of delivering magically empowered strikes with his bare hands.
- He does not remember his origins, and does not fully understand his own powers and abilities.
- Part of the confusion stems from the tattoos that cover his body. Unlike typical androids, who have fairly linear circuitry tattoos, Adrazzi’s markings are more fluid in style.
- One skill he retained despite his apparent amnesia is tattoo artistry. He is capable of creating beautifully intricate designs.
- As he progresses in level, he will discover that these tattoos actually possess magical qualities (expressed in the Tattooed Spell class ability at 5th level and beyond)

Goals
- Since the Esoteric archetype has diminished spell casting, I would like Adrazzi to branch out into some style feats. He might lean toward Kirin Style, which would take advantage of his high Int to identify opponents’ weaknesses. I might also take Snapping Turtle Style for the extra defense, or Tiger or Snack Style for the different damage types.
- In terms of his story, I would love for Adrazzi to embrace his technological origins and find some way to turn that to the advantage of those he values.

Secrets
- Given his somewhat unknown beginnings, Adrazzi prefers to hide his true nature from those he does not know.
- Adrazzi does not know that he was initially sent out from a crashed ship as an assassin intended to blend into society while he stakes out his target

People
- Khonnir Baine: Found Adrazzi unconscious (malfunctioning and in low power mode) a short distance from Torch. He mistook Adrazzi’s tattoos for those common among Varisians, He took the “man” in, helped him recover, though there seemed to be no external wounds, and befriended him. When Adrazzi awoke, he had no memory of his name, purpose, or background, so Khonnir gave him a Varisian-sounding name and took him on as an apprentice.
- Rocky: A stray dog that Adrazzi found pinned under some debris in the Junkyard. Adrazzi rescued the dog and took him back to Khonnir to heal the animal. Rocky lost a leg, but became a constant companion to the android in his excursions around Torch.
- MZ-477 (enemy): Another android that was dispatched to eliminate malfunctioned units that are no longer following their original directives. Adrazzi has a vague memory of this figure, but does not recognize that he is probably coming after him.

Memories
- The aforementioned memory about MZ-477. This is more like a memory of a dream or a distantly recalled urban legend, but it sticks in the back of his mind like a primal fear about things going bump in the night.
- The memory of his tutelage under Khonnir Baine. Khonnir has almost taken on a fatherly persona, though Adrazzi finds it difficult to process such sentimental feelings.
- He also remembers the day he rescued Rocky. Yet more feelings to confuse him.


Interested. Gonna get an idea in the works.

Grand Lodge

If this is going to be played in campaign mode, i would *definately* love to be considered. I'll be making a character mock up and i'll post it here at some point later today.


Ah, why not? Haven't played Iron Gods before, so this should be interesting!


Question: Background skills, yes or no?


Very interested, will roll a character soon!

Silver Crusade RPG Superstar 2013 Top 8

I have a tengu galvanic saboteur ranger, I just need to create his alias.


1 person marked this as a favorite.

Another question: how are you with the tiefling and aasimar varieties from Blood of Fiends and Blood of Angels?

Silver Crusade

I'm interested. I'd like to submit an Archeologist Bard.

Dark Archive

I will accept the varieties from Blood of Fiends and Blood of angels. As far as background skills go, I like the flavor they add (i.e. tanner's daughter has craft leather). And I am open to running it as a campaign mode.


Sold me at gnoll. I'll work on something :3 I've had a concept I've never gotten off the ground of being the mega-tank fighter. Especially with all the cool stuff for fighter in the Weapon and Armor master books. I'll build for this and try to keep the party safe :3 A gnoll who believes he was meant to be a flind. xD


Should be mostly finished.

I had this idea to make an artifice cleric, and I started to wonder if perhaps there was a way to reflavor it as a technology to fit the theme. Well, one thing led to another and now... here it is!

I'm gonna try to make spell choices that would make sense for nanites to do, so... I know I might be kinda limiting myself a bit here, but... we'll see how it goes.

Crunch:
Falthox aka Fal the Reborn
Male Kobold Cleric/1 (Theologian)
LE Small Humanoid (Reptilian)
Deity: None

Init +3; Senses Perception +5, Darkvision 60'
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Defense
--------------------
AC 18 Touch 14 Flat-footed 15
HP 8/8
Fort +1 Ref +3 Will +5
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Offense
--------------------
Speed 30 ft.
Ranged Light Crossbow +4 (1d6/x2)
Special Channel Positive Energy 1d6 3/day
Artificer's Touch +4 (1d6) 6/day

Spells Prepared
1st (DC 14) - Animate Rope, Magic Stone, Ray of Sickening
0th (DC 13) - Mending, Resistance, Stabilize, Virtue

Domains Artifice (Trap)
--------------------
Statistics
--------------------
Str 6, Dex 16, Con 8, Int 14, Wis 16, Cha 10
Base Atk +0; CMB -3; CMD 11
Feats Weapon Finesse
Traits Local Ties (Disable Device), Mathematical Prodigy (Engineering)
Skills Disable Device (1) +8, Heal (1) +7 Kn. Arcana (1) +6, Kn. Engineering (1) +8
Languages Draconic, Common, Undercommon
Combat Gear Light Crossbow w/ 20 bolts, Studded Leather
--------------------
Equipment
--------------------

History:
Falthox doesn't know how he came to be found by Khonnir Baine, but he does know that he is extremely grateful to the scholar for pulling him out of the pod he was found in. Buried somewhere in the ruins below Torch, it was Baine who unearthed him during one of his expeditions down below. Fal couldn't recall a thing about the time before getting into the pod, but he suspected whatever happened to him in there gave him the powers he has now. Upon being brought back, Fal noticed that he could break things just by touching them for long periods of time, and that he could cast spells when he couldn't remember being able to do so before, as well as heal those around him almost instantly.

Despite his odd powers and the suspicions of the townsfolk of Torch, Fal was welcomed into Baine's family with his adopted sister Val, who quickly took to Fal with affection, giving him the nickname he now uses proudly and happily teaching him everything she knew about machines and technology... though, bizarrely enough, in some cases, Fal could actually recite more information about the tech they brought in then either Val or Mr. Baine could! Fal doesn't understand how he got his current powers or what he has to do to control them, but his abilities vex him and his adoptive family to no end.

But now, the fires of Torch have gone out and even worse, Baine has gone missing! Fal fully suspects that something in the ruins below is responsible, and he feels a strong sense of responsibility to address the problem himself. Beyond that, he feels a deep desire to repay his adoptive dad by rescuing him from the same ruins the kobold had once been trapped in... and besides, he was his father! No difference in appearance or origin could destroy the family bond he'd developed with Khonnir and Val. Fal believes that his strange powers may be of use in the ruins, and has volunteered to venture in with a group of other brave souls to search for Baine and investigate the cause.

Fal's True Origins (For GM):
This is meant to be a loose idea of why Fal actually has the powers he does, and why he was trapped in the pod to begin with.

Falthor used to be a ruin delver for the Technic League, slipping quietly into ruins and retrieving as much valuable looking technology on behalf of the League before getting out and turning in his quarry for a marginal profit. However, his last expedition dropped him into some ruins near Torch that had a toxic radiation leak, gravely poisoning the kobold and nearly killing him. Luckily, the automatons of the ruins scrambled into action, placing Fal into a rehabilitation pod and flooding it with medical nanites, which worked quickly to try and remove the toxicity from his body.

Unfortunately, the poisoning had spread too rapidly to be removed, so instead, the nanites infused themselves into his cellular foundation and formed a medical network to restructure him from the ground up. The procedure was a resounding success, but left him with some unintended side effects. Thanks to the nanite network keeping him alive, Fal is now something of a living hive for the tiny robots, able to command the robots with enough concentration and practice. The reason he can break things by touching them is because he is in fact releasing millions of nanites to destroy whatever he is touching on a microscopic level. In addition, Fal can release a swarm of nanites to heal those around him, with the medical nanites being built for medical work and able to treat most minor injuries before returning to Fal. All of the "spells" Fal casts are really due to nanites doing much of the work for him.

Once Fal had been saved, he was kept in stasis, although the reconstruction left him with total amnesia. He could not remember who or what he used to be, but with Baine's rescue from the pod, he has come to accept his new family and is grateful for folks who care about him and overlook his odd conditions.

Personality:
Fal adopts the title of 'Reborn' because he suspects that there is a past to him that he is unaware of. But whatever it used to be, he can't remember due to a severe case of amnesia. His adoptive father suspects that his time in the pod he was found in made have resulted in some sort trauma that caused him to lose his memory. However, Fal does not care to know who he used to be, and is content with his current lifestyle as an assistant and subject of study to his adoptive father, who has taken a keen interest in Fal's strange abilities. Fal looks up to his adopted sister, Val, with admiration and respect for her skill with technology, hoping to emulate her and Baine in their respective fields of magic and science. However, Fal also worries that their tolerance for him may put them at odds with some of the more... suspicious townsfolk, so he takes great care to not let his odd abilities show in public, lest he scare folks into thinking Baine is keeping some sort of alien monster in his place.

Although Fal has no interest in learning who he used to be, he does have a keen interest in trying to figure out WHAT he is - what gave him his powers? Why? Can it be replicated? Should it be? All of these questions and more vex him regularly, and his studies along his dad and sister help him to slowly understand what he came out of, but not quite what he is as a result of it. Sadly, his interests must be kept relatively quiet in the hopes of keeping whatever discoveries he makes out of the hands of the Technic League, who he despises with a passion. Their hoarding of technology is a criminal offense - that tech belongs to everyone interested in studying it! If given the chance, Fal would love to deal the League a considerable blow for stooping so low.

Perhaps because of his adoptive family's attitude or his almost child-like innocence, Fal has a very curious outlook, and were it not for the danger, he would love to regularly venture down into the ruins and study the structures and treasures within. Fal places a great deal of importance on information over tangible prizes (not that he doesn't like a good shiny reward as much as the next kobold). But it's technology that really vexes him, perhaps due to the nature of his powers or the eternal drive to see something glowing and ask "What does this do?"


Campaign mode would be good.

Some fluff:
Norhalo is a human aerokineticist. He's a well-traveled Numerian, born in Iadenveigh and (at least initially) indoctrinated into the antitechnological culture of that place. He was sent away from Numeria when his elemental powers first manifested, to far-off Jalmeray. There he learned to master his abilities. Now he's returning to Numeria to protect his town. His route, however, has taken him through Torch, where the cessation of the titular flame and Khonnir Baine's discovery of a deactivated robot has caused him to pause on his way home to test his newly-mastered powers.

Norhalo is a quiet, moody sort. He's not sure of his reception back at home, since he's been gone for several years and has been living among the (strange to him) people of the Impossible Kingdom. His desire to help the people of Torch is unconsciously influenced by his reluctance to go back to Iadenveigh.

Dark Archive

Fal the Reborn, I love it and you're in. So we have a cleric now.


I'd love PFS campaign mode.

Here is Velasco, my galvanic saboteur ranger.


Gorin Ironblind:
_____________________________________________
Race Dwarf
Gender Male
Age 79
Class Musket Master Gunslinger / Level 1
Init +3; Senses Perception +8, Survival +8
_____________________________________________
BUFFS AND CONSUMABLES
_____________________________________________

_____________________________________________
DEFENSE
_____________________________________________
AC 16, touch 13,flat-footed 13
(+3 Armor, +3 Dex)
Hp 11 Temp hp []
Fort +3, Ref +5, Will +4
Modifiers-
Fort- +4 versus Poison / +4 versus Alcohol / +2 versus Drugs
Will- +2 verus Fear and Emotion based saves.
_____________________________________________
OFFENSE
_____________________________________________
Speed 20ft
Melee
Dagger +1 (1d4/19-20x2)
Heavy Flail +1 (1d10/19-20x2/Disarm&Trip)
Longspear +1 (1d8/x3/Brace&Reach)
Ranged
Musket +4 (1d12/x4/40ft)
Special Attacks
Precise Shot +5 (1d12+1/x4)
_____________________________________________
STATISTICS
_____________________________________________
Str 10, Dex 16, Con 10, Int 12, Wis 18, Cha 8
Base Atk +1; CMB +1; CMD 14
Feats
Rapid Reload (Muskets/Bonus Feat), Pointblank Shot
Traits
Campaign: Skymetal Smith - You’ve long hoped to work with skymetal, and begin the game with a small metal bauble made of the skymetal of your choice—you made this item yourself. The item is nothing more than a valuable art object worth 100 gp. You can sell it to gain an additional 100 gp when creating your character, but if you keep it, your pride in its crafting grants you a +2 trait bonus on Will saving throws made against emotion and fear effects. You lose this bonus if you willingly sell or give up the item, but if it is destroyed or lost through no fault of your own, you retain a +1 trait bonus on such Will saves. (Dragon Torc)
Equipment: Iron Liver - You gain a +2 trait bonus on Fortitude saves against poison and drugs, and a +4 trait bonus on Fortitude saves to avoid the effects of alcohol.
Combat: Armour Expert - When you wear armour of any sort, reduce that suit's armour check penalty by 1, to a minimum check penalty of 0.
Drawbacks
Cruel - Whenever you are engaged in combat and there are dying or helpless foes within 30 feet, you take a –2 penalty on attack rolls against foes who are neither dying nor helpless.
____________________________________________
SKILLS
____________________________________________
Skills
Acrobatics +7 (+3 Ability, +1 Rank, +3 Class)
Perception +8 (+10) (+4 Ability, +1 Rank, +3 Class, +2 Racial (Unusual Stonework))
Stealth +4 (+3 Ability, +1 Rank)
Survival +8 (+4 Ability, +1 Rank, +3 Class)
Background Skills
Craft (Armour) +7 (+1 Ablity, +1 Rank, +3 Class, +2 Racial)
Craft (Gunsmithing) +7 (+1 Ablity, +1 Rank, +3 Class, +2 Racial)
Languages
Common, Dwarven, Hallit
____________________________________________
SPECIAL QUALITIES
____________________________________________
SQ
Grit (4/Day), Gunsmith, Bonus Feat (Rapid Reload (Muskets)),

Deeds
Deadeye (Ex): At 1st level, the gunslinger can resolve an attack against touch AC instead of normal AC when firing beyond her firearm’s first range increment. Performing this deed costs 1 grit point per range increment beyond the first. The gunslinger still takes the –2 penalty on attack rolls for each range increment beyond the first when she performs this deed.

Steady Aim (Ex) At 1st level, as long as a musket master has at least 1 grit point, she can take a move-equivalent action to increase the accuracy of a two-handed firearm. When she does, she increases the range increment of the firearm she is firing by 10 feet. This stacks with other abilities that increase her range increment.

Quick Clear (Ex): At 1st level, as a standard action, the gunslinger can remove the broken condition from a single firearm she is currently wielding, as long as that condition was gained by a firearm misfire. The gunslinger must have at least 1 grit point to perform this deed. Alternatively, if the gunslinger spends 1 grit point to perform this deed, she can perform quick clear as a move-equivalent action instead of a standard action.
____________________________________________
RACIAL
____________________________________________
Standard Racial Traits:
Ability Score Racial Traits: Dwarves are both tough and wise, but also a bit gruff. They gain +2 Constitution, +2 Wisdom, and –2 Charisma.
Size: Dwarves are Medium creatures and thus receive no bonuses or penalties due to their size.
Type: Dwarves are humanoids with the dwarf subtype.
Base Speed: (Slow and Steady) Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
Languages: Dwarves begin play speaking Common and Dwarven. Dwarves with high Intelligence scores can choose from the following: Giant, Gnome, Goblin, Orc, Terran, and Undercommon. See the Linguistics skill page for more information about these languages.
Defense Racial Traits:
Defensive Training: Dwarves gain a +4 dodge bonus to AC against monsters of the giant subtype.
Hardy: Dwarves gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
Stability: Dwarves gain a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.
Feat and Skill Racial Traits:
Craftsman: Dwarves are known for their superior craftsmanship when it comes to metallurgy and stonework. Dwarves with this racial trait receive a +2 racial bonus on all Craft or Profession checks related to metal or stone. This racial trait replaces greed.
Stonecunning: Dwarves gain a +2 bonus on Perception checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking.
Senses Racial Traits:
Darkvision: Dwarves can see perfectly in the dark up to 60 feet.
Offense Racial Traits:
Hatred: Dwarves gain a +1 racial bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes because of their special training against these hated foes.
Weapon Familiarity: Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon.
____________________________________________
EQUIPMENT AND GOLD
____________________________________________
Combat Gear-
Musket, Heavy Flail, Longspear, Studded Leather Armour,
Gear-
Gunslinger Kit (This includes a backpack, a bedroll, a belt pouch, a flint and steel, a gunsmith's kit, an iron pot, a mess kit, a powder horn, rope, torches (10), trail rations (5 days), and a waterskin)
____________________________________________
APPEARANCE
____________________________________________
Height 4ft 7
Weight 185lbs
Eye Color Grey
Hair Color
Region of Origin Numeria
Deity Torag

Background:

Gorin was born and raised in the town of Torch, born to a weaponsmith and an armour smith. His parents worked the Torch like many other smiths, shaping skymetals with such artistry and skill that it would make the gods themselves weep, and did on one occasion, if his pappys tales could be believed. He learned the art of armour smithing from his mother, it came easy to him, and he flourished at it though he could never come close to her talent.

He worked on his craft for years, till he finally had grown in to adulthood. He earned his spurs as it were, and became a travelling Blacksmith, leaving his family at home and moving out in to the world to learn new skills and tricks.

He spent a couple more years in the military near Lastwall, working as a Smith, learning some combat till he was discharged honorably and sent on his way. His travels took him to the city state of Alkenstar, where he learned a new craft, the ability to make firearms.

He crafted his first weapon, a monstrous long rifle which he named Runedar, Haven in Dwarvish. He learned how to clean and maintain her, how to make the ammo she used and how to tell when she needed to be repaired.

His time in Alkenstar was punctuated with sadness however as a letter from home finally reached him, telling him of his parents passing in a mysterious fire in their home. It was with a heavy heart that he abandoned his new tutelage in the arts of Gunsmithing and returned home to see to their affairs.

Personality:

Gorin is gruff and blustery but ha a good heart deep down. He tries to keep people at a distance but he has a soft spot for the weak and downtrodden.

Physical Description:

Gorin bears the marks of many years of hard work with the hammer, sporting the tell tale corded arms and heavy shoulders of a true Dwarven smith. Gorin wears his hair short, cropped to his head to keep it out of his eyes while he shoots.

Gorin wears a heavily repaired but smart and functional set of Studded leather armour, over tough but breathable clothing. Around his neck sits a braided silver torc with a stylized dragon design inlaid in the ends. Atop his head sit a pair of battered goggles.
His hands, arms and torso bear the marks of many burn scars, from his days in the Forge. He sports a large tattoo of the holy symbol of Torag, across his back.

Gorin is rarely seen without a cigar clamped between his teeth.

So that is most of it done I believe. I do have another question. For ammo, can I craft before the game, or do I need to buy some at full price?

Silver Crusade

Here is the Archeologist Bard. (well, he'll tell you he is a bard in training)
Yarosh

I am still finishing up on the background.


Ok. Here is my Android Rogue.

Always wanted to try one, and Iron Gods. Sadly most of my group object to tech in their fantasy.

Mara:

MARA SIX

Female Android rogue 1, NG medium humanoid (android)

Init +3; Senses Darkvision (60 ft.), Low-Light Vision, Perception +6,

Languages Common, Draconic, Dwarven, Hallit

AC 16, touch 13, flat-footed 13, hp 9 (1HD)

Fort +1, Ref +5, Will +0, +4 vs mind-affecting, paralysis, poison and stun.

Immunities Disease, Emotion, Exhaustion, Fatigue, Fear, Sleep,

Speed 30 ft. (6 squares)

Melee rapier (cold iron) +3 (1d6+1/18-20)
Melee dagger +3 (1d4/19-20)
Ranged dagger (thrown) +3 (1d4+1/19-20)

Base Atk +0; CMB +1; CMD 14

Atk Options Sneak Attack 1d6,
Special Actions Nanite Surge

Abilities Str 13, Dex 16, Con 12, Int 16, Wis 10, Cha 12

Special Qualities Constructed, Emotionless, Finesse Training, Trapfinding, Two-Weapon Fighting, Weapon Finesse,

Feats Two-Weapon Fighting, Weapon Finesse

Skills Acrobatics +6, Appraise +3, Artistry +3, Bluff +1, Climb +4, Craft (Untrained) +3, Diplomacy +1, Disable Device +7, Disguise +1, Escape Artist +6, Fly +2, Intimidate +1, Knowledge (Dungeoneering) +7, Knowledge (Local) +7, Perception +6, Perception (Trapfinding) +7, Perform (Act) +5, Perform (Untrained) +1, Ride +2, Sleight of Hand +6, Stealth +6, Swim +4,

Possessions rapier (cold iron); dagger; studded leather; outfit (explorer's); thieves' tools; Belt Pouch ; Backpack, Common [ Bedroll; Blanket (Winter); Soap (per lb.) (x2); Survival Kit (Common); ];

Constructed For the purposes of effects targeting creatures by type (such as a ranger's favored enemy and bane weapons), androids count as both humanoids and constructs. Androids gain a +4 racial bonus on all saving throws against mind-affecting effects, paralysis, poison, and stun effects, are not subject to fatigue or exhaustion, and are immune to disease and sleep effects. Androids can never gain morale bonuses, and are immune to fear effects and all emotion-based effects.

Emotionless Androids have problems processing emotions properly and thus take a -4 penalty on Sense Motive checks.

Finesse Training (Ex) At 1st level, a rogue gains Weapon Finesse as a bonus feat. In addition, starting at 3rd level, she can select any one type of weapon that can be used with Weapon Finesse (such as rapiers or daggers). Once this choice is made, it cannot be changed. Whenever she makes a successful melee attack with the selected weapon, she adds her Dexterity modifier instead of her Strength modifier to the damage roll. If any effect would prevent the rogue from adding her Strength modifier to the damage roll, she does not add her Dexterity modifier. The rogue can select a second weapon at 11th level and a third at 19th level.

Immunity to Disease (Ex) You are never subject to disease effects.

Immunity to Emotion Effects (Ex) You are never affected by emotion-based effects.

Immunity to Exhaustion (Ex) You can never be exhausted.

Immunity to Fatigue (Ex) You can never be fatigued.

Immunity to Fear (Ex) You are never subject to fear effects.

Immunity to Sleep (Ex) You are never subject to sleep effects.

Nanite Surge An android's body is infused with nanites. Once per day as an immediate action, an android can cause her nanites to surge, granting a bonus of +4 on any one roll which must be activated before the roll is made. This ability causes the android's circuitry tattoos to glow equivalent to a torch for 1 round.

Skills
Sneak Attack (Ex) If you can catch an opponent when he is unable to defend himself effectively from your attack, you can strike a vital spot for extra damage. Your attack deals 1d6 points of extra damage anytime your target would be denied a Dexterity bonus to AC, or when you flank your target. Should you score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet. With a weapon that deals nonlethal damage, you can make a sneak attack that deals nonlethal damage instead of lethal damage. You cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual -4 penalty. You must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. You cannot sneak attack while striking a creature with concealment.

Trapfinding (Ex) You add +1 to Perception skill checks made to locate traps and to Disable Device skill checks. You can use the Disable Device skill to disarm magical traps.

Two-Weapon Fighting You can spend any number of stamina points to reduce the penalty from Two-Weapon Fighting on attacks made with a weapon in your primary hand by 1 for every 2 stamina points you spent. This benefit lasts until the start of your next turn. You can't reduce the penalty below 0.

Weapon Finesse You can spend 2 stamina points to negate the penalty on attack rolls from your shield's armor check penalty until the start of your next turn.

background:
Mara awoke in an abandoned ruin in the wilds of Numeria. Unsure of anything except that she was 'Number Six'. And that she was required to find something.

Her knowledge of what she was to find was maddeningly incomplete though.

Since then Mara has wandered Numeria, thinking that something or someone will trigger her mission and she can complete it.

She has learned to conceal her Android nature, seemingly a pleasant young woman, though this is fake. Mara has simply learned that it is easier to travel if she can pass as a human.

She acts normal, even though she still has great difficulty understanding peoples emotions and motivations.

Her constant explorations, and searching of ruins has given her valuable skills at trapfinding,stealth and lockpicking.

Hearing that the flame has gone out in Torch Mara considers this an interesting disruption in normal routine, perhaps something has changed, or emerged that can help her discover her mission?


Im thinking a gunslinger. Bravestar theme =^^=
Skinwalker if Gm will allow it. Otherwise will see what i can come up with =^^=


I love the concept of an android barbarian whose rage is flavored as some sort of combat protocol. Maybe he's protective of another android pc (have a drawback for that) because of programming.

Liberty's Edge

Joseph Millsaps wrote:
I will accept the varieties from Blood of Fiends and Blood of angels. As far as background skills go, I like the flavor they add (i.e. tanner's daughter has craft leather). And I am open to running it as a campaign mode.

I think the question was, are you using the "Background skills" system from Pathfinder Unchained. That system divides skills into "adventuring" and "background" skills -- the latter being ones that tend not to be used as much when you're out there fighting monsters.

How do you plan to handle maps? Lots of PbP veterans could give you advice, of course. I've seen lots of things. Many like ditzie, but I have some problems with it. (It's too easy to lose a player's movement if somebody copies and builds from an older link.) Probably the easiest I've seen is using a Google Docs drawing. Some folks just use Roll20, which also works well if you're familiar with it.

(Myself, I just make the images myself and post them, giving a letter/number grid reference so players can tell me where they're moving.)


servant6 wrote:
I love the concept of an android barbarian whose rage is flavored as some sort of combat protocol. Maybe he's protective of another android pc (have a drawback for that) because of programming.

I have a similar idea that I really would love to try out, but Androids can't benefit from rage because it's a morale bonus, and the race traits say they can't benefit from morale bonuses or be effected by emotion effects. Maybe you could work something out with the GM though?


Alternate Android racial trait:Anomaly: Sometimes, a particularly volatile soul can overwhelm the technology of an android body, making the resulting individual subject to emotions, and greatly so. Anomalous androids suffer a –2 racial penalty on saving throws against all mind-affecting effects, emotion effects, and fear effects but can gain the benefits of morale bonuses and suffer no penalty on Sense Motive checks. Additionally, Bluff and Sense Motive are always class skills for them. This racial trait modifies constructed and replaces logical.


Ooooh I like that. Do you have a source for it? As far as I know, androids cannot get moral bonuses because they are constructs, not because they have a 'logical' racial trait.

EDIT: there is the Empathy feat

Silver Crusade RPG Superstar 2013 Top 8

servant6 wrote:
Ooooh I like that. Do you have a source for it? As far as I know, androids cannot get moral bonuses because they are constructs, not because they have a 'logical' racial trait.

Androids aren't constructs. They are humanoid (android), however they have a racial trait called 'constructed', similar to an inevitable.

The referenced 'anomaly' alternate racial trait is from a third party product, Book of Heroic Races: Advanced Androids.

There is a feat, Empathy, which allows an android to gain morale bonuses.


Nice! Some cool options there. Hadn't looked to Nethys for feats and such, so that's my bad.

Dark Archive

DOT. a gnoll male oracle concept. this is the alias, but not the crunch or final character(from an older game :/)

Dark Archive

Note:taking the rich parents trait, look at backstory once i get it up to understand why... here's a hint: Raised by dragons.

Dark Archive

As far as maps go, I had been planning on using visualization, "there is a skeleton is rusty armor with a broken sword fifteen feet away to character x's ten o'clock" but if players prefer actual maps I'm sure I can find a solution. And I think the background skills will work, just have to dust off my UC book, doesn't see much action running pfs most of the time.

Dark Archive

GreySector wrote:


Androids aren't constructs. They are humanoid (android), however they have a racial trait called 'constructed', similar to an inevitable.

i thought inevitable where constructs with the extraplainiar subtype.... That's 3.5 D&D anyways...

Dark Archive

If dagori doesn't work out, here is a kobold shawman. :)


Gorin Background Continued:
He traveled alone, for the most part, till he neared his homeland. He met up with a man by the name of Max Silver, a curious fellow, always taking narcotics and claiming the world was out to get him, or the King was a Kobold or some such thing. Though the man was clearly a little unhinged he was a good soul and Gorin found himself endeared to the poor thing. He agreed to be hired by the man to help him investigate the Cult of some looney Dread God or something, which apparently had taken over Torch. Gorin spends a lot of his time trying to talk Max down, or talking him in circles with logic loops, to occupy the time.

Alias is full and complete, bar ammo.

Dark Archive

Gringe is ready, here's her backstory and some fluff. she is one of my pride and joys... even if i have to keep changing her backstory.

backstory:
Yark! Gringe sees the bones, always the bones. they tell her secrets, truths. and her Sligi knows too...salamanders always know! at least they know bones... Bones! the bones have always been there for Gringe, even when her tribe was killed by the men with fire-guns! the bones of her tribe where always there for her.

Bones! always with the bones... shiny and white, pearly and clean. this one was Dimble, he was a hunter. this one was Frani, our best trapper. Here are the brothers Stern and Wivin, they where just idiots.

OOC: gringe was the young soon-to-be shaman of a kobold tribe. unfortunately for her, the Technic League decided to test out some newly discovered weapons on her tribe. she was the lone survivor, mostly out of luck. being a hedonistic, she had drank far too much the night before and had passed out a few miles away. when she woke, she found her tribe in ruins. now she travels the lands seeking revenge against these "fire-gun-men". she carries the bones of several of her tribe-mates. they decorate her like jewelry, and she claims they talk to her. (she's a little off the rocker). she's actually the reincarnation of a very white powerful dragon, she just doesn't know it. because of her former life as a dragon, she has a desire to enjoy luxury. she sleeps constantly, drinks to excess, and enjoys the pleasure of company if she can get it. and like her former life she hoards objects... just not valuable ones.

personality/appearance:
Gringe is a VERY odd kobold. her scales are white and dull like bone. her eyes are a vivid yellow and filled with a light of crazed desire.
however, as a person she is quite sociable... for an insane kobold. she loves her friends(when she has any), and is always kind to those who treat her the same. she'll basically worship anyone who buys her a drink or gets her in bed.
her cave salamander is just as white as she is, and his name is Sligi. Gringe talks to Sligi like he's just as intelligent as everyone else. she even responds to him, even though he never actually says anything.


Maxwell Silver

stats:

_____________________________________________
_____________________________________________
Race Human
Gender Male
Age 35
AlignmentChaotic Neutral
Class Investigator (Hallucinist)
Init +5; Senses Perception +3, Survival -1
_____________________________________________
BUFFS AND CONSUMABLES
_____________________________________________

Inspiration Points- 7

FORMULAS - 2 per day

Bouncy Body
Blend
Disguise Self
Cure Light Wounds
Shield
Reduce Person
_____________________________________________
DEFENSE
_____________________________________________
AC +16, touch +13, flat-footed +13
(+3 Armor, +3 Dex)
Hp 9 Temp hp []
Fort 0, Ref +5, Will +1
_____________________________________________
OFFENSE
_____________________________________________
Speed 30
Melee
Sap 1d6x2 (Nonlethal, bludgeoning)
Sword Cane 1d6x2 (Piercing)
Ranged
Crossbow +3(-1) 1D8(19-20)x2
Special Attacks
_____________________________________________
STATISTICS
_____________________________________________
Str 10(0), Dex 16(+3), Con 10(0), Int 18(+4), Wis 8(-1), Cha 12(+1)
Base Atk 0; CMB 0; CMD +13
Feats

Skill Focus (Disguise)

Extra Inspiration

Traits

(Campaign Trait)
Numerian Archaeologist

(Combat Trait)
Reactionary
Benefit: You gain a +2 trait bonus on initiative checks.

(Social Trait)
Bruising Intellect
Benefits: Intimidate is always a class skill for you, and you may use your Intelligence modifier when making Intimidate checks instead of your Charisma modifier.

(Drawback)
Paranoid
Anyone who attempts an aid another action of any type to assist you must succeed at a DC 15 check instead of the normal DC 10 check.

____________________________________________
SKILLS
____________________________________________
Skills
Acrobatics +7 (+3dex, +1rank, +3class)
Bluff +5 (+1cha, +1rank, +3class)
Disguise +8 (+1cha, +1rank, +3class, +3feat)
Escape Artist +7 (+3dex, +1rank, +3class)
Intimidate +8 (+4int, +1rank, +3class)
Knowledge (local) +8 (+4Int, +1rank, +3class)
Knowledge (planes) +8 (+4Int, +1rank, +3class)
Perception +3 (-1wis, +1rank, +3class)
Sense Motive +3 (-1wis, +1rank, +3class)
Spellcraft (+4int, +1rank, +3class)
Stealth +7 (+3dex, +1rank, +3class)

Background Skills
Linguistics +8 (+4int, +1rank, +3class)
Sleight of Hand +7 (+3dex, +1rank, +3class)

Languages
Common, Hallit, Draconic, Ancient Thassilon, Undercommon, Dwarvish, Androffan
____________________________________________
SPECIAL QUALITIES
____________________________________________
SQ; Investigator (Hallucinist)
Alchemy

Inspiration

Psychedelic Perception
____________________________________________
EQUIPMENT AND GOLD
____________________________________________
5gp

Investigator's Kit
Formula Book
Light Crossbow
Sap
Sword cane
Studded Leather Armor
____________________________________________
APPEARANCE
_________________________________________
Height 5'4
Weight 145lb
Eye Color Grey
Hair Color Grey
Region of Origin Numeria
Deity N/A

Background:

Maxwell Silver is from the small town of Habersfield, which no longer exists. It was, as Max describes, "lifted into the air, and folded over, and-and-and dissolved into the infinite cosmos"

Max witnessed the "Gravitational Anomaly" at a young age. It was a traumatic experience, and has twisted his mind and perception of reality (well, so has his voracious appetite for mind-altering substances). He is now a tremendously paranoid conspiracy theorist, fearing an overbearing and treacherous (and possibly fictional) shadow government. He sees spies and cultists in every shadow, and around every corner.

If asked about the Gravitational Anomaly, Maxwell becomes very upset and begins ranting about every terrible things he witnessed that day.

His studies and investigations have led him to the theory that the Dread Cult of Xalghul is responsible for the destruction of his hometown. Recent rumors have led him to the town of Torch, where there is supposed to be an active branch of the cult.

On the way to Torch, he has hired a Dwarven gunslinger named Gorin Ironblind to protect him from the Cult of Xalghul.

(Whether any of his back story is even true, or just a wild fantasy invented by Maxwell, is entirely up to DM Discretion.)

Appearance:

Maxwell is a shorter, slim human. He has large, round glasses that cover wild, shifty eyes that seem to be devoid of any color. His hair is cut very short, and graying prematurely, and he is usually unshaven, but doesn't like to grow it into a beard. Hair, you see, that's where the virus lives. The virus, they get it into the water, and then when you bathe it stays in the hair, so you need to keep cutting the hair. Hair is where the virus lives.

Oddly enough, his teeth are pearly white. He keeps immaculate care of them, often obsessing over his dental hygiene for hours.

He dresses in a long, dark duster and hat. The inside of the duster is lined with various investigation tools. He has a cane on his hip, it is rough, as if he carved it himself, and has writing in very small notes all down the length of it.

He carries on his hip a large formula book, which is filled with hastily scribbled alchemic formulas and notes on his latest theories in regards to the shadow government.

THEME SONGS:

Cult of Xalghul and the Shadow Government
They Might Be Giants - The Shadow Government

The "Gravitational Anomaly"
The Pine Box Boys - Massacare on Confussion Hill?

This is gonna be a REALLY fun character I think. Like, a medieval conspiracy theorist? IDK, man, it'll be great.

I took a drawback I thought was pretty fitting for the character.

Me and Gorin Ironblind are IRL friends, so we sort of coordinated our backstories/intros, I hope that's okay.

Anyways, if there is anything you need changed with the character, let me know.

Dark Archive

wait! is that Fal the reborn?!? by the nine pits of Hell!

:/ every time i post with a kobold he seems to be there as well... not complaining. His kobold is great! it's just that if a kobold has already been chosen then it sort of makes people not choose another kobold for their group... :(

but don't let me be the one guy who gives up hope when times get tough!

in fact, i think our kobolds would clash quite well with each other... or at least be good friends.

The Bones Know!:
they are always watching... watching and learning...that's not magic... THE BONES KNOW!!!

Dark Archive

dagori is done... for now.


Max in a game with 2 Kobolds would lose his mind.

"I'm telling you! It's a reptilian conspiracy! They replaced the king, and now they're coming for us!!"


"Uhm Max... those are Humans. You've been on the drugs a bit too hard today friend. Keep thinking those tall, clearly human humans are reptiles and someone will be coming for ya, though they might be wearin white coats!"

Bluff Check:
1d20 - 1 ⇒ (8) - 1 = 7


"GORIN! THESE ARE CLEARLY- THEY- THESE ARE NOT HUMANS! Are you seeing humans!? Oh those REPTILIAN BASTARDS! THEY'VE GOT TO YOU TOO!"

Sense Motive: 1d20 + 3 ⇒ (11) + 3 = 14

"OH... Oh... You're f!$!ing with me again."


Are you okay with ratfolk characters?

Dark Archive

@ Maxwell: "what? I not reptile! I am Kobold. See, even the bones know. 'kobolds are good' they say. Can't you hear them?"

Gringe takes one of the skulls hanging from her belt and holds it up for you to see. it is the skull of a kobold, its front two teeth are missing and there is a hole the size of a baseball in the left temple.

Silver Crusade RPG Superstar 2013 Top 8

Dagori wrote:
GreySector wrote:


Androids aren't constructs. They are humanoid (android), however they have a racial trait called 'constructed', similar to an inevitable.
i thought inevitable where constructs with the extraplainiar subtype.... That's 3.5 D&D anyways...

In Pathfinder inevitables are outsider (extraplanar, inevitable, lawful). Yes, in D&D 3.5 they were construct (extraplanar, lawful).


Dot - Thinking about a Magus...not sure on race or build yet. May go android just because I never get a chance to play one.

Will give it some thought.

Is there a deadline on when recruitment closes that I missed in the chain?

Silver Crusade

Gringe wrote:

wait! is that Fal the reborn?!? by the nine pits of Hell!

:/ every time i post with a kobold he seems to be there as well... not complaining. His kobold is great! it's just that if a kobold has already been chosen then it sort of makes people not choose another kobold for their group... :(

but don't let me be the one guy who gives up hope when times get tough!

in fact, i think our kobolds would clash quite well with each other... or at least be good friends.

I know what you mean. I was just about finished with my Kobold Bard when Fal showed up. :)

Grand Lodge

So glad I stumbled onto this.

I'll fluff everything out here in a second, but the Nebraska Jones is a Ranger Treasure Hunter and Spelunker. Bow Focused, Numerian Archaeologist and Secret Knowledge traits.

Knowledges(Nature,Engineering, Dungoneering,Geography) along with Acrobatics, Survival, Stealth, Handle Animal, and Perception.

Dark Archive

I'll keep recruitment open till midnight, central daylight savings time, this Friday, June 24. I'm also looking at party balance


Taket's nostrils flared. He smelled tech. The shamen of his people were right. The false men, the ro-bots had dared to come here and needed to be put down.

Taket was originally built as a core character for this AP. I shall refine him only slightly, adding an archtype for this game. I hope you like him.

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