
DM Bloodgargler |

jooker - that sounds cool.
If you were to dip, I doubt it would be a good idea to dip with another less-than full BAB class.
I personally don't think Mesmerist would be a good class to lose levels from dipping. Among other things, the DC for your tricks are based on your level.
I think feats, traits, and maybe trick choices would be the things to play around with. Therefore, out of your listed options, I'd say option 1.
Feats spent toward being a competent thrower will be useful when the higher tech weapons become available.
The setting (and class preferences) does lend itself to an atypical party.
I expected a party make-up similar to those who've applied.
There will likely be few encounters without a good amount of cover.
As for healing...
If you have the Technologist feat (or the trait which allows two skills to act as if you do - and choose Heal), the increasing availability pharmaceuticals will likely help some.
As for traps...
They don't really hurt that bad, do they?

Zwordsman |
haha yeah Option 1 was the only one i'm particularly comfy with anyway since I really wanna see Mesmer works. (Hoping I built 'em ok so far. and play them alright.. sorta outside my norm)
So if need it (and as the gm seems ok with it) I could alter a bit to pick up technologist, and the trapfinding traits~ to disable magic and tech traps. Only have 6-7 skill points per level so i would have to change them around to be useful for that style. change two traits, and or drop weapon finesse for technologist (and pick up weapon finesse or precise shot at lv 3), then switch to dagger or kunai, or both since they' weigh the same anyway.
Anywho~ ya'll just let me know if you'd like me to alter towards trap stuff. Would also have to do more research at the tech stuff.

Calvarot Tohgren |

This is Calvarot's personality overview. His background is littered throughout. Mayze what do you think? Can you tie any of this in?
Reputation- Known as one of the boldest and coldest warlords out there. Led a menial warfront against one of the cities to the north, and failed. He gained the name 'Calvarot' due to the grisly tactics he implemented in his battles, using the bodies of his dead cavalry-men as cover in battle and shelter out of it, without shame. But he is ready to rebuild and try again.
Invincible Complex- Even though his whole battalion died in front of him, he was still alive. He believes he cannot fail. He believes himself indestructible.
Bullheaded- If someone gets in his way, he will go through them. If someone opposes him, he will destroy them. When he decides something, he doesn't think about it any longer; rather, he does it.
Debtor- Has a great debt to pay to Mayze, and she won't let him get away from it any further (yeah?)
Emotional Husk- One would think this man an android due to his hardened nature. He is so battle-scarred and wounded by the chaos of the outside world that the parts of his psyche which try to avail to ideals and forms of righteousness have been completely ruptured. Sometimes they will peak up, but it is an uncommon thing.
Strategic to the Core- He will sacrifice others for his survival, without second thought. He has seen many of his close compatriots die before his hands, and he has sent men in his folds to their death before. When the goal is determined, he will achieve that goal.
Envy- Hates the people who live 'inside', thinks them pampered and entitled, when the rest of the world is a hellhole. Wants to bring them down to his level and take what they have for his survival.
Freedom Fighter- Calvarot wants to bring siege to the people inside of the walls, to destroy their companies' hold of control on all people, that the suffering of those outside (subconsciously, the suffering he endured as a wandering child outside the civilizations) might be alleviated, and that all men might be equalized. He wants to retrieve the heads of all CEO's as personal trophies.
Personal Secret- Corps Heritage: He will never admit to it, because of his hatred for those people, but his grandfather lived in those high complexes. He was fired and was marooned outside to fend for himself. He regrets his grandfather for more reasons than one. Little does Calvarot know, however, that his grandfather's blood gave him terrible gifts beyond his comprehension...
Big Spender-When he sees an artifact or salvageable piece of tech, or what he deems as treasure, he will become reckless, and without second thought do whatever it takes to get that item, even if it conflicts with his strategic and logical thinking. This has caused him a bout of trouble in the past few years.
Soft Spot- the Children: He will also forego strategic and logical thinking whenever a child is involved. He is emotionally unable to show overt kindness to them in conversation, but will slay a man where he stands if he tries to take advantage of them. In his spare time he will often find children who have been enslaved by beggarmongers, and make the child take him to their master, where he will rip off the whole of their skin.

jooker |

Considering we start with only 1500g, would you allow me to start with a 25 charge wand of cure light? 1/2 my gold on one item hurts.
Also, slight change. I didn't like the way cavalier was working out, so I have changed to Ranger (freebooter + trapper) 1, Metal Oracle 1. This makes for more of a survivalist theme, plus adds trapfinding.
I also have heal and technologist.

DM Bloodgargler |

I'm assuming those who've submitted completed characters are still interested.
I'm assuming The Dragon does not plan to submit a character.
Doomkitten, I do not see the terrakineticist on your aliases anymore. Please let me know ASAP if you are still interested at this time.
Based on my assumptions, this is the list of submissions.
Calvarot - Bloodrager
Draught - Occultist
Mayze - Bard(archaeologist)/Medium
Zazz - Mesmerist
Tomin - Ranger(trapper)/Metal Oracle
Lord Foul - machinesmith
Loup Blanc - mechanist or gunslinger
I plan to start gameplay tomorrow. We can stick around Okorn Spring until after the holidays. I've added some things to Campaign Info... most of it would be common knowledge for the general public in the Outlands.

Calvarot Tohgren |

Can we talk about party relationship dynamics?
From my understanding we will have been together for at least a few days as a combat ready squad. So far, Mayze and I have had a passive relationship in business, but due to circumstances we have traveled together, along with you all.
My character's background pits him as a leadership figure, warring against the Corps.
In the party he would self impose himself as a leader, perhaps not directly to his bent of attacking the Corp kingdoms again, but would function in a self imposed leadership manner, especially in combat situations. He would not necessarily be one to tell people what to do, or even want to, but would have a clear idea of what the best decision is in most situations and would fight fir what he believesis right in the moment.
That's my character's bent, and I'm wondering what bents and motives everyone else has with their characters, and how you think they might interact in game.
What will the social dynamics of our paramilitary team look like, especially taking into account their backgrounds? I ask not because I inherently want to be a power hungry boss or anything, but because I want to be able to interact within our group more organically, and seek mutual ooc understanding for the in game benefit of seamlessness.
I mean, this will all play out on its own in game, but if we have a preset measure of cooperation and in character understanding of each other, then I want to be able to work with that.
Thanks team, I'm looking forward to this campaign.

Tomin Mesor |

Tomin is out to survive. In order to do so, he has to keep others around him alive and well. When that is taken care of he can go on to worrying about luxuries. Being a survivalist, he prefers to be on the offense, always prepared and prepping. In a way, the character is a mix of Daryl Dixon (Walking Dead) and Tony Stark (Iron Man). Tinkering, making jokes, but always looking out for the team.
Although he is content with others leading, he will make sure that the leader is always making educated choices. If the leader does not seem competent to do the job, Tomin will take action.
Tomin is basically a walking textbook of fufilling the heirarchy of needs.

Draught |

Draught is generally silent, speaking only when necessary and then in a monotone voice that betrays no emotion. She is constantly tinkering with items she's found in her travels, and trying to coax magic out of even the most plain-looking bauble. She seems to enjoy the explosiveness of firearms, and will often crack the barest of a smile when she hits her target.
As far as party dynamics, she sees other humanoids as she sees herself... tools for performing tasks. The party bard is a magical toolbox for helping her further her goals, while the front-line fighter is a battering ram, getting in the way of those that might harm her. She will be "altruistic" only when it suits her own needs, but she also is not stingy... unless she needs something in the immediate future, if someone asks it of her, she will comply.
She knows none of the other party members, and is unlikely to attempt to learn anything about them past what they can do for her in or out of battle. If someone was to get under her skin, it would be quite a feat...

Mayze |

I'm in the midst of finals week, so a touch busier than normal till about the 20th. I'll try and keep up to date and post as frequently as possible, but just a heads up on why I might seem overly brief.
On party dynamics...to be totally honest I'm having a hard time coming up with much for why Mayze would be friendly with Calvarot. Might just be how I took the description...but it comes across very "MURDER DEATH KILL! MURDER DEATH KILL!". I don't mean for that to sound like a criticism, just one reason I can't come up with anything...another being the whole finals thing :)
As for motivation, Mayze's primary monkey is exploration. It isn't exactly that she can't sit still, but that she likes to keep moving, keep seeing new things. Obviously survival is big on the list too, but she looks to live rather than just subsist.
Good ideas are precious, and she's happy to let someone with them take the lead...though she isn't going to follow someone else just for the sake of following them. She has to believe their ideas are legitimately solid.
Should be back on in a few hours to post in the game thread. If you don't hear from me assume I've drowned in a sea of Spanish verbs and human remains....

That Other Guy |

No offense taken on the vibes bit. He is kinda that way; he wants to destroy New Anodos with all his being. He is hard to work with at times, especially in social situations... kind of like the one we were just in.
We could have him have been a good customer of yours that runs a big tab, and you strung him in to protecting you on this trip/thing because he owes you.
He does have some redeemable points, which are subtle, but they do exist.
Perhaps through the business they shared, you witnessed his rise and fall in his battle campaigns, and discovered the real reason behind his path of destruction- a convoluted sense of bringing everyone freedom from the heads of the corporations, so people on the outside wouldn't have to starve to death and face the elements as harsh as they do.
You could pick this up, and understand it, even though Calvarot doesn't himself.
Possibilities...
Good luck on your exams!

Fraust |

lol I think that might be the bond...hatred for New Andodos.
I like the idea of the tab, and then her offering to clear it if he goes with her as a guard.
At first Mayze probably figured Calvarot for a heartless merc and was just happy to have him along to fight with rather than against. Along the way she started seeing some of those redeeming qualities, specifically that his generally sour nature was mostly directed toward the plush and pampered of the cities and how they leave everyone else out to die/fend for themselves. So now that we've met up with the group we're in at the moment, Mayze does what she can to keep Calvarot part of that group as she's taken something of a liking to him. Almost like a mildly annoying older sister?
And thanks! One down, one to go...luckily the one left is forensics, which is the subject I'm actually good at :)

DM Bloodgargler |

The group could really use a melee character who can take a hit. I will assist as much as I can with any background applicants might be leaning toward. More information upon request....
Character creation:
20 pt buy
2nd level (full hp 1st level, half max +1 2nd level)
2 Traits
Available "Campaign" trait:
Specialized Training: Treat 2 skills of your choosing as if you possessed the Technologist feat. If you later choose Technologist as a feat, the selected skills receive a +2.
Any Paizo classes considered, but magic-users are rare. Wizards (and other class/archetypes which need to learn to wield magic) are pretty much non-existent.
Core races preferred. Other Paizo races considered.
Though this is not Golarion, Golarion gods are present (though not widely worshipped - particularly by laypersons). Abadar is the law of the land.
Bonus Feat (pick one)
Technologist
Power Attack
Combat Expertise
Point Blank Shot
Weapon Finesse
Dodge
Combat Casting
or
Amateur Gunslinger
For example, buying a flintlock pistol is 200gp instead of 1000gp.
Crafting a Flintlock would cost 100gp.
A Revolver is 2000gp to purchase instead of 4000gp, and 1000gp for a gunsmith to craft.
Heavy Weaponry requires Exotic Weapon Proficiency(Heavy Weaponry)
120 years ago People began being born with Psychic abilities.
100 years ago Alien ships attacked. Earth was unprepared, and again the landscape battered. Then suddenly the ships came crashing down to Earth. The alien attack lasted one day, and there has been no sign since.
95 years ago Government collapses. The fractured military looks to corporations for guidance. They surely would know best how rebuild with efficiency.
90 years ago Each city becomes ruled by a corporation or conglomerate as a monarchy. Citizens are employees or exiled.
The past 90 years:
The isolationist maneuver was "sold" to the people by pledges of humanitarian efforts toward those who had decided to not conform to this new way of life. The civic leaders of settlements - built upon ruined cities - received vitamin rich rations to supplement their citizen's diets. They also would at times receive discarded self-defense weaponry from the rapidly upgrading city watch. This went on for a while, until the inevitable conflict came - brought by wealth surrounded by destitution.
There were enough reportable incidents to sanction entire settlements. One by one these communities were cut off from civilization. They were left to fend for themselves, and defend what resources they had left from desperate plunderers and murderous gangs liberated by the decline of civilization.
Okorn Spring is the only settlement still receiving rations and medicine from the nearest city kingdom of New Anodos (Anotheurge Multi-Corps). Most assume this is due to Okorn Spring's leader, Bergen Lachlan, being a brother to Kandur... the "Farm Lord" of New Anodos.
Nature has begun to recover, and the denizens of the world outside the walls have adapted in the generations since. Most who still survive no longer have need of assistance. But there are those that band together for a common good. While certainly... not everyone has the same motivations, there is a focus to these well-armed and fairly well-intentioned groups based on a hope. There must some way or somewhere to go, where you can live your last days believing your kin and theirs will have a better life.

thunderbeard |

You mention looking for a character capable of taking a hit, but it looks like everyone in the party's already decently tough. Are we talking pure hp, high saves, ac, or ability to tank by pulling enemies' attacks?
Basically, ideas off the bat (not sure what is most appropriate for setting/party balance):
High HP:
- Barbarian (dragon totem, invulnerable rager) — strong, silent barbarian from deep in the wastes
- Bloodrager (abyssal/arcane) — fighter with some amount of post-apocalyptic mutation
- Scarred Witch doctor — (not sure flavor, but it's a way to get high saves, HP, spontaneous healing and eventually decent AC)
High saves/AC:
- Paladin
- Paladin
- How would a paladin fit in this sort of setting?
Other ideas:
- Martial Artist monk, panther style focus (a character with high AC and saves who focuses on disarming enemies)
- polearm/shield fighter, with a focus on maneuvers and defense

DM Bloodgargler |

I mostly mean high HP and/or AC. I'm suggesting melee because most of the party is ranged, and there will likely be encounters where it would be tactically advantageous to have someone who can "get up in people's faces".
Out of the classes you've posted, only the paladin would be a difficult fit for the setting (but not out of the question).
Scarred witch doctor could work.
The others would easily fit both party, and setting.

thunderbeard |

Okay, I think I've got it figured out. I don't want to deal with another character who talks all the time/has a spellbook right now, so I'm going with something a little simpler. (And while Scarred Witch Doctors can take a few hits, they can't use weapons well at all).
If it fits okay in the setting, the character would be a tribal human, a la Fallout 2, from a band of survivors who live a hard life out in the polluted/radioactive/lawless wastes (or whatever uncharted lands fall between the survivor cities and camps). He's lived a hard life, but learned a lot about the land, enough to find a way into a proper settlement where he's recently earned work as a guide/scout knowledgable about the wilderness.
The character's role would thus probably be as a guide/bodyguard to the party, highly knowledgeable about nature and simple weapons technology (e.g. knives, bows, clubs, snares, etc).
Class:
Invulnerable Rager 1 (levels like a regular barbarian, but even tougher)
Brawler 1 (Wild Child) (only a single level in this, but it'll represent his ability to pick up improvised weapons and adapt to new surroundings)
Ability scores:
Str 16, Dex 12, Con 16, Wis 14, Cha 8
HP: 25, or 29 when raging
AC: 20 when using feats defensively
Max melee damage output: 2d6+13, when using feats offensively
Other cool stuff:
-Wild child grants a companion (in this case, probably a scouting hawk)—without advancement, it won't be tough enough to fight, but it can provide an extra lookout
Traits:
-Threatening Defender (makes it easier to fight defensively once he gets Combat Expertise)
-Trap Finder (skill with mundane hunting traps might eventually prove useful, or not)
Feats:
-Power Attack (Campaign Bonus)
-Combat Reflexes (Human Bonus)
-Improved Unarmed (Brawler Bonus)
-Alertness (Bodyguard-archetype companion)
-Combat Expertise
Tactics (underlined favorite):
Martial Flexibility gives one of three options:
-Grab Shield Focus or Improved Disarm, use with Combat Expertise to fight defensively
-Grab Furious Focus, then rage and fight offensively
[u]-Grab Panther Style, and interpose self between enemies and allies; if enemies attack, get to hit 'em back hard[/u]
^ At level 4, will be able to use Panther Claw with Flexibility (and at level 5 he'll have Panther Parry), eventually allowing him to disarm/trip groups of enemies before they get their AoOs.
If that sort of thing sounds reasonable, I can fill in backstory/personality better later today, would have to read through more setting info.
Also: Are chainsaws martial weapons/reduced in price like firearms? If not, he'll have to save up for one... but if it's a standard action to turn a saw on and a move action to temporarily learn how to use it with martial flexibility, that makes it still a decent option once affordable.

DM Bloodgargler |

Looks good. I would be happy to PM you some setting info to help with background things. I will put something together to give you vague ideas later today.
Regarding the chain saw and other tech gear....
Most technological gear looted or purchased in the wasteland will be Substandard - prone to "glitches", and half the listed cost... but rechargeable. This is due to inferior tooling and materials, and oversights in reverse engineering.
50% chance to glitch under these conditions...
- When an item is first used after a month or more of inactivity.
- Anytime a single-use consumable is used.
- When using an item in a way that would drain its last charge.
- When an item requires a d20 roll (such as a skill check or an attack roll) to activate or use, and that roll results in a natural 1.
- When a critical hit is confirmed against the wearer of an active defensive item, such as armor or a force field.

Zazz the Clockwork Juggler |

Chain saw sounds utterly hilarious to me... If we ever find one... haha.
As a note in general in case you were hoping for more melee AND a backup healer.
I can always switch to spiritualist(well I would look at it harder first to make sure it's decent at melee, and the phantom isn't bad. Kinetcist in melee was also possible harder to pull of the cool stuff using melee vs ranged) with some random weapon in melee also. The phantom isn't the strongest, but that and the spiritualist with some weapon could be another body up there, and not be too bad AC wise if I make him Dex styled though damage would be lacking maybe. Probably would be Kukri or sometihng I can get slashing grace with, if dex, or scythe if str (though str doesn't have much ac with light armour)
damage style on a dex looks abit rough maybe.
They have some healing on their spell list, and the cool phantom touch attack thing going on. It was the other class I was interested in orignally anyway.
I would have to look up a ton on phantoms though, I just have a bare idea
Could keep the same storyline pretty much as well. I would: change traits, switch Cha for Wis, change a feat, and lose 2 skill points due to class changeover. Would have to rebuy some things.. which might be a bit wonky considering current situation. Though isn't exactly much to accidently metagame with anyway.
So some skills wouldn't be as effective as they are currently, but I'd follow the same path for the character's personality and such.

Zazz the Clockwork Juggler |

Spiritualist version
http://www.myth-weavers.com/sheetview.php?sheetid=1124354 though needs to chose a feat still. Skills are kinda silly but I avoided changing them much since they sorta fit him. Just less CHA now haha.
His phantom
http://www.myth-weavers.com/sheetview.php?sheetid=1124380
Hatred is the manifestion in Zazz from before he woke up, it's not something he fully understands--part of the reason he is going around trying to learn more of the world. To find what the hatred is focused on and to better understand it. (vague, but just done quick can be fleshed out or used randomly in the story )
Yeah, just hopefully Tomin avoids getting messed up, Though we have a wand~

thunderbeard |

Huh—I'm having a lot of trouble understanding the Occultist class, but it looks like Conjuration Occultists can learn healing spells and gain an ability to spend conjuration focus on healing, which is just as effective as anything a witch could do, while also being able to wear medium armor (which the witch doctor couldn't do until level 7).
Anyway, yeah, PM me some setting info if you want, I can create an alias and however much background/character personality info is appropriate.

Ta'mas Dune-Runner |

This is thunderbeard, posting with proposed character. Kept the backstory short, because To'mas is not a complicated man. Wasn't sure about avatar image, but can always change that if it's too snarling.
To'mas hails from one of the more civilized tribes on the edge of the Blisterskin Sands, his people occasionally venturing out of the desert to trade, but unwilling to give up their primitive ways and beliefs. In a region of warring tribes with strange and solitary religions, To'mas was born and grew up remarkably free of mutation or stunting, a quirk that would have been a symbol of low status or divine displeasure in nearly any other tribe.
Living far from the heart of the radioactive wastes, however, To'mas's tribal elders had long ago declared "normal" children to be created by the gods in the image of their ancestors—and this allowed him to receive a religious education, training in a tradition that involved ceremonial weaponry and communing with nature.
And then, as these things often go, his tribe was defeated by a neighbor to the south, and his people killed, assimilated or enslaved. Trained a heretic religion and free of mutation, the teenaged To'mas was declared cursed by his conquerers and cast out into the desert with no supplies. Relying on his wits and skill, he managed to live off the land for a time, eventually finding his way North to an unexpected bastion of civilization.
Unlike many of the Blistering Sands, To'mas was accepted in Nephyx, thanks in part to his normal appearance and the mild accents his tribe spoke with. He has since earned employment and income as a guide to the surrounding outlands, ability to fight off bandits and survive in the desert. However, he remains shy and withdrawn, not completely at home in the world he has joined.

DM Bloodgargler |

Rebooting... (those who where involved before are more than welcome to return)
Character creation:
20 pt buy
2nd level (full hp 1st level, half max +1 2nd level)
2 Traits
Available "Campaign" trait:
Specialized Training: Treat 2 skills of your choosing as if you possessed the Technologist feat. If you later choose Technologist as a feat, the selected skills receive a +2.
Any Paizo classes considered, but magic-users are rare. Wizards (and other class/archetypes which need to learn to wield magic) are almost non-existent.
Core races preferred. Other Paizo races considered.
Though this is not Golarion, Golarion gods are present (though not widely worshipped - particularly by laypersons). Abadar is the law of the land.
Bonus Feat (pick one)
Technologist
Power Attack
Combat Expertise
Point Blank Shot
Weapon Finesse
Dodge
Combat Casting
or
Amateur Gunslinger
: Early firearms are readily available. Instead of requiring the Exotic Weapon Proficiency feat, all firearms are martial weapons. Early firearms and their ammunition cost 20% of the amounts listed in this book (and half that for one with gunsmithing to craft), but advanced firearms and their ammunition are uncommon and cost 50% of the amount listed to purchase (and half that for one with gunsmithing to craft)
For example, buying a flintlock pistol is 200gp instead of 1000gp.
Crafting a Flintlock would cost 100gp.
A Revolver is 2000gp to purchase instead of 4000gp, and 1000gp for a gunsmith to craft.
Heavy Weaponry requires Exotic Weapon Proficiency(Heavy Weaponry)
Gunslingers keep gunsmithing, and receive the gun training class feature at 2nd level
125 years ago Earth (at the time in a 1850-1900 equivalent industrial age) was bombarded by a meteor shower. The destruction, and resulting effect on the climate was devastating, and nearly "broke" civilization back to a dark age.
120 years ago People began being born with Psychic abilities.
100 years ago Alien ships attacked. Earth was unprepared, and again the landscape battered. Then suddenly the ships came crashing down to Earth. The alien attack lasted one day, and there has been no sign since.
95 years ago Government collapses. The fractured military looks to corporations for guidance. They surely would know best how rebuild with efficiency.
90 years ago Each city becomes ruled by a corporation or conglomerate as a monarchy. Citizens are employees or exiled.
The past 90 years:
The isolationist maneuver was "sold" to the people by pledges of humanitarian efforts toward those who had decided to not conform to this new way of life. The civic leaders of settlements - built upon ruined cities - received vitamin rich rations to supplement their citizen's diets. They also would at times receive discarded self-defense weaponry from the rapidly upgrading city watch. This went on for a while, until the inevitable conflict came - brought by wealth surrounded by destitution.
There were enough reportable incidents to sanction entire settlements. One by one these communities were cut off from civilization. They were left to fend for themselves, and defend what resources they had left from desperate plunderers and murderous gangs liberated by the decline of civilization.
Okorn Spring is the only settlement still receiving rations and medicine from the nearest city kingdom of New Anodos (Anotheurge Multi-Corps). Most assume this is due to Okorn Spring's leader, Bergen Lachlan, being a brother to Kandur... the "Farm Lord" of New Anodos.
Nature has begun to recover, and the denizens of the world outside the walls have adapted in the generations since. Most who still survive no longer have need of assistance. But there are those that band together for a common good. While certainly... not everyone has the same motivations, there is a focus to these well-armed and fairly well-intentioned groups based on a hope. There must some way or somewhere to go, where you can live your last days believing your kin and theirs will have a better life.
Though the "meteor" at this site is the first stage of invasion, it also houses the best possible means to fight the would-be conqueror aliens. There are two scientist-engineers with you at the start who will soon repair a solar generator. However many more you rescue (and later recruit), will determine what you can build to grow your facility.

Bullo Dagmawi |

Since core races are preferred but this is supposed to be Earth (according to the world timeline) are the races other than human (half-orc, elf, half-elf, etc.) actually available?
What about alchemy based classes such as the alchemist and the investigator?
Without implying the game to be pulp fiction it appears it may roughly correspond to that time of scientific development and it seems those classes match pretty closely.

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

Ahh... not our Earth, but like our Earth (as in the same level of technological/intellectual development... 1850-1900's when the upheaval came), and referred to as Earth by those who live there. That didn't make it into the cut-and-paste.
Other races are less common than Golarion (and generally more isolationist). Androids are fairly common workers in civilized human communities... PCs would be considered among the "Non-Compliant Androids".
Lizardfolk are 10 race pt characters... lose swim speed, gain +2 Know(Engineering) or Craft(Mechanical), gain Desert Runner: Members of this race receive a +4 racial bonus on Constitution checks and Fortitude saves to avoid fatigue and exhaustion, as well as any other ill effects from running, forced marches, starvation, thirst, and hot or cold environments.
Alchemy is all good... Though there are very few spellbooks or purchasable scrolls for transcribing into Formulae, there will be other opportunities to discover recipes - mostly through the science community.
There is some more info >here< on campaign info... and a couple maps.

Gobo Horde |

Well i would be interested in something like this, and my main idea is some type of explosives expert alchemist.
Thinking of: Human Alchemist (grenadier, Alchemical Trapper) 2
3 feats: (gunsmithing, PBS, something)
a gun, a few bombs, some blackpowder and bullets, random alchemical items, maybe a piece of tec like an Inferno Gernade or a detonator.
Lots of skills, especially craft: alchemy, DD, K: Engineering, Explosives.
A quick question: Could I be a human and take the Alchemical Trapper Archetype? Its normally only for kobolds.
My reasoning: I would like to create either a "special ops" kind of character or possibly someone from Fort Windscar (the militaristic Human Supremist) who either currently works for one of the corporations, or used to but got kicked out/exiled/ran away after an Incident (depending on how the rest of the party is made up, so i fit in with them).
His Main Trick is his love for explosions of any type, using blackpowder to create grenades that he lobs at enemies (Alchemist Bombs), or land mines that he sets in ambush of foes (alchemical Traps). He also maintains a small firearm that he tinkers with and modifies on occasion (grenadier archetype). He also has some skills and knowledge of technology but it is still rather limited and more focused on his area of expertise.
A few other things off the top of my head,
He would be decent at skills, having a high int, lots of skills and some dex.
Surprisingly Alchemists, the creators and manufacturers of gunpowder, are not proficient in guns :/ However, the Grenadier archetype would let me be proficient in 1 firearm at least.
I am thinking of giving him the Oblivious drawback, representing him being a bit Shellshocked from some of his explosions :)
As an alchemist, He will also be creating a wide variety of different items as he can/sees fit, such as alchemists fire or other random, fun things.
Another question. I know that there are special uses for skills with technology, but I cant seem to find it on the Srd. Do you know of a link? (Specifically skills and technology)
Well with that in mind, I am going to start to build up something :)

DM Bloodgargler |

Bullo - Sure.
Gobo Horde - I'd allow the archetype with your character idea. Sounds good.
skills section of Tech Guide

Bullo Dagmawi |

Here is (basically) my character sans equipment with a recycled name. Will characters have the standard 1000 gp for a second level character or something else?
Darius Flood
half-orc
gunslinger 2
14 S 14 (5 points)
16 D 14 +2 racial (5 points)
14 C 14 (5 points)
14 I 14 (5 points)
10 W 10
10 Ch 10
skills (4 gunslinger +2 intelligence)
2 skills to treat as if possessing the technology feat: craft mechanical, knowledge engineering
+04 disable device 2 ranks +2 dex
+09 craft mechanical 2 ranks +3 class +2 int +2 specialized training with technologist
+12 knowledge engineering 2 ranks +3 class +2 int +3 skill focus +2 specialized training with technologist
+04 knowledge arcana 2 ranks +2 int
+04 spellcraft 2 ranks +2 int
+06 diplomacy 2 ranks +0 cha +3 class +1 trait
feats
1st: skill focus knowledge engineering
bonus: technologist
gunslinger 1: gunsmith
traits
1. campaign- "specialized training"
2. adopted- human: world traveler (diplomacy)
NOTE: I was considering to have this character adopted by one of the rare human wizards to raise as a bodyguard but he was found to actually have a knack for arcana and wanted to possibly take magus levels later on (as he is a warrior character to start) or wizard levels.
@ Gobo
DM Bloodgargler gave you the OK to do so without any "effort" but, for future character creation, a human (plus half-elves and half-orcs) can take the feat racial heritage which has been FAQ'd to include qualifying for archetypes. So, you could take racial heritage and choose another humanoid race (but not a non-humanoid race such as aasimar) and qualify for any of its archetypes.