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Derlan Stonefinder
Male dwarf cleric of Torag 1
NG Medium humanoid (dwarf)
Init +2; Senses darkvision 60 ft.; Perception +6
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Defense
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AC 17, touch 10, flat-footed 17 (+5 armor, +2 shield)
hp 10 (1d8+2)
Fort +5, Ref +1, Will +8; +2 vs. poison, spells, and spell-like abilities
Defensive Abilities defensive training
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Offense
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Speed 20 ft.
Melee heavy shield bash -3 (1d4+1) or
warhammer +1 (1d8+1/×3)
Ranged light crossbow +0 (1d8/19-20)
Special Attacks channel positive energy 5/day (DC 12, 1d6)
Domain Spell-Like Abilities (CL 1st; concentration +6)
At will— mending
8/day—artificer's touch (1d6 , bypasses DR and hardness 1), resistant touch (+1)
Cleric Spells Prepared (CL 1st; concentration +6)
1st—comprehend languages , forbid action UM (DC 16), protection from evil , sanctuaryD (DC 16)
0 (at will)— detect magic , read magic , sparkAPG (DC 15)
D Domain spell; Domains Artifice, Protection
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Statistics
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Str 13, Dex 11, Con 14, Int 16, Wis 20, Cha 14
Base Atk +0; CMB +1; CMD 11 (15 vs. bull rush, 15 vs. trip)
Feats Selective Channeling
Traits guardian of the forge, numerian archeaologist, reactionary
Skills Acrobatics -6 (-10 to jump), Appraise +7 (+9 to assess nonmagical metals or gemstones), Craft
(mechanical) +5 (Make double the normal progress to create nonmagical items), Diplomacy +6, Heal +9,
Knowledge (arcana) +7, Knowledge (history) +8, Knowledge (planes) +7, Perception +6 (+8 to notice
unusual stonework), Sense Motive +9, Spellcraft +7; Racial Modifiers +2 Appraise to assess nonmagical
metals or gemstones, +2 Perception to notice unusual stonework
Languages Androffan, Celestial, Common, Dwarven, Gnome, Terran
SQ industrious urbanite
Other Gear scale mail, heavy steel shield, crossbow bolts (10), light crossbow, warhammer, bedroll, belt
pouch, candle (10), chalk (2), flint and steel, hemp rope (50 ft.), holy text UE, masterwork backpack APG,
mess kit UE, pot, spell component pouch, trail rations (5), waterskin, wooden holy symbol of Torag, 56 gp,
9 cp
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Special Abilities
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Artificer's Touch 1d6 (8/day) (Sp) Melee touch attack deals 1d6+0 damage to objects or constructs,
bypassing 1 hardness.
Cleric Channel Positive Energy 1d6 (5/day, DC 12) (Su) Positive energy heals the living and harms the
undead; negative has the reverse effect.
Cleric Domain (Artifice) Granted Powers: You can repair damage to objects, animate objects with life,
and create objects from nothing.
Cleric Domain (Protection) Granted Powers: Your faith is your greatest source of protection, and you can
use that faith to defend others. In addition, you receive a +1 resistance bonus on saving throws. This
bonus increases by 1 for every 5 levels you possess.
Darkvision (60 feet) You can see in the dark (black and white only).
Defensive Training +4 Gain a dodge bonus to AC vs. monsters of the Giant subtype.
Greed +2 to Appraise to determine price of non magic goods with precious metals or gemstones.
Industrious Urbanite Make double normal progress on Craft checks to make mundane items, Profession
+4 to make money.
Resistant Touch +1 (8/day) (Sp) As a standard action, touch ally to grant Protection domain's resist bonus
for 1 min, but lose own bonus.
Selective Channeling Exclude targets from the area of your Channel Energy.
Stonecunning +2 +2 bonus to Perception vs. unusual stonework. Free check within 10 feet.

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Derlan grew up in the 5 kings mountains, listening to the infighting between the Dwarven leaders and the Priests. Derlan longed for the days of his ancient ancestors, travelling the sky in a Citadel hand crafted and loved by all Dwarven kind. Derlan once traveled with a small detachment of Dwarves who attempted to take back the Sky Citadel in Belkzen, the attempted to reclaim the Citadel almost succeeded but if not for the detachment not understanding how to power up the Citadel.
Derlan returned home poured over all the texts related to the Citadels but could not find out how to power it up or anything regarding a power source. Communing with Torag yielded no results as the Father remained silent on all things pertaining to the creation of the Sky Citadel's.
Derlan heard about all the amazing new technology in Numeria and maybe a power source could be found there to power up a Sky Citadel. Hearing that the town of Torch was not in the hands of the Technique League Derlan set out for there.

TheLazyJ |

Read the players guide, looks very interesting a lot different then your standard fantasy fair. Would love to play, thinking Magus or Inquisitor, with a dip in swashbuckler. Character would draw some inspiration from Inigo Montoya.
2d6 + 6 ⇒ (4, 5) + 6 = 15
2d6 + 6 ⇒ (2, 3) + 6 = 11
2d6 + 6 ⇒ (4, 6) + 6 = 16
2d6 + 6 ⇒ (6, 1) + 6 = 13
2d6 + 6 ⇒ (3, 1) + 6 = 10
2d6 + 6 ⇒ (5, 3) + 6 = 14
26 pts, good spread, just a pip over the allowed point buy
One question Fencing grace was recently erratad to require 1 hand free/not work with spell combat, would it be possible to use the non erratad version?

DM Alistair |

Whew! Busy weekend, busy busy!
@ThwLazyJ - I'll have to decline that. If I did, I'd get many more requests to allow older, now errata'd rules.
Alright, now the updated list!
Alany - Android Vigilante (Magical Child) - Numerian Archaeologist
Alyn Hasson - Half-Elf Slayer (Bounty Hunter) - Against the Technic League
Benton Gearfox - Gnome Bard (Archaeologist) - Numerian Archaeologist
Carter - Android Brawler - Numerian Archaeologist
Creighton - Human Investigator (Steel Hound) - Stargazer
Derlan Stonefinder - Dwarf Cleric of Torag - Numerian Archaeologist
Eibon Elders - Android Brawler - Robot Slayer
Fionnid Mac'Cuainn - Half-Elf Hunter - Robot Slayer
Hacha - Human Bloodrager (Draconic) - Against the Technic League
Hitomi Tanakai - Human Samurai - Skymetal Smith
Ibarra Skyside - Human Cleric (Iron Priest) of Brigh - Local Ties
Inquisitus - Human Inquisitor of Brigh - Against the Technic League
Karina Bright-Eye - Changeling Sorcerer (Starsoul) - Stargazer
"Lucky" Siobhan Mac Tiernan - Human Gunslinger (Musket Master) - Local Ties
Tarkov - Human Fighter (Lore Warden) - Skymetal Smith
Tristina Myantheles - Elf Bard - Stargazer
Van - Android Psychic - Against the Technic League
Xander Coulson - Human Bard (Archaeologist) - Numerian Archaeologist
Yala Steelbender - Oread Barbarian (Armored Hulk) - Skymetal Smith

Anderlorn |

Wow, look at the competition, I will throw my gauntlet in.
1. Absolutely no 3rd Party correct such as Dreamscarred or Spheres of Power? I am dying to use Spheres of Power but I am dying to get into an Iron Gods game too so I will happily still apply.
2. Classes with no mention of technology will be able to adapt or update their feat or class feature list to include technology, correct?
2d6 + 6 ⇒ (2, 1) + 6 = 9
2d6 + 6 ⇒ (3, 3) + 6 = 12
2d6 + 6 ⇒ (3, 5) + 6 = 14
2d6 + 6 ⇒ (6, 2) + 6 = 14
2d6 + 6 ⇒ (3, 1) + 6 = 10
2d6 + 6 ⇒ (4, 1) + 6 = 11
Not as bad as DeviousDevious but they could have been better too ... LOL. I'll go with the 25 point purchase since the roll set is only 12 points ... :-)

TheLazyJ |

Fair enough, While I really like the idea of precision over power for damage, see deadly aim, I can also see why they may want to keep that level of dex to damage as a niche for unchained rogues, and only let other classes have it with a feat tax/drawbacks.
Still think my character will be some variation of one level swashbuckler/6 level caster will figure it out.

Mahorfeus |

A few more days till the deadline... let me see if I can pull something off. I had joined an Iron Gods game partway through book one, but it ended a tad abruptly. I'd love to give it another go, from the start this time.
2d6 + 6 ⇒ (2, 2) + 6 = 10
2d6 + 6 ⇒ (4, 6) + 6 = 16
2d6 + 6 ⇒ (2, 2) + 6 = 10
2d6 + 6 ⇒ (5, 1) + 6 = 12
2d6 + 6 ⇒ (5, 5) + 6 = 16
2d6 + 6 ⇒ (4, 3) + 6 = 13
25-point buy. Definitely sticking with that. I'll see what I can come up with!

DM Alistair |

A question would be: which version of Conan?
Also, you kinda shot down possibilities of RockMan/MegaMan rip-off, rip-off of "alien 'tourists'" stories, etc
The actual Conan from the books (and the most recent movie) not the Schwarzenegger one. And I hope I didn't shoot down RockMan/MegaMan/"alien tourist" (now I imagine a Xeno with a polaroid snapping pictures as their family stands in front of famous monuments XD)
@Anderlorn: Yes, characters start in the town of Torch.

Insane KillMaster |
Insane KillMaster wrote:Also, you kinda shot down possibilities of RockMan/MegaMan rip-off, rip-off of "alien 'tourists'" stories, etcAnd I hope I didn't shoot down RockMan/MegaMan/"alien tourist" (now I imagine a Xeno with a polaroid snapping pictures as their family stands in front of famous monuments XD)
Disguised aliens, pretending to be "humans", who just happen to be there when their help is needed.

TheLazyJ |

Original concept got scratched, feat tax was to high to do what I want so did the crunch for a Alchemist (Grenadier) Hari Sel'Don. Figure alchemist would be good fit for themes of the AP. Still need to work on Hari's backstory some will post it later. Took local ties, and want to work Khonnir Baine into Hari's background, any advice on what I should do to include him? trait says he could be my character's mentor but not much else.

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Original concept got scratched, feat tax was to high to do what I want so did the crunch for a Alchemist (Grenadier) Hari Sel'Don. Figure alchemist would be good fit for themes of the AP. Still need to work on Hari's backstory some will post it later. Took local ties, and want to work Khonnir Baine into Hari's background, any advice on what I should do to include him? trait says he could be my character's mentor but not much else.
The Technic League discovers that their greatest enemy has just arrived... the Foundation.

Anderlorn |

Van, who goes forth alone |

Hm. Still working on my submission, but I neglected to ask; is crafting is a viable choice for this adventure path? Torch seems like blacksmith heaven, but I was wondering if you think it would be practical. For reference, I have my eye on the soul forger magus.
Hard to say with any certainty, but I don't believe we really stay in Torch much past the first book.

Anderlorn |

For technological firearms, is it a free action to reload since it has increased one step per technological advance (Early to Advance to Technological)?
Too bad, the Androffans didn't have one of these ... lol
Anyone know where that is from; an awesome game too?! My first introduction to the system was TMNT when they were a "little less" kid friendly.

Van, who goes forth alone |

For technological firearms, is it a free action to reload since it has increased one step per technological advance (Early to Advance to Technological)?
Too bad, the Androffans didn't have one of these ... lol
Anyone know where that is from; an awesome game too?! My first introduction to the system was TMNT when they were a "little less" kid friendly.
Palladium's over all mechanic was one of my first as well & yes, I too started with T.M.N.T. & other Strangeness. Unfortunately, Rifts was kind of the beginning of the end for me as far as they went. It felt like every new sourcebook was another attempt to go 'further, farther, more!' It didn't help that this was the same time I was becoming less & less enchanted with level based RPG's as a whole.
All that said, I still have a soft spot in my heart (or possibly my head...) for a lot of their earlier material (the aforementioned T.M.N.T. & other Strangeness, Ninjas & Superspies, Mechanoids, the Palladium fantasy RPG.) It didn't hurt that when I first discovered them I was living in Michigan & the idea of an actual RPG company in my home state was pretty cool.
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I personally don't care for the Palladium rules system, but there is currently a kickstarter for the Rifts setting using Savage Worlds if anybody is interested.

Anderlorn |

I liked how Ninjas and Superspies handled martial arts and had some good times playing that game. But yes, Palladium has missing gaps in their rules and becomes frustrating from time to time. But I can find frustration in any game, even Pathfinder.
Thank you for the link Greysector.
EDIT: Rifts Savage Worlds looks promising.