Michael Johnson 66 |
The 1st-level adventurers begin the campaign as slaves of the Technic League, either convicted criminals or those chosen by lots, trained in techniques of survival and exploration of the strange metal ruins that fell from the sky so long ago. Implanted with tracking devices capable of killing them to ensure their cooperation, they are sent into lesser metal ruins scattered throughout Numeria to recover technology for their arrogant masters.
Races: Any from Core Rulebook, any featured race from ARG
Classes and Archetypes: Any from Core Rulebook, Pathfinder Unchained, ACG, UC, UM, or OA
Abilities: 20-point build
Max starting wealth
HP per level: max first; half average plus one, plus Con mod per level after 1st
*Please be willing and able to commit to posting at least once every other day; campaign will start up New Years Day 2017.*
Michael Johnson 66 |
Interested.
Would you consider allowing Androids?
or the Nanite Bloodline
Yes, I'll consider. Could you direct me to the Android race? Or better yet, link it?
Michael Johnson 66 |
Are you planning on going into Iron Gods or just doing a game in the Numeria?
I'm referring to the source material for Iron Gods, including the AP, but the PCs are not on that AP. Rather, they start out as slaves of the Technic League with a specific objective: recover ancient alien tech from the smaller, half-buried fragments of Divinity scattered across Numeria, starting with a fragment several leagues west of Starfall called the Silver Turret....
The campaign becomes a true sandbox as soon as the PCs can find a way to safely remove their collars (I'm refining the implant concept to make it exploding tracking collars around the neck rather than surgically implanted tracking devices) and escape from the control of the Technic League. They could then explore the buried fragments for their own gain, to arm themselves with technology with which to avenge themselves against the TL or for other reason; they could conquer Numeria or a neighboring realm; they could explore the ruins and dungeons of another region of Golarion....whatever the players can agree to as a group, I will turn into adventure! ;)
Gwahir777 |
Here is my Submission for Isaiah Namara,a pint sized bottle of rage
One day his master invited some members of the Technic League to come to his castle for business. During dinner Isaiah’s master brought Brindolf and Isaiah out for entertainment, with the intent of using them as fodder in an example of some robot soldiers.
In the ensuing combat Brindolf leapt in front of Isaiah to protect him and was skewered on the robot’s blades. After that the next thing Isaiah remembers is standing over two broken robots holding a table leg.
For most halflings this would be a death sentence. But the Technic League saw the value in a slave who could destroy two robots with a chunk of wood. They offered to buy him on the spot and took him back to Numeria.
Halfling Barbarian 1(True Neutral)
(Pathfinder Core Rulebook )
Small humanoid
Init + 3, Perception + 6
--------------------
Defense
--------------------
AC 19 touch 12, flat-footed 13(+4 armor, +1 Shield, +3 Dex, +1 Size)
hp 14 (1d12+2)
Fort +5, Ref +4, Will +1;
--------------------
Offense
--------------------
Speed 20 ft.
Melee Longsword +5(1d6+2/19-20×2) or
Ranged Halfling Sling Staff +5(1d6+2/×3)
--------------------
Statistics
--------------------
Str 14 Dex 16, Con 14, Int 14, Wis 10, Cha 10
Base Atk +1; CMB +2; CMD 15
Feats: Weapon Focus-Longsword
Skills: Acrobatics +5, Climb +8, Intimidate +4, Knowledge-Nature +6,Perception +6, Ride +7, Survival+4, Swim +6,
Languages: Common, Goblin, Elven
Other Gear: Hide Armor, Light Shield, Longsword, Dagger, Halfling Sling Staff, 30 Bullets, Oil and Whetstone, Backpack, Compass, Bedroll, Flint and Steel, Mess Kit[UE], Pot, Soap, torch (2 ), Trail Rations (5), Waterskin, Small Tent, 90gp
Weight:55lb
--------------------
Special Abilities
--------------------
Rage 6 rounds/day - Adds +4str and con, +2 will saves, -2AC. Fatigued for double rounds.
Fast Movement - +10 movement speed
Brain in a Jar |
Brain in a Jar wrote:Yes, I'll consider. Could you direct me to the Android race? Or better yet, link it?Interested.
Would you consider allowing Androids?
or the Nanite Bloodline
Here you go.
I've always wanted to play an Android Sorcerer with the Nanite Bloodline. It seemed fitting considering the setting.
Michael Johnson 66 |
1 person marked this as a favorite. |
Michael Johnson 66 wrote:Brain in a Jar wrote:Yes, I'll consider. Could you direct me to the Android race? Or better yet, link it?Interested.
Would you consider allowing Androids?
or the Nanite Bloodline
Here you go.
I've always wanted to play an Android Sorcerer with the Nanite Bloodline. It seemed fitting considering the setting.
Yes, quite fitting! Go ahead and submit a PC. I'll choose up to 6 about a week before New Year and post my choices here.
Michael Johnson 66 |
How do you stand on alien races like Triaxians or Lashunta? I'm thinking of maybe a crashlanded Lashunta gunslinger or mesmerist, but far from wed to the idea.
I'm going to limit the races to Core races, featured races from ARG, and Android. The PCs will begin with the typical medieval level of technology and scientific knowledge.
Michael Johnson 66 |
Thinking Cavalier (Luring Cavalier/Musketeer). What guns are you allowing?
Starting gunslinger characters will be limited to the battered pistol or rifle they normally begin play with, a flintlock weapon (no revolvers). Fairly early on, there will be opportunities to acquire laser pistols, laser rifles, and other alien technology, but to begin, all characters (including natives of Numeria and androids) will be limited to Core Rules equipment plus the early firearms and ammunition from Ultimate Combat.
Michael Johnson 66 |
working on an undine hydrokeneticist. My idea is that the Technic league experimented on people to get children with unusual abilities for specialized purposes.
Yes! They have certainly created some mutants experimenting with the strange fluids harvested from Silver Mount and other ruins.
Michael Johnson 66 |
Alternatively, I have some ideas for a human barbarian or shaman from the Ghost Wolf tribe (right in the middle of the whole Thundarr-esque stylings).
Haha! Thundarr is a definite influence for this setting! You know the writers had to have played a little Gamma World back in the '80s....
Jesse Heinig |
Yeah, it's definitely part of that whole tech-apocalypse-fantasy genre, along with Expedition to the Barrier Peaks and the Conan story "The Tower of the Elephant".
Any particular preferences? Based on how the group is shaping up, maybe the shaman for healing, or... ?
Michael Johnson 66 |
Yeah, it's definitely part of that whole tech-apocalypse-fantasy genre, along with Expedition to the Barrier Peaks and the Conan story "The Tower of the Elephant".
Any particular preferences? Based on how the group is shaping up, maybe the shaman for healing, or... ?
No preferences on my part. Healing is always beneficial for the party, but the main thing is that you enjoy RPing the character you generate. If there is no healer in the group, I will place extra potions and healing technology in the adventures for the PCs to find and use.
hmnhntr |
This is my submission for Germaine Belgrave, a country-boy turned soldier who specializes in firearms.
LG Medium Humanoid (Human)
Init +4; Perception +1
------------------------------
DEFENSE
------------------------------
AC 18, touch 14, flat-footed 14 (+4 armor, +4 dex, +0 shield)
hp 11 (1d10+1)
Fort +4, Ref +4, Will +1
------------------------------
OFFENSE
------------------------------
Speed 30 ft.
Melee Longsword +2 (1d8+1/19-20,x2)
Ranged: Musket +5 (1d12/x4); if Challenge, +6 (1d12+1/x4)
------------------------------
STATISTICS
------------------------------
Str 13, Dex 18, Con 14, Int 12, Wis 12, Cha 8
Base Atk +1; CMB +2; CMD 16
Feats: Gunsmithing , Point-Blank Shot [H], Precise Shot [1], Covering Fire [B]
[b]Skills: Climb +3*, Handle Animal +3, Knowledge (Local) +5, Ride +6*, Sense Motive +5, Survival +5
ACP -2
*ACP applies to these skills
Non-Standard Skill Bonuses
+1/2 Cavalier level to Survival checks to avoid getting lost
Languages: Common, Elven
Gear: Chain Shirt, Musket, 50 Bullets and Black Powder doses, Longsword, Bedroll[M], 50 ft Hempen Rope[P], Bullseye Lantern (6 hrs), Lamp oil (1 pint)[P], Gunsmith's Kit[P], Pack Saddle[P], MW Backpack, 5 days rations [P], 10 days animal feed [P]
Remaining Light Load Capacity: 11.2 lbs
Pack Ox - Carrying all gear marked [P] unless otherwise specified
44 GP, 7 SP
------------------------------
SPECIAL ABILITIES
------------------------------
Far Challenge: swift action, 1/day
-target gains +4 to hit against me
Order of the Land
Tactician: grant allies within 30 ft Covering Fire as standard action
-attack opponent as aid another action; 1 ally of choice and all allies with this feat gain +2 AC against that opponent
Germaine began his combat career as a soldier in the royal army, but defected and returned to his home region where he joined a ragtag militia force. The next few years of his life were dedicated to protecting the local settlements from monsters and bandits alike. When the Technic League expanded into the area to investigate local iron ruins, Germaine led an attempt to rescue slaves kidnapped from nearby villages. Unfortunately, the ragtag militia stood no chance against the superior armaments of the Technic League, and Germaine's compatriots were slaughtered. He survived with heavy wounds, but awoke as a slave of the Technic League. His specialty with firearms has made him a valuable slave, which he uses to keep his life and bide time to plan an escape.
Germaine was born a farmboy, and his roots are clear to any who hear his country accent, and he has little in the way of manners or social graces. However, he is a quick and loyal friend to those who seem decent, and would gladly put his life on the line for those who need it. His failure at the hands of the Technic League has given him a sense of purpose, and he never takes work lightly.
Germaine has reddish-brown hair, cut short, roughly by knife if necessary, and a large mustache that often hides his mouth. His skin is tan from working in the sun, and heavily freckled. Germaine has a tall, lean build, with muscle built from years of hard farm labor. He dresses practically for the terrain and weather, usually keeping to neutral browns. Germaine is about 6 ft tall, weighs around 190 lbs, and is in his mid 30s.
I admittedly know little of the AP settings, so I apologize if some of my backstory doesn't make sense within the specifics of the setting.
thelizardwizard |
dot, thinking monk. Or some type of researcher or the like.. hmm.
ok yeah, I suppose I'll see what I can cook up on the arcane front.
ok defiantly sounds like maybe an occultist would fit here. Either that or a psychic.
How much "high-tec" can we assume will come up? I'm looking over the psychic and I think perhaps this would be a good time to try out the psy-tech stuff for them.
Michael Johnson 66 |
dot, thinking monk. Or some type of researcher or the like.. hmm.
ok yeah, I suppose I'll see what I can cook up on the arcane front.
ok defiantly sounds like maybe an occultist would fit here. Either that or a psychic.
How much "high-tec" can we assume will come up? I'm looking over the psychic and I think perhaps this would be a good time to try out the psy-tech stuff for them.
I always try to keep loot modest (not skimpy, just not OP) in my games. Because this will be my first campaign to include high-tech stuff, I plan to proceed with extra caution, but I do imagine that each PC will be carrying around a few technological treasures by mid level. I will plan loot appropriate to the PCs, so if you play an occultist, you will sooner or later find some psy-tech! :)
Michael Johnson 66 |
This is my submission for Germaine Belgrave, a country-boy turned soldier who specializes in firearms.
** spoiler omitted **[/b][/b]...
Thanks! I'll think about how to incorporate your backstory ideas to make them fit Numeria a bit better. I like your concept. Farming is difficult due to the barrenness of the land, and most likely you came from one of the riverside towns, perhaps Hajoth Hakados, an open and tolerant haven for those who do not fit the barbaric mold common throughout the rest of Numeria. The town is governed by a benevolent female "half-elf" (she's really something else) overlord, and has some arable land Germaine could've farmed as a youngster.
He might've raised a sturdy breed of horses, which explains his familiarity with mounted combat and riding, and joined the small cavalry of Hajoth Hakados in his late teens/early twenties. For reasons, firearms seem like they'd be more common in Hajoth Hakados than elsewhere in Numeria (except for laser weapons looted in the metal wrecks, which would be anywhere in Numeria, but most common in Starfall)....
Geirmur Breeland |
EDIT: @hmnhntr
Thanks! I'll think about how to incorporate your backstory ideas to make them fit Numeria a bit better. I like your concept. Farming is difficult due to the barrenness of the land, and most likely you came from one of the riverside towns, perhaps Hajoth Hakados, an open and tolerant haven for those who do not fit the barbaric mold common throughout the rest of Numeria. The town is governed by a benevolent female "half-elf" (she's really something else) overlord, and has some arable land Germaine could've farmed as a youngster.
He might've raised a sturdy breed of horses, which explains his familiarity with mounted combat and riding, and joined the small cavalry of Hajoth Hakados in his late teens/early twenties. For reasons, firearms seem like they'd be more common in Hajoth Hakados than elsewhere in Numeria (except for laser weapons looted in the metal wrecks, which would be anywhere in Numeria, but most common in Starfall)....
Thanks for the help! Farming was just my go-to commoner job. Anything with hard labor, like ranching or whatever works just as well for me. Is there a theme to names in the area that I should know?
Michael Johnson 66 |
Michael Johnson 66 wrote:Thanks for the help! Farming was just my go-to commoner job. Anything with hard labor, like ranching or whatever works just as well for me. Is there a theme to names in the area that I should know?EDIT: @hmnhntr
Thanks! I'll think about how to incorporate your backstory ideas to make them fit Numeria a bit better. I like your concept. Farming is difficult due to the barrenness of the land, and most likely you came from one of the riverside towns, perhaps Hajoth Hakados, an open and tolerant haven for those who do not fit the barbaric mold common throughout the rest of Numeria. The town is governed by a benevolent female "half-elf" (she's really something else) overlord, and has some arable land Germaine could've farmed as a youngster.
He might've raised a sturdy breed of horses, which explains his familiarity with mounted combat and riding, and joined the small cavalry of Hajoth Hakados in his late teens/early twenties. For reasons, firearms seem like they'd be more common in Hajoth Hakados than elsewhere in Numeria (except for laser weapons looted in the metal wrecks, which would be anywhere in Numeria, but most common in Starfall)....
Classic swords and sorcery names with some almost sci-fi sounding names seem most common in the region. Kellid names from the Inner Sea Guide.
Michael Johnson 66 |
Been messing around with my undine, can't decide whether to take the aquatic alternate racial trait, it fits the theme/backstory for my character but I don't know if it will be useful at all.
Because it will eventually be a sandbox, its usefulness will be entirely up to you and your party mates. In the first adventures, maybe circumstancially.
Michael Johnson 66 |
My only other two PBP have both run a couple years, sometimes with several posts happening the same day, so my most useful trait as a GM is that I simply don't quit on my campaigns like I imagine a lot of GMs do.... LOL
This will be my first PBP run in Golarion. My first was a Post-Apocthulhu campaign set in a fantasy Earth circa 2012--2013.
I'm currently also running the Medieval Europe circa 1430 AD.... I seem to enjoy setting my stories in a fantastic version of our real world....
rungok |
Okay, I'm going to throw my hat in here. I've been trying to get into some magitech monkey business for a year now here, and no one seems interested in running iron gods or anything in Numeria. I'd love a chance to build something for this kind of game.
I'll try to be back in time to just edit this and link my character...
Aha! Here I go:
Gnaarrg is a hobgoblin alchemist! She's a construct rider, and in time she'll be more useful to the group, but for now, she's going to be able to make potions and throw bombs and her construct is tough, but hard to repair. Also a hobgoblin made sense as one of the species they'd make slaves out of: hobgoblins understand hierarchy and military order, once put in their place, they'd make easy servants.
Gnaarrg
Female hobgoblin alchemist (construct rider) 1 (Pathfinder Player Companion: Cohorts and Companions 12, Pathfinder RPG Advanced Player's Guide 26, Pathfinder RPG Bestiary 175)
LN Medium humanoid (goblinoid)
Init +3; Senses darkvision 60 ft.; Perception +4
--------------------
Defense
--------------------
AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex)
hp 9 (1d8+1)
Fort +3, Ref +5, Will +0
--------------------
Offense
--------------------
Speed 30 ft.
Melee unarmed strike +0 (1d3 nonlethal)
Ranged bomb +5 (1d6+4 Fire) or
. . light crossbow +3 (1d8/19-20)
Special Attacks bomb 5/day (1d6+4 fire, DC 14)
Alchemist (Construct Rider) Extracts Prepared (CL 1st; concentration +5)
. . 1st—targeted bomb admixture[UC]
--------------------
Statistics
--------------------
Str 10, Dex 16, Con 12, Int 18, Wis 10, Cha 8
Base Atk +0; CMB +0; CMD 13
Feats Technologist, Throw Anything
Traits firebug, perfectionist's brew
Skills Craft (alchemy) +12 (+13 to create alchemical items), Disable Device +4, Knowledge (arcana) +8, Knowledge (engineering) +10, Knowledge (nature) +8, Perception +4, Ride +6, Spellcraft +8 (+10 to brew potions); Racial Modifiers +2 Craft (alchemy), +2 Knowledge (engineering)
Languages Common, Draconic, Dwarven, Giant, Goblin, Orc
SQ alchemy (alchemy crafting +1), craft mount (horse named Maagun)
Combat Gear potion of cure light wounds (2); Other Gear studded leather, barbed bolt (20), crossbow bolts (20), incendiary bolt (10), light crossbow, alchemist starting formula book, alchemy crafting kit[APG], backpack, bedroll, belt pouch, flint and steel, ink, inkpen, mess kit[UE], pot, soap, trail rations (5), waterskin, 9 gp, 1 sp
--------------------
Special Abilities
--------------------
Alchemy +1 (Su) +1 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Animal Companion Link (Ex) Handle or push Animal Companion faster, +4 to checks vs. them.
Bomb 1d6+4 (5/day, DC 14) (Su) Thrown Splash Weapon deals 1d6+4 fire damage.
Craft Mount (Su) Gain the services of a special construct mount.
Darkvision (60 feet) You can see in the dark (black and white only).
Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.
Technologist You are familiar with the basic mechanics of technology.
Benefit: You are considered to be trained in any skill used against a technology-based subject. If the skill in question requires training to use even against non-technological su
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.
--------------------
A female hobgoblin, Gnaarrg fled her tribe when she decided to follow the teachings of Brigh instead helping breed more hobgoblins for the next war. She was plundering a technological cache for an edge to survive on her own when she found the framework of a metallic horse. In a sudden burst of insight, she managed to repair the steed and reset its power core, bringing it back to animation and bonding it as her automaton.
Very shortly after, she was captured by the technic league. That was seven years ago. She's since been used as a technically-skilled slave, capable of assisting the league on field repairs and message transportation. She hasn't tried to escape even once. The league allows her the use of her construct mount under the understanding that if either of them cause trouble, it's her head that blows.
During her time in the technic league, she has learned little tricks to survive, and to use her tools to their best effect. Her potions have been the only thing that has kept her alive on some of her 'assignments' for the league.
--------------------
Maagun
Horse
N Large construct
Init +1; Senses darkvision 60 ft., low-light vision, scent; Perception +2
--------------------
Defense
--------------------
AC 14, touch 10, flat-footed 13 (+1 Dex, +4 natural, -1 size)
hp 41 (2d10+30)
Fort +3, Ref +4, Will +1
Immune construct traits
--------------------
Offense
--------------------
Speed 50 ft.
Melee unarmed strike +3 (1d4+3 nonlethal) or
. . bite +3 (1d4+3), 2 hooves -2 (1d6+1)
Space 10 ft.; Reach 5 ft.
--------------------
Statistics
--------------------
Str 16, Dex 13, Con —, Int 2, Wis 12, Cha 6
Base Atk +1; CMB +5; CMD 16 (20 vs. trip)
Feats Power Attack
Tricks Attack, Down, Fighting, Stay
Skills Acrobatics +2 (+10 to jump), Perception +2
SQ construct type bonus hp, fighting
--------------------
Special Abilities
--------------------
Animal Companion Link (Ex) Handle or push Animal Companion faster, +4 to checks vs. them.
Construct Traits (+30 HP) Constructs have many immunities.
Construct Type Bonus Hp (Ex) Gain bonus HP based on size.
Darkvision (60 feet) You can see in the dark (black and white only).
Fighting [Trick] The animal has been trained to fight.
Immunity to Ability Damage Immunity to ability damage
Immunity to Ability Drain Immunity to ability drain
Immunity to Bleed You are immune to bleed.
Immunity to Death and Necromancy effects You are immune to Death and Necromancy effects.
Immunity to Disease You are immune to diseases.
Immunity to Energy Drain Immune to energy drain
Immunity to Exhausted You are immune to the exhausted condition.
Immunity to Fatigue You are immune to the fatigued condition.
Immunity to Nonlethal Damage You are immune to Nonlethal Damage
Immunity to Paralysis You are immune to paralysis.
Immunity to Poison You are immune to poison.
Immunity to Sleep You are immune to sleep effects.
Immunity to Stunning You are immune to being stunned.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.
Michael Johnson 66 |
Okay, I'm going to throw my hat in here. I've been trying to get into some magitech monkey business for a year now here, and no one seems interested in running iron gods or anything in Numeria. I'd love a chance to build something for this kind of game.
I'll try to be back in time to just edit this and link my character...
What are ya thinkin'?
Anthropomorphic gunslinger? Electrocution Monkey? Cyborg commando? Lol ;P
rungok |
rungok wrote:Okay, I'm going to throw my hat in here. I've been trying to get into some magitech monkey business for a year now here, and no one seems interested in running iron gods or anything in Numeria. I'd love a chance to build something for this kind of game.
I'll try to be back in time to just edit this and link my character...
What are ya thinkin'?
Anthropomorphic gunslinger? Electrocution Monkey? Cyborg commando? Lol ;P
How about a hobgoblin cyber-horse-riding bomber?
rungok |
He'll have to build up to that of course lol.... to start he'd be a cage riding hobgoblin bomber lol :)
Please read my character spoiler. :P
Gnaarrg
Female hobgoblin alchemist (construct rider) 1 (Pathfinder Player Companion: Cohorts and Companions 12, Pathfinder RPG Advanced Player's Guide 26, Pathfinder RPG Bestiary 175)
LN Medium humanoid (goblinoid)
Init +3; Senses darkvision 60 ft.; Perception +4
--------------------
Defense
--------------------
AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex)
hp 9 (1d8+1)
Fort +3, Ref +5, Will +0
--------------------
Offense
--------------------
Speed 30 ft.
Melee unarmed strike +0 (1d3 nonlethal)
Ranged bomb +5 (1d6+4 Fire) or
. . light crossbow +3 (1d8/19-20)
Special Attacks bomb 5/day (1d6+4 fire, DC 14)
Alchemist (Construct Rider) Extracts Prepared (CL 1st; concentration +5)
. . 1st—targeted bomb admixture[UC]
--------------------
Statistics
--------------------
Str 10, Dex 16, Con 12, Int 18, Wis 10, Cha 8
Base Atk +0; CMB +0; CMD 13
Feats Technologist, Throw Anything
Traits firebug, perfectionist's brew
Skills Craft (alchemy) +12 (+13 to create alchemical items), Disable Device +4, Knowledge (arcana) +8, Knowledge (engineering) +10, Knowledge (nature) +8, Perception +4, Ride +6, Spellcraft +8 (+10 to brew potions); Racial Modifiers +2 Craft (alchemy), +2 Knowledge (engineering)
Languages Common, Draconic, Dwarven, Giant, Goblin, Orc
SQ alchemy (alchemy crafting +1), craft mount (horse named Maagun)
Combat Gear potion of cure light wounds (2); Other Gear studded leather, barbed bolt (20), crossbow bolts (20), incendiary bolt (10), light crossbow, alchemist starting formula book, alchemy crafting kit[APG], backpack, bedroll, belt pouch, flint and steel, ink, inkpen, mess kit[UE], pot, soap, trail rations (5), waterskin, 9 gp, 1 sp
--------------------
Special Abilities
--------------------
Alchemy +1 (Su) +1 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Animal Companion Link (Ex) Handle or push Animal Companion faster, +4 to checks vs. them.
Bomb 1d6+4 (5/day, DC 14) (Su) Thrown Splash Weapon deals 1d6+4 fire damage.
Craft Mount (Su) Gain the services of a special construct mount.
Darkvision (60 feet) You can see in the dark (black and white only).
Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.
Technologist You are familiar with the basic mechanics of technology.
Benefit: You are considered to be trained in any skill used against a technology-based subject. If the skill in question requires training to use even against non-technological su
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.
--------------------
A female hobgoblin, Gnaarrg fled her tribe when she decided to follow the teachings of Brigh instead helping breed more hobgoblins for the next war. She was plundering a technological cache for an edge to survive on her own when she found the framework of a metallic horse. In a sudden burst of insight, she managed to repair the steed and reset its power core, bringing it back to animation and bonding it as her automaton.
Very shortly after, she was captured by the technic league. That was seven years ago. She's since been used as a technically-skilled slave, capable of assisting the league on field repairs and message transportation. She hasn't tried to escape even once. The league allows her the use of her construct mount under the understanding that if either of them cause trouble, it's her head that blows.
During her time in the technic league, she has learned little tricks to survive, and to use her tools to their best effect. Her potions have been the only thing that has kept her alive on some of her 'assignments' for the league.
--------------------
Maagun
Horse
N Large construct
Init +1; Senses darkvision 60 ft., low-light vision, scent; Perception +2
--------------------
Defense
--------------------
AC 14, touch 10, flat-footed 13 (+1 Dex, +4 natural, -1 size)
hp 41 (2d10+30)
Fort +3, Ref +4, Will +1
Immune construct traits
--------------------
Offense
--------------------
Speed 50 ft.
Melee unarmed strike +3 (1d4+3 nonlethal) or
. . bite +3 (1d4+3), 2 hooves -2 (1d6+1)
Space 10 ft.; Reach 5 ft.
--------------------
Statistics
--------------------
Str 16, Dex 13, Con —, Int 2, Wis 12, Cha 6
Base Atk +1; CMB +5; CMD 16 (20 vs. trip)
Feats Power Attack
Tricks Attack, Down, Fighting, Stay
Skills Acrobatics +2 (+10 to jump), Perception +2
SQ construct type bonus hp, fighting
--------------------
Special Abilities
--------------------
Animal Companion Link (Ex) Handle or push Animal Companion faster, +4 to checks vs. them.
Construct Traits (+30 HP) Constructs have many immunities.
Construct Type Bonus Hp (Ex) Gain bonus HP based on size.
Darkvision (60 feet) You can see in the dark (black and white only).
Fighting [Trick] The animal has been trained to fight.
Immunity to Ability Damage Immunity to ability damage
Immunity to Ability Drain Immunity to ability drain
Immunity to Bleed You are immune to bleed.
Immunity to Death and Necromancy effects You are immune to Death and Necromancy effects.
Immunity to Disease You are immune to diseases.
Immunity to Energy Drain Immune to energy drain
Immunity to Exhausted You are immune to the exhausted condition.
Immunity to Fatigue You are immune to the fatigued condition.
Immunity to Nonlethal Damage You are immune to Nonlethal Damage
Immunity to Paralysis You are immune to paralysis.
Immunity to Poison You are immune to poison.
Immunity to Sleep You are immune to sleep effects.
Immunity to Stunning You are immune to being stunned.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.
I can always scrap the archetype if you don't like it.
Michael Johnson 66 |
Michael Johnson 66 wrote:He'll have to build up to that of course lol.... to start he'd be a cage riding hobgoblin bomber lol :)Please read my character spoiler. :P
** spoiler omitted **...
Got it! No need to scrap the archetype, I like the backstory. You are probably pulling the slave wagon with your cyborg horse then lol....
Michael Johnson 66 |
I've gone ahead and set up the gameplay thread so I can start writing an informative prelude. Please refrain from posting there prior to receiving an invitation. I'll select up to six PCs by this weekend and send an email inviting those PCs to begin posting in gameplay. Thanks for your interest and cooperation! ;)
Geirmur Breeland |
Ok, looked up some Golarion setting details, character's name has been changed to reflect that. As far as his non-native heritage, his father was an Ulfen man who fled to Numeria for unknown reasons. He took up a Kellid wife, and they moved to a more permanent settlement where they raised Geirmun. He speaks with a local accent, but his Ulfen heritage is clear in his face and skin.