Swords and Super-Science: Numeria Sandbox PBP (Inactive)

Game Master Michael Johnson 66

Swords and super-science in the savage realm of Numeria! The heroes begin as 1st-level slaves of the Technic League, forced to explore the fragments of the fallen starship Divinity in search of potent alien technology for their arrogant masters in Starfall. As soon as they can win their freedom, their destiny will be in their own hands, and all of Golarion will become their adventuring grounds....


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Geirmur Breeland wrote:
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.

Cool, yeah, seems like a good Ulfen name, Geirmur!


Crunch:

Saissha
Female undine hydrokineticist 1 (Pathfinder RPG Bestiary 2 275, Pathfinder RPG Occult Adventures 10)
N Medium outsider (aquatic, native)
Init +3; Senses darkvision 60 ft.; Perception +8
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Defense
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AC 15, touch 13, flat-footed 12 (+2 armor, +3 Dex)
hp 11 (1d8+3)
Fort +5, Ref +5, Will +4
Resist cold 5
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Offense
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Speed 30 ft., swim 30 ft.
Melee dagger +0 (1d4/19-20)
Special Attacks kinetic blast
Kineticist Wild Talents Known
Infusions—pushing infusion
Blasts—water blast (1d6+4)
Utility—basic hydrokinesis
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Statistics
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Str 10, Dex 16, Con 16, Int 10, Wis 16, Cha 8
Base Atk +0; CMB +0; CMD 13
Feats Point-Blank Shot
Traits indomitable faith, seeker
Skills Acrobatics +7, Knowledge (engineering) +1, Perception +8, Stealth +7, Swim +8, Use Magic Device +3
Languages Aquan, Common
SQ amphibious, burn (1 point/round, max 6), gather power, hydrated vitality
Other Gear leather armor, dagger, backpack, bedroll, belt pouch, flint and steel, trail rations (3), waterproof bag[UE], waterskin, 40 gp
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Special Abilities
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Amphibious (Ex) You can survive indefinitely on land.
Burn 1/round (1 nonlethal/burn, 6/day) Burn HP to gain greater effects on your wild talents.
Darkvision (60 feet) You can see in the dark (black and white only).
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Gather Power (Su) Move: reduce the burn cost of a blast by 1 or Full-round: reduce the burn cost of a blast by 2
Hydrated Vitality (2 HP/day) Gain fast healing 2 when submerged completely in natural, flowing, water.
Kinetic Blast (Sp) The kineticist can unleash her kinetic blast at a range of 30 feet at will.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Pushing Infusion (CMB +3) Your kinetic blasts makes Bull Rush CMB using Con.
Swim (30 feet) You have a Swim speed.
Water Blast (Sp) Level 0; Burn 0

fluff:

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Background::
The product of Technic League experiments with strange chemicals and elemental magic intended to produce slaves with unusual abilities for specialized purposes, Saissha was taken from her mother at a young age and trained to locate item for the League, particularly in water. She has only relatively recently begun to become aware of the extent of her hydrokenetic powers, and has worked to hone them in secret, in hopes that she might one day be able to use them to escape the control of the Technic League.

Appearance:
Saissha has skin the colour of deep water, bright blue eyes, and black hair with a blueish sheen.

Personality:
Outwardly indifferent, but concealing seething anger, and lonliness. Longs to avenge the abuses she has suffered for her entire life, and find or make a place where she can be accepted and respected. She doesn't really care about morality because basically nobody else in her life has cared about it.

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So, for the psychic I'm thinking of something similar to Mr. Hyde and the Dr.

Going with aberration discipline and treat his "dark side" as a Hyde/Hulk like aspect. So, the same person, but also different. Something he uses/happens only in desperate situations.

I also thought about just going for the alchemist with this as well.

Either way, the character would be a sort of researcher/professor out studying.


andygal wrote:
** spoiler omitted **...

Very cool!


thelizardwizard wrote:

So, for the psychic I'm thinking of something similar to Mr. Hyde and the Dr.

Going with aberration discipline and treat his "dark side" as a Hyde/Hulk like aspect. So, the same person, but also different. Something he uses/happens only in desperate situations.

I also thought about just going for the alchemist with this as well.

Either way, the character would be a sort of researcher/professor out studying.

Sounds good so far


Here is my submission.

I'll have the backstory added in later tonight.


Zed Nexus wrote:

Here is my submission.

I'll have the backstory added in later tonight.

Nice! Looking forward to the backstory :)


As we already have alchemy buff I have changed her an Psychic Detective [Investigator] giving her more mind skills, I think she is most definitely the skill moneky of the group if picked.

Sovereign Court

Background skills from PF Unchained?


Jesse Heinig wrote:
Background skills from PF Unchained?

Nope, just the standard skill rules, please.

Sovereign Court

I've built Nalket of the Ghost Wolves, a Kellid shaman from one of the Numerian tribes. She is a strong negotiator and a good support spellcaster with some healing ability. Also excellent at surviving off the land, and her personality will drive her to forge strong ties with the party.

Grand Lodge

Dotting for interest. I have ideas (and crunch) for a Android Cleric of Brigh. I am still working on a background for it though.

crunch:

Android-Brigh
Male android cleric of Brigh 1 (Pathfinder RPG Bestiary 5 19)
N Medium humanoid (android)
Init +1; Senses darkvision 60 ft., low-light vision; Perception +4
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Defense
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AC 16, touch 11, flat-footed 15 (+4 armor, +1 Dex, +1 shield)
hp 10 (1d8+2)
Fort +4, Ref +1, Will +4; +4 vs. mind-affecting, paralysis, poison, and stun
Defensive Abilities constructed; Immune disease, emotion, exhaustion, fatigue, fear, sleep
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Offense
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Speed 30 ft.
Melee heavy mace +2 (1d8+2) or
. . light hammer +2 (1d4+2)
Special Attacks channel positive energy 6/day (DC 11, 1d6)
Domain Spell-Like Abilities (CL 1st; concentration +3)
. . At will—lore keeper (18)
. . 5/day—fire bolt (1d6 fire)
Cleric Spells Prepared (CL 1st; concentration +3)
. . 1st—bless, burning hands[D] (DC 13), magic weapon
. . 0 (at will)—create water, detect poison, purify food and drink (DC 12)
. . D Domain spell; Domains Fire, Knowledge
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Statistics
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Str 14, Dex 12, Con 14, Int 12, Wis 14, Cha 12
Base Atk +0; CMB +2; CMD 13
Feats Extra Channel
Traits beacon of faith, numerian archeaologist
Skills Knowledge (engineering) +5, Knowledge (history) +5, Knowledge (religion) +5, Perception +4, Sense Motive -2, Spellcraft +5; Racial Modifiers +2 Perception, -4 Sense Motive
Languages Androffan, Common, Hallit
SQ emotionless, exceptional senses, nanite surge
Other Gear chain shirt, light steel shield, heavy mace, light hammer, backpack, bedroll, belt pouch, flint and steel, mess kit[UE], soap, spell component pouch, waterskin, wooden holy symbol of Brigh, 15 gp, 15 sp
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Special Abilities
--------------------
Cleric Channel Positive Energy 1d6 (6/day, DC 11) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Fire) Granted Powers: You can call forth fire, command creatures of the inferno, and your flesh does not burn.
Cleric Domain (Knowledge) Granted Powers: You are a scholar and a sage of legends. In addition, you treat all Knowledge skills as class skills.
Constructed (Ex) Counts as both humanoids and constructs for effects that target type.
Darkvision (60 feet) You can see in the dark (black and white only).
Emotionless (Ex) Androids have problems processing emotions properly, and thus take a –4 penalty on Sense Motive checks.
Exceptional Senses Androids have darkvision to a range of 60 feet and low-light vision. They also gain a +2 racial bonus on Perception checks.
Fire Bolt 1d6 fire (5/day) (Sp) As a standard action, ranged touch attack deals fire dam to foe in 30 ft.
Immunity to Disease You are immune to diseases.
Immunity to Emotion (Ex) You are immune to all emotion effects.
Immunity to Exhausted You are immune to the exhausted condition.
Immunity to Fatigue You are immune to the fatigued condition.
Immunity to Fear (Ex) You are immune to all fear effects.
Immunity to Sleep You are immune to sleep effects.
Lore Keeper (At will) (Sp) By touch, learn about a creature with a Knowledge check result of 18.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Nanite Surge +4 (1/day) (Ex) Bonus to any one d20 roll. Glow like a torch for 1 round when used.


Jesse Heinig wrote:
I've built Nalket of the Ghost Wolves, a Kellid shaman from one of the Numerian tribes. She is a strong negotiator and a good support spellcaster with some healing ability. Also excellent at surviving off the land, and her personality will drive her to forge strong ties with the party.

Thanks, looks great!


CA Jademan wrote:

Dotting for interest. I have ideas (and crunch) for a Android Cleric of Brigh. I am still working on a background for it though.

** spoiler omitted **...

Thanks! Looking forward to seeing what you come up with for background.


I updated my backstory and my submission is finalized.


Since this seems like a tech heavy campaign, are you expecting to use the Technology Guide? May we access archetypes such as the Techslinger or the Technomancer Prestige Class?

Thoughts on crafting?


SkaTalon wrote:

Since this seems like a tech heavy campaign, are you expecting to use the Technology Guide? May we access archetypes such as the Techslinger or the Technomancer Prestige Class?

Thoughts on crafting?

I'm comfortable with material playtested and published by Paizo, so ya. As for the Technology Guide, obviously the prices of most tech makes it OP for characters of lower level, so I plan to use the wealth by level guidelines in CRB to keep on track, meaning you'll mostly be finding crap like low-level access cards, scatterlight suits, batteries, etc, until you've gained several levels. Then the functional laser pistols and whatnot begin to show up....

Technomancer and Techslinger prestige classes are fine.


Zed Nexus wrote:
I updated my backstory and my submission is finalized.

Thanks, man! Looks great.


It's going to be hard to pick only 6 of these, honestly


Okay, I'm sorry for jumping the gun, but I've gone ahead and chosen the party. If you didn't receive a PM, thank you for your interest in my campaign, and know that I had a tough time choosing from all of the really cool concepts.

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