
Talomyr |

Talomyr No to VMC .
A bit disappointing, but ultimately not a deal breaker for the character. Ryder-XIII still stands as my submission (without the VMC) unless you have other issues with the character.

GM_DBH |

The list of possibles so far.
Melee.
Roga - Human male Barbarian (Savage technologist).
Valeria Starr - Human Female Gunslinger (Pistolero).
Arrenopos - Android male Fighter (Aldori Swordlord).
Jeremiah Johnston - Male Human Gunslinger.
Skills.
Tybalt Cosgrove - Half-Elf male Investigator.
Ryder-XIII - Android male Investigator (Empiricist).
Anjru Kazan - Human male Skald (Urban).
Divine.
Harrash - Half-elf Male Inquisitor of Iomedae (Sacred beastmaster).
Arcane.
Saria Cambert - Human Female Sorcerer (Impossible Bloodline).
Alsande Baine - Android male Arcanist (Blood arcanist (Nanite)).
Dilana Hemlock - Human Female Witch.
Penok - Human Male Spiritualist.
Adrien Belmont - Human male Summoner.
Lettu 'Wings' Kan - Elf male Magus (Eldritch Archer).
An interesting showing so far, some good characters showing up.
I'll close the recruiting on April 9th. (Note I'm on GMT +12)

![]() |

Before you stands a soot stained Gnome, He has bright red hair, that has grease stains throughout it. He is wearing a tan coloured jump suit, with studded leather and a greasy smock on the front. A large pincer like thing is hanging off his back and he has a clockwork robot following him around.
Figgy Greasefitter
Male traveler gnome alchemist (tinkerer) 1 ( Pathfinder Campaign Setting: Inner Sea Intrigue 46, Pathfinder
RPG Advanced Player's Guide 26)
LN Small humanoid (gnome)
Init +2; Senses low-light vision; Perception +6
—————
Defense
—————
AC 16, touch 13, flat-footed 14 (+3 armor, +2 Dex, +1 size)
hp 10 (1d8+2)
Fort +4, Ref +4, Will +0; +2 bonus vs. [language-dependant], glyph, symbol or writing-related spells
—————
Offense
—————
Speed 20 ft.
Melee gnome pincher +0 (1d4-1)
Ranged bomb +4 (1d6+3 Fire) or
light crossbow +3 (1d6/19-20)
Special Attacks bomb 4/day (1d6+3 fire, DC 13)
Spell-Like Abilities (CL 1st; concentration +2)
1/day—arcane mark , comprehend languages , message, read magic
Alchemist (Tinkerer) Extracts Prepared (CL 1st; concentration +4)
1st—adhesive spittle ACG (DC 14), detect metal
—————
Statistics
—————
Str 8, Dex 14, Con 14, Int 17, Wis 10, Cha 12
Base Atk +0; CMB -2; CMD 10
Feats Brew Potion, Deft Hands, Throw Anything
Traits efficient packer, local ties
Skills Acrobatics +1 (-3 to jump), Craft (alchemy) +7 (+8 to create alchemical items), Craft (clockwork) +7, Disable Device +8, Heal +4, Knowledge (arcana) +7, Knowledge (engineering) +11, Knowledge (nature) +7, Perception +6, Spellcraft +7, Use Magic Device +5;
Racial Modifiers +2 Perception
Languages Common, Draconic, Dwarven, Gnome, Goblin, Sylvan
SQ alchemy (alchemy crafting +1), clockwork bond (1d4), magical linguist APG, master tinker APG
Other Gear studded leather, crossbow bolts (10), gnome pincher, light crossbow, alchemist starting formula book, alchemy crafting kit APG, backpack, bedroll, belt pouch, flint and steel, ink, inkpen, mess
kitUE, pot, soap, thieves' tools, trail rations (5), waterskin, 25 gp, 1 sp
—————
Special Abilities
—————
Alchemy +1 (Su) +1 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Bomb 1d6+3 (4/day, DC 13) (Su) Thrown Splash Weapon deals 1d6+3 fire damage.
Clockwork Bond (1d4) (Ex) 1 minute and DC 15 Heal check to restore clockwork companion HP.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Magical Linguist +1 effective level for [language-dependent], glyph, symbol, or writing-related spells. +2
save vs. these spells.
Master Tinker You are proficient with any weapon you have personally crafted.
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.
Being born in a waste land is never any fun, Figgy's family moved all over Numera because there was
always more scrap to be found here and more valuables to be found there.
His father taught him how to make clockwork machines from a young age and how to get them to help
you. Figgy created Springy when he was 10 years old, Springy has had many modifications over the
years. Now he helps Figgy with digging through Scrap piles and collecting the good parts.
Having come to Torch because Figgy heard there is a good pile of scrap here and there is also some
juicy rumors of other better metals that could be used for new items and modifications to Springy.
Clockwork spy ( Pathfinder RPG Bestiary 3 58)
N Tiny construct (clockwork)
Init +5; Senses darkvision 60 ft., low-light vision; Perception +1
—————
Defense
—————
AC 16, touch 15, flat-footed 13 (+1 Dex, +2 dodge, +1 natural, +2 size)
hp 5 (1d10)
Fort +2, Ref +5, Will +0
Immune construct traits
Weaknesses vulnerability to electricity
—————
Offense
—————
Speed 30 ft., fly 30 ft. (clumsy)
Melee slam +3 (1d2)
Space 2½ ft.; Reach 0 ft.
Special Attacks record audio, self-destruction
—————
Statistics
—————
Str 10, Dex 13, Con —, Int —, Wis 11, Cha 1
Base Atk +1; CMB +0; CMD 12
Feats Improved Initiative B, Lightning Reflexes B
Skills Climb +3, Disable Device +0, Fly -3, Heal +1, Perception +1, Spellcraft +1, Stealth +11, Use Magic
Device -4; Racial Modifiers +2 Climb, +2 Stealth
SQ difficult to create, improved evasion, swift reactions, winding
Other Gear backpack, folding shovel UE
—————
Special Abilities
—————
Construct Traits (+0 HP) Constructs have many immunities.
Darkvision (60 feet) You can see in the dark (black and white only).
Difficult to Create Increase the time and gp cost required to create a clockwork construct by 50% over
normal.
Fly (30 feet, Clumsy) You can fly!
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 Mind-Affecting effects You are immune to Mind-Affecting effects.
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.
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Record Audio (Su) Record up to 1 hr/HD of sound in 20 ft spread, on programmed trigger.
Self-Destruction (DC 10) (Su) Explode next turn if <0 hp, 1d6 fire dam in 5 ft (Ref half). Disable device
halts.
Swift Reactions Clockwork constructs generally react much more swiftly than other constructs. They gain
Improved Initiative and Lightning Reflexes as bonus feats, and gain a +2 dodge bonus to AC.
Vulnerability to Electricity You are vulnerable (+50% damage) to Electricity damage.
Winding Active for 1 day/HD, can be recharged with a special key.

servant6 |

Side note: while Penok is listed as an arcane caster, the cure spells are on his list and his spells will mainly focus on buffing. On top of that, in combat he can hold his own with a crossbow while his phantom wrecks face in the front lines. But wait, there's more! call within the next five minutes-

♣ Setzer Gabbiani ♠ |

@GM_DBH: Would Setzer here be a character you might be interested in exploring? I could easily level him down to 1 from 4 (he was originally built for an in-progress Second Darkness game). I could also modify his background to take him in the direction of Numeria and Torch as opposed to Riddleport.
The fun thing about Setzer is the objects he uses for his kinetic blasts are appropriately themed. Since he is quite the gambler, he uses dice for blunt damage, cards for slashing, and darts for piercing. I thought that was a fun bit of flavor for the concept.
Feel free to check his post history to see examples of my writing style and how I like to play.
Thanks for your consideration.

![]() |
The list of possibles so far.
possibilities:
Melee.Roga - Human male Barbarian (Savage technologist).
Valeria Starr - Human Female Gunslinger (Pistolero).
Arrenopos - Android male Fighter (Aldori Swordlord).
Jeremiah Johnston - Male Human Gunslinger.Skills.
Tybalt Cosgrove - Half-Elf male Investigator.
Ryder-XIII - Android male Investigator (Empiricist).
Anjru Kazan - Human male Skald (Urban).Divine.
Harrash - Half-elf Male Inquisitor of Iomedae (Sacred beastmaster).Arcane.
Saria Cambert - Human Female Sorcerer (Impossible Bloodline).
Alsande Baine - Android male Arcanist (Blood arcanist (Nanite)).
Dilana Hemlock - Human Female Witch.
Penok - Human Male Spiritualist.
Adrien Belmont - Human male Summoner.
Lettu 'Wings' Kan - Elf male Magus (Eldritch Archer).An interesting showing so far, some good characters showing up.
I'll close the recruiting on April 9th. (Note I'm on GMT +12)
Did Jack not meet your standards or did you miss him..? Certainly have a bit more for the complete character, lemme know if that's it. Thanks,

![]() |
Sorry! I thought I had everything on the alias!
Jack having contact with the spirits enabled a quest for esoteric knowledge of all sorts. He prides himself as a man who can handle anything and solving a grand mystery such as why the lights went out is irresistible.
Jack
Human Medium
NG M Humanoid (Human)
Initiative +2; Perception +4,
--------------------
Defense
--------------------
AC: 17 (scale mail)
hp 10 (1d8 + 1 con + 1 FC)
Fort save +1, Ref save +2, Will save +2
--------------------
Offense
--------------------
Speed 20ft
melee: longspear +2 1d8+3
ranged: javelin +2 1d6+2
--------------------
Statistics
--------------------
Str 14, Dex 14, Con 12, Int 13, Wis 10, Cha 14
Base Atk 0; CMB 2; CMD 14
Feats Fast Learner (both feat and skill point each favored class level, Improvisation (+2 to untrained skill checks, can make trained only checks untrained)
Traits Latent Psion: +2 will vs mind effecting
Stargazer: They say the strange technological ruins
scattered throughout Numeria came from the skies several
thousand years ago. The concept of life on other planets far
beyond Golarion has always fascinated you, and you’ve long
hoped to learn more about what life on those other planets
may have been like. You’ve heard stories about the strange
alien creatures found in Numerian dungeons and hope to
learn all you can about them—perhaps some of these aliens
can be found in the caverns below Torch! You gain a +2 trait
bonus on Knowledge checks to identify alien monsters’
abilities and weaknesses. In addition, you gain a +1 trait
bonus on Knowledge (geography) checks, and this skill is
a class skill for you. You are treated as if you possessed the
Technologist feat for the purposes of resolving checks to
identify an alien creature using a Knowledge skill and for
all Knowledge (geography) checks. If you already possess
the Technologist feat, then your trait bonus on Knowledge
(geography) checks increases to +3.
Skills (7) : perception, use magic device, diplomacy, linguistics, knowledge arcana, religion, planes.
Languages Common, dwarven, elvish, Androffan
Special Qualities none
Other Gear:
--------------------
Racial Features:
One feat and one extra skill point per level
--------------------
Class Features:
Knacks, spirit, spirit bonus +1, spirit power (lesser), spirit surge 1d6

Ioz |

My Aasimar Cleric (Zohls) submission, Aytheris
Aytheris, Male Garuda-Blooded Aasimar (Plumekith) (+2 Dex, +2 Wis)
Class:Cleric of Zohls, Domains:Exploration, Archon(good)
Alignment:Lawful Good
Age:23 Height:6' Weight:185lb Eyes:Metallic Silver Hair:White Skin:Pale
Languages:Androffan, Celestial, Common
Money: ~11gp Gear Total: ~229gp
--------------------
Stats
--------------------
Str:12 (+1) Dex:16 (+3) Con:10 (+0) Int:8 (-1) Wis:18(+4) Cha:14 (+2)
Hp:9, Initiative:+3, Speed:30
Load: Med 83.5lbs (Lght>43lb, Med>86lbs (Max Dex +3, AC check-3), Hvy>130lbs (Max Dex+1, AC check-6))
Spell Save DC:14+ spell level, Caster Level vs SR:+1, Concentration Check:+5
--------------------
Skills
--------------------
Acrobatics +1, Appraise -1, Bluff +2, Climb -3, Diplomacy +2, Disguise +2, Escape Artist -1, Fly -3, Heal +8, Intimidate +2, Perception +4, Ride -1, Sense Motive +4, Stealth -1, Survival +4, Swim -3
--------------------
Combat Stats
--------------------
BAB:0, Melee Tch Att:+1, Rng Tch Att:+3, CMB:+1 CMD:14/FF:11
AC:18 (19) (Scalemail +5, Dex +3)(Ac 19 w/Shield+1), AC Tch:13, AC Flat:15
Energy Resistance: Acid (5), Cold (5), Electricity (5) (celestial resistance)
Fort:+2 Ref:+4 Will:+6
--------------------
Specials
--------------------
Aura (Ex)
Channel Positive Energy (1d6, 5/day, DC12) (Su)
Spontaneous Casting
Darkvision 60' (Aasimar racial)
Door Sight (7/day) (Su)
Touch of Good (7/day) (Sp)
Fly (20', poor) (Blood of Angles Aasimar Ability)
Skilled, Garuda-Blooded (+2 racial on fly, acrobatics checks) (Blood of Angles Aasimar Heritage)
Energy Resistances (Aasimar racial)
Outsider (native)
--------------------
Traits & Feats
--------------------
Numerian Archaeologist
Deft Dodger (+1 reflex save)
Rapid Reload (heavy crossbow)
Armor Proficiency Light, Medium
Shield Proficiency
Simple Weapon Proficiency - All
--------------------
Weapons, Armor, Gear
--------------------
Heavy Crossbow 1d10dmg (19-20/x2) (deity favored weapon)
(30 crossbow bolts)
Heavy Mace 1d8 (20/x2)
Scalemail
Light Steel Quickdraw Shield
Bedroll, (2) Belt Pouches, Bandolier, Book Lariat, Zohls Meditation/Record Book, Cleric Vestments, Silver Zohls Holy Symbol, Clerical Spell Component Pouch, Waterskin, (10/day) Trail Rations, Scriveners Kit, (5) Candles
--------------------
Spells
--------------------
Domain Spell: Divine Favor
Cleric 0 Lvl: Create Water, Guidance, Read Magic
Cleric 1st Lvl: Entropic Shield, Sanctuary
Born in Absalom to a large family who worships the Archons, Aytheris was taught at a young age about the celestial deities.
Enrolled as an acolyte at the age of ten, Aytheris excelled at the practical precepts of the religion but unfortunately was woefully bad at his more academic lessons.
The church, unwilling to turn such a devout student away, focused his teachings on what he excelled at, his near insatiable curiosity and willingness to defend and heal the faithful. They introduced him to Desmetary a worshiper of Zohls and a Pathfinder Society member.
It was under Desmetarys teachings that Aytheris began studying the strange artifacts coming out of Numerian , a passion both he and his teacher shared.
So on his 23 year Aytheris set out (he hopes) to explore the mystery of these strange artifacts.
Character sheet .pdf and/or Hero Lab .por if needed.
Thanks!

GM_DBH |

The list of possibles so far.
Melee.
Roga - Human male Barbarian (Savage technologist).
Valeria Starr - Human Female Gunslinger (Pistolero).
Arrenopos - Android male Fighter (Aldori Swordlord).
Jeremiah Johnston - Male Human Gunslinger.
Skills.
Tybalt Cosgrove - Half-Elf male Investigator.
Ryder-XIII - Android male Investigator (Empiricist).
Anjru Kazan - Human male Skald (Urban).
Divine.
Harrash - Half-elf Male Inquisitor of Iomedae (Sacred beastmaster).
Raktar Garnok - Human male Oracle(Seeker) of metal.
Aytheris - Aasimar (Garuda-Blooded) Male Cleric of Zohls.
Arcane.
Saria Cambert - Human Female Sorcerer (Impossible Bloodline).
Alsande Baine - Android male Arcanist (Blood arcanist (Nanite)).
Dilana Hemlock - Human Female Witch.
Penok - Human Male Spiritualist.
Adrien Belmont - Human male Summoner.
Lettu 'Wings' Kan - Elf male Magus (Eldritch Archer).
Figgy Greasefitter - Gnome (Traveler) Male Alchemist (Tinkerer).
Jack the medium - Human male Medium.
Some interesting charcters, and combining them into a party will be fun.

SOLDIER-1st |

Soldier-1st Android psychic if fine.
Just to clarify, will I need to take either Empathy or Logical Spell in order to cast psychic spells?

GM_DBH |

GM_DBH wrote:Soldier-1st Android psychic if fine.Just to clarify, will I need to take either Empathy or Logical Spell in order to cast psychic spells?
No, I don't see any need for an Android to have to either of those to use Psychic spells.
What Discipline you chose as an Android would be more important when creating your character in my opinion.
If you have a problem visualizing an emotionless Android using emotion spells, make that paradox part of the character. Why was I created with the ability to use this on other beings and never feel it myself?

SOLDIER-1st |

SOLDIER-1st wrote:GM_DBH wrote:Soldier-1st Android psychic if fine.Just to clarify, will I need to take either Empathy or Logical Spell in order to cast psychic spells?No, I don't see any need for an Android to have to either of those to use Psychic spells.
What Discipline you chose as an Android would be more important when creating your character in my opinion.
If you have a problem visualizing an emotionless Android using emotion spells, make that paradox part of the character. Why was I created with the ability to use this on other beings and never feel it myself?
Excellent, thanks. Just wanted to double check. My discipline will be Mindtech. I'll try to put together my character sheet after work.

SOLDIER-1st |

Jack
LN Medium humanoid (android)
Init +1; Senses Darkvision 60 ft., Low-Light Vision; Perception +7
Defense
AC 13, touch 11, flat-footed 12 (+2 armor, +1 dex)
hp 7 (1d6+1)
Fort +1, Ref +1, Will +3
Defensive Abilities constructed; Immune disease, emotion based effects, exhaustion, fatigue, fear, sleep
Offense
Speed 30 ft.
Melee Brass Knuckles -1 or Dagger -1
Special Attacks nanite surge
Spells (CL 1st; concentration )
1st (5/day)-Mind Thrust I (Will DC 16), Magic Missile
0 (at will)-Telekinetic Projectile, Detect Magic, Mage Hand, Prestidigation
Psychic Discipline Mindtech
Statistics
Str 8, Dex 12, Con 12, Int 20, Wis 13, Cha 8
Base Atk +0; CMB -1; CMD 10
Feats Technologist
Traits Local Ties, Alien Origins
Skills Bluff + 5, Disable Device +6, Craft (Mechanical) +9, Knowledge (Engineering) +9, Linguistics +9, Perception +7, Spellcraft +9, Stealth +2
Racial Modifiers +2 Perception, -4 Sense Motive
Languages Common (Taldane), Hallit, Orc, Dwarven, Dragonic, Infernal, Androffan
SQ emotionless
Gear
Leather Armor, Thieves tools, strange compass
Calm and careful, Jack tries to be polite towards everyone, but is frequently confused by and uninterested in people. While Khonnir Baine commands his respect and curiosity, very few others have ever interacted with him to any significant degree.
I will post a more narrative background and create a profile if I'm accepted.

Olimpia Beta II |

I'd like to apply with an unchained rogue. Olimpia is an android with the Numerian Scavenger archetype and the Against the Technic League trait. Having previously been their property she is first inclined to run or hide from these sadistic cult members but will fight if cornered or the stakes are right.
Oilmpia has the Technologist feat and Technic Training from her archtype. She does extra damage against the Technic League and as she levels will gain other advantages like being able to roll twice for glitches, picking the one she prefers (4th level), and bypassing the hardness of robots (8th level).
I should have no problem posting twice a day or more during the week and on weekends when I am not traveling. I do have a vacation planned in May that may limit, but not prevent daily posting.

Skivven Kraskarras |

Skivven was written for another Iron Gods game but didn't get accepted. I'd like to submit him for your consideration.
Most of the time when I make characters I make damage dealers. I wanted to try something different.
So Skivven is intended to be a clever skill monkey/utility magic guy. He'll never be a really heavy hitter but when studied combat comes online he'll be half-decent in combat.
Skivven has heard stories that Ratfolk live on Akiton and has convinced himself that they traveled to Golarion in a spaceship like the ones that crashed in Numeria. So he has traveled to Numeria to find out about them and hopefully build one.

![]() |

I have two questions.
One: Do you consider the Crossblooded Bloodrager Archetype as conflicting with Ancestral Harbinger? The latter replaces Bloodline Feats, while the former technically alters them. However, given that this option actually weakens the appeal of the Crossblooded Archetype, I was wondering if I could go for it for the purposes of character concept? (He's a worshipper of Brigh who's got a bit of the Android in his blood, so he'll be summoning clockwork beasties with her Unique Summoning Rules. As far as Crossblooded is concerned, the chains from Kyton work as below, and the ability to deal electric damage with his metal weapons using the Elemental Bloodline or growing metallic electrical claws with Draconic are just too on-theme to miss.)
Two: For the same reasons, may I reflavour the Kyton bloodline's chain-based powers as being related more to being a little bit mechanical, rather than being related to Kytons? No mechanical change though (heh, mechanical).
If these questions are a nope, I can always go pure Elemental (or Draconic for the metallic aspect) Ancestral Harbinger, but that wouldn't be quite the theme I'm going for.

![]() |

How do you feel about the Technomancer prestige class specifically? I ask because the majority of them are members of the Technic League, who are capital-B Bad Guys in both the setting in general and Iron Gods specifically.
I may shift my Inquisitor to a Magus if there's a way I can "steal" how to be a Technomancer from the League at some point...in a "turn their own secrets against them" kind of way...

Adrien Belmont |

Hmm, that's fine on the extra evolutions. Ozzy was originally going to be built as a battlefield control Eidolon who specialized in using the Tentacle evolution with Grab/Pull and Push with his slam to move people around the battlefield, but obviously I'll have to amend that somewhat. I suppose I could have him just focus on the slam and maybe pick up proficiency with some kind of advanced weapon once we're high enough level to have access to them... eh, I can deal with that if I'm selected and we get there.

GM_DBH |

How do you feel about the Technomancer prestige class specifically? I ask because the majority of them are members of the Technic League, who are capital-B Bad Guys in both the setting in general and Iron Gods specifically.
I may shift my Inquisitor to a Magus if there's a way I can "steal" how to be a Technomancer from the League at some point...in a "turn their own secrets against them" kind of way...
Technomancers are fine, being one doesn't mean you have to join the League.
It's the Prestige class for Arcane casters with an interest in Technology, there are plenty of them who aren't in the league.

![]() |

Archpaladin Zousha wrote:How do you feel about the Technomancer prestige class specifically? I ask because the majority of them are members of the Technic League, who are capital-B Bad Guys in both the setting in general and Iron Gods specifically.
I may shift my Inquisitor to a Magus if there's a way I can "steal" how to be a Technomancer from the League at some point...in a "turn their own secrets against them" kind of way...
Technomancers are fine, being one doesn't mean you have to join the League.
It's the Prestige class for Arcane casters with an interest in Technology, there are plenty of them who aren't in the league.
Saria is already in the works to be a non-Technic League Technomancer. I see no reason why someone can't simply put magic and technology together like peanut butter and chocolate. She'd probably be shocked to learn the Technic League beat her to the punch, honestly.

![]() |

Really? I was under the impression that the League basically created the Technomancer's traditions, and as a result any Technomancers outside it either were League members who went rogue or outsiders who somehow obtained stolen League secrets, both of which draw the League's deadly ire (obviously Saria would be in the latter category).
Either way, I'm pondering making my own character into an Iron Priest instead...

![]() |

Really? I was under the impression that the League basically created the Technomancer's traditions, and as a result any Technomancers outside it either were League members who went rogue or outsiders who somehow obtained stolen League secrets, both of which draw the League's deadly ire (obviously Saria would be in the latter category).
Either way, I'm pondering making my own character into an Iron Priest instead...
That all depends on how you want to look at the technomancer. Someone had to come up with the idea of fusing magic and technology at some point. There's nothing stopping another person with the magic talent and the technical know-how fusing them together without the Technic League's input. Though, yes, the fact that she would figure it out on her own would probably draw the ire of the Technic League.
Though, if it's preferred, she could have acquired the secrets from a different source. Possibly a mail-in correspondence course.

![]() |

Archpaladin Zousha wrote:Really? I was under the impression that the League basically created the Technomancer's traditions, and as a result any Technomancers outside it either were League members who went rogue or outsiders who somehow obtained stolen League secrets, both of which draw the League's deadly ire (obviously Saria would be in the latter category).
Either way, I'm pondering making my own character into an Iron Priest instead...
That all depends on how you want to look at the technomancer. Someone had to come up with the idea of fusing magic and technology at some point. There's nothing stopping another person with the magic talent and the technical know-how fusing them together without the Technic League's input. Though, yes, the fact that she would figure it out on her own would probably draw the ire of the Technic League.
Though, if it's preferred, she could have acquired the secrets from a different source. Possibly a mail-in correspondence course.
You know, after looking at Saria's sheet, her knowing technology by instinct would be hilarious.
"WHO DID YOU STEAL THESE SECRETS FROM?!"
"I didn't steal them, I've always known this stuff."
"That's impossible! I had to lie, steal and murder to earn my place in the League, and you just...KNOW how to do this?!"
"What, like it's hard?"
My android's gonna be an Iron Priest now. I'll have him posted by tonight.

GM_DBH |

The Technic league is a large organisation, which has been around for many years. Changes in leadership and direction have happened constantly. So there are many members who have left for ideological or personal reasons.
So while the leadership of the League is composed of Technomancers, not all Technomancers are in the league. Nearly everyone in Numeria has some degree of technological experience.

![]() |

Afraid I'm going to have to withdraw my application. I won't be able to finish my Android Iron Priest in time. Best of luck to the other applicants and the GM. Have fun!

GM_DBH |

The list of possibles so far.
Melee.
Roga - Human male Barbarian (Savage technologist).
Valeria Starr - Human Female Gunslinger (Pistolero).
Arrenopos - Android male Fighter (Aldori Swordlord).
Jeremiah Johnston - Male Human Gunslinger.
Skills.
Tybalt Cosgrove - Half-Elf male Investigator.
Ryder-XIII - Android male Investigator (Empiricist).
Anjru Kazan - Human male Skald (Urban).
Jack the medium - Human male Medium.
Olimpia Beta II - Female Android Rogue (Numerian Scavenger).
Skivven Kraskarras - Male Ratfolk Investigator (Empiricist).
Divine.
Harrash - Half-elf Male Inquisitor of Iomedae (Sacred beastmaster).
Raktar Garnok - Human male Oracle(Seeker) of metal.
Aytheris - Aasimar (Garuda-Blooded) Male Cleric of Zohls.
Arcane.
Saria Cambert - Human Female Sorcerer (Impossible Bloodline).
Alsande Baine - Android male Arcanist (Blood arcanist (Nanite)).
Dilana Hemlock - Human Female Witch.
Penok - Human Male Spiritualist.
Adrien Belmont - Human male Summoner.
Lettu 'Wings' Kan - Elf male Magus (Eldritch Archer).
Jack - Male Android Psychic.
Figgy Greasefitter - Gnome (Traveler) Male Alchemist (Tinkerer).
Applications will close in 12 hours. So if you're fiddling with a character this is the last chance.