Twilight of the Heroic Age

Game Master Simeon

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Alright, recruitment is now closed. I’ll have the selections up in a few days but given how great these submissions are it won’t be an easy decision.

Good luck everyone.

Yep best of luck.

Pathfinder Adventure Path Subscriber

Good luck all

Okay, I’ve made my selections. Would the following players please join me in the discussion thread.
Erick Bonestihl
Kristleifur Ehrenskiöld
Armanus Jerax Hellfire
Elsa Swiftfoot
Thirrion Velding

Apologies to those not selected. It was not an easy decision.

Thanks, and condolences to those not picked.

Ye kind of expected it, High tech PC in a Steam Tech world.
Kept thinking, have I gone the right way with this.
But she was built ect...

So have fun all those picked

Until next time TTFN.

Pathfinder Adventure Path Subscriber

Woot, game on!
I'll set a profile.

Hey everyone! We’ve lost our frontliner, a cavalier, so I’m looking for one or two more PCs in a similar vein to that.

The game is set in an industrial-era Golarion, with the party working for the Witchwyrd Tetrad, a secretive interplanetary and interplanar trade league. New characters are a part of the Tetrad, which recruits talented and discrete individuals from across Golarion. More setting details are in the initial recruitment post.

Character creation will be 3rd level, with 20 point buy or standard rolling of 4d6, drop the lowest. Wealth will be 3000 GP. I’ll accept any Paizo material, though the more eccentric the submission, the better a backstory I’ll expect.

I generally prefer a good story over a powerful character, so an interesting but less optimized character will be accepted over an all-destroying but bland one.

I’ll keep recruitment open for at least a week, depending on interest.

I'm interested. Ideas are starting to churn in my noodle.

World-building question. Belkzen mines all this coal and other stuff, how does it get to points beyond? Are there railroads or some other method of moving large volumes of freight? My first thought is a half-orc that didn't want to end up in the mines like the rest of his family, so he hit the road.

Railroads are highly uncommon, especially in terrain as rough as Belkzen. The main method is in wagon trains pulled by orc war beasts.

Fair enough, it was just something that occurred to me as I was reading about Belkzen.

I'm starting to get a guy in mind. Either Trench Fighter or Savage Technologist, probably paired with Unchained Rogue. Any chance of using the "fractional BAB/Saves" rule from Unchained? Main benefit is it'll keep me from going schizoid worrying about my Will save. :)

"As far back as I can remember, I never wanted to work in the mines..."
(Tony Bennett's 'Rags to Riches' starts playing)

I'll start putting something together and if it becomes something coherent, I'll post back here ASAP.

I’d rather not use fractional bonuses, as the rest of the party isn’t using that system.

Hmmm, interesting. Playing with some options as well.

4d6 - 4 ⇒ (4, 6, 5, 6) - 4 = 17
4d6 - 1 ⇒ (4, 6, 1, 4) - 1 = 14
4d6 - 1 ⇒ (6, 2, 4, 1) - 1 = 12
4d6 - 4 ⇒ (4, 5, 4, 6) - 4 = 15
4d6 - 3 ⇒ (3, 4, 6, 4) - 3 = 14
4d6 - 1 ⇒ (1, 6, 2, 6) - 1 = 14

I've started to look through the Gameplay thread but can you summarize: where are folks now? And I know they're working for the Witchwyrd Tetrad, but what're the working on? Mercenary work?


Oh yeah, may as well roll some ability scores:

4d6 ⇒ (4, 6, 3, 5) = 18 15
4d6 ⇒ (4, 6, 3, 3) = 16 13
4d6 ⇒ (5, 1, 2, 5) = 13 12
4d6 ⇒ (4, 2, 3, 4) = 13 11
4d6 ⇒ (2, 4, 2, 5) = 13 11
4d6 ⇒ (3, 5, 5, 2) = 15 13

Hmm, nothing dumped, and gods know I haaaaaaaaaate me a dumped stat, but nothing too outstanding. I think I'll go with the 20pb. Work on him tonight unless I fall asleep on the sofa. :)

Dotting for interest. I'll have to look through the gameplay thread when I get the chance.

The party is currently working to stop the trade of a drug called Slag in Katapesh, which threatens the Pactmaster’s pesh trade. New characters would start there as Tetrad agents.

They’re doing somewhat mercenary work, though the jobs are all to further the mysterious goals of the Tetrad, in one way or another.

This is the profile for the character I'll be submitting. Most of it, especially the crunch, is WIP.

As far back as he can remember, all Badhru knew for sure was that he wanted to get out of Belkzen. The mines and the factories that had come to dominate life there seemed somehow wrong to him, or at least, wrong for him. At the age of ten, he ran away, stowing way on a wagon train hauling an ore shipment to Varisia.

Life as a street urchin in Riddleport was not exactly what Dhru had in mind when he left home. One day, he had a chance encounter with an older human man, who seemed to be doing some surveillance in the alley in which Badhru was sleeping. As they were on the verge of going their separate ways, the two stared at each other for a very long time.

“Kid, you got anyplace to go? If you don’t, you can come with me if you want.”

Badhru gathered up his few belongings and fell in behind the human. It turned out his name was Woodrose, and he was a private detective based out of the faraway city of Absalom. They returned to Absalom, and Woodrose took Badhru on first as a glorified “gofer,” then eventually making him an apprentice, trying to teach the boy the methods and techniques of proper investigating.

Badhru and Woodrose worked together for several years together, as the half-orc grew into a capable young man. As Badhru got older, it was becoming clear to him that Woodrose’s health was failing. In addition to that, sometimes when the old man thought Badhru wasn’t around, he could hear Woodrose’s voice talking, as if it was half of a conversation. The one time he got close enough to hear anything legible, he caught Woodrose saying, “No, I think he’ll do fine. Maybe not by himself, but if you make him part of a team he’ll do great. I’d stake what’s left of my life on it,” the old man said with the hoarse rasp his laugh had become.

Woodrose died two days ago. When Badhru went into the old man’s office, he found an odd-looking badge with a blue gem, and a note.

The note wrote:


So, my time’s up. Thanks for everything you’ve helped me do for the past few years. I know I was never one for saying things like that, but I always appreciated it.

I’ve got to apologize, because there’s been one piece of the picture I never told you about. I’ve got a… I guess a patron would be the best word for him. A lot of our jobs, even the ones for other clients, kind of served his interests. Nothing sinister or anything like that, just kind of secretive. I’d wanted to introduce you to him myself, but he didn’t think you were ready. I’m gone now, so it’s now or never, your call. Just meet the guy, see what you think. When you’re ready, grab hold of the badge that was with this note, shout your name real loud, and stamp your feet on the floor three times.

Just remember, kid. Always seek the truth. Without that, nothing else matters.

Yours always,

Badhru spent most of the morning staring at the badge, arguing with himself what to do. Finally, he grabbed the badge.

“Badhru of Belkzen!”
<wham! wham! wham!>

And with that, he vanished.
(There’s no way in hell the shouting and stamping was necessary, I think the old man was just screwing with his protege.)

I’m interested, though it may be a bit before I get a submission together.

Stats: 4d6 - 1 ⇒ (1, 6, 6, 4) - 1 = 16
Stats: 4d6 - 2 ⇒ (6, 3, 3, 2) - 2 = 12
Stats: 4d6 - 2 ⇒ (2, 5, 5, 4) - 2 = 14
Stats: 4d6 - 1 ⇒ (2, 2, 1, 1) - 1 = 5
Stats: 4d6 - 2 ⇒ (4, 2, 2, 3) - 2 = 9
Stats: 4d6 - 2 ⇒ (4, 5, 6, 2) - 2 = 15

... is it even legal to have a stat of 5? Think I will stick with a point buy unless you would allow a reroll. Will do that behind a spoiler now to save time, just in case.

Reroll in case:

Stats: 4d6 - 3 ⇒ (5, 5, 3, 3) - 3 = 13
Stats: 4d6 - 4 ⇒ (5, 4, 6, 4) - 4 = 15
Stats: 4d6 - 1 ⇒ (5, 1, 3, 4) - 1 = 12
Stats: 4d6 - 1 ⇒ (1, 4, 1, 6) - 1 = 11
Stats: 4d6 - 1 ⇒ (6, 6, 5, 1) - 1 = 17
Stats: 4d6 - 1 ⇒ (5, 1, 3, 6) - 1 = 14

Hm... that second roll group would be perfect. Your call though.

I am thinking about drawing up some form of fighter or paladin... either can be made to be rather tanky (currently running a dwarf stonelord paladin that has taken way too many hits to be healthy and survived).

I’d prefer if you just stuck with the point buy.

One note is that the Tetrad is a rather morally gray organization, and so a paladin serving them would have some interesting choices to make.

4d6 ⇒ (4, 3, 1, 3) = 11
4d6 ⇒ (4, 5, 6, 6) = 21
4d6 ⇒ (4, 1, 2, 5) = 12
4d6 ⇒ (3, 4, 3, 6) = 16
4d6 ⇒ (4, 6, 2, 4) = 16
4d6 ⇒ (5, 2, 2, 1) = 10

So that’s 17, 14, 13, 11, 10, 9 A bit odd, and barely over a 20 point buy, but I’ll give it a shot.

Well here goes nothing...

4d6 ⇒ (4, 2, 6, 4) = 16
4d6 ⇒ (2, 5, 4, 2) = 13
4d6 ⇒ (2, 1, 2, 5) = 10
4d6 ⇒ (2, 2, 1, 2) = 7
4d6 ⇒ (4, 3, 6, 4) = 17
4d6 ⇒ (1, 6, 5, 5) = 17

So, 14, 11, 9, 6, 14, 16. That's an unfortunate set of stats. Something around a 14pt buy.

No worries, can do. I have a dwarf fighter (foehammer archetype) that I am cooking up now that should be able to take a decent punch while (hopefully) returning them with interest on occasion.


Lorewise, I am wanting him to be the (insert appropriate number of greats) grandson of the paladin I am running (Torian Marcath - Crypt of the Everflame) so I would have some questions on how a fictitious dwarf clan living close to Kassen in Nirmathas would have weathered the transition to modernity. I am even wondering if they would not have had reason to move the clan to the Five King Mountains at some point. I will send you a PM sometime today or tomorrow with a few ideas I have to see what would work and what wouldn't within your campaign.

4d6 ⇒ (2, 4, 3, 3) = 12 10
4d6 ⇒ (3, 5, 2, 2) = 12 10
4d6 ⇒ (1, 4, 1, 3) = 9 8
4d6 ⇒ (3, 2, 6, 1) = 12 11
4d6 ⇒ (4, 4, 4, 5) = 17 13
4d6 ⇒ (1, 5, 4, 4) = 14 13
...Welp, here we go!

4d6 ⇒ (3, 2, 3, 4) = 12 10
4d6 ⇒ (2, 4, 6, 2) = 14 12
4d6 ⇒ (5, 4, 2, 4) = 15 13
4d6 ⇒ (5, 3, 3, 2) = 13 11
4d6 ⇒ (6, 4, 2, 6) = 18 16
4d6 ⇒ (5, 5, 6, 4) = 20 16

Got some ideas. I like the players I see in this game as I know a couple of them. Will think and ask questions later.

So still working on some of the details, but here is the general submission I will be making: Chalgrum Marcath, Dwarven Foehammer Fighter

Still working on the backstory (sent you a PM concerning that, GM) and working on inventory. Did have an question: how are we computing HP?

Hmmm... I was just thinking how fun it would be to play an old codger of a dwarf who disapproves of all this new-fangled technology and is always complaining about how "In my day, we had to walk uphill both ways no matter where we were going." Then I saw that in the setting description, this is basically how old dwarves feel about it. Perfect.

Now the difficulty is in selecting which front-liner class would be the most interesting/fitting. I'm stuck weighing my options between fighter, barbarian, ranger, slayer, and bloodrager.

Question, would you allow the improved combat reflexes 3pp feat? It's hard to get enough dex on my front-line build to make enough use of normal combat reflexes.

@caster4life: I approve of the codgery old dwarf notion.

For what it's worth, I have no objection to that specific 3PP feat.

I think that’s a pretty reasonable feat. I’ll allow it.

For what it’s worth, I’ll be recruiting two characters, but I’m only looking for one frontliner. Some sort of support character would also good for the party as well.

So, I have a question, if a support character is an option. The questioner investigator archetype gets bard casting, but technically it doesn't get to avoid arcane spell failure as a bard does because the text that avoids that is in the bard proficiencies. If I put together a questioner can I ignore ASF in light armor?

Thanks! Glad to hear it GM and Decimus. Will have the backstory and build together very soon, probably tomorrow.

I was thinking the party looked like it needed a little healing and buffing so that's good to hear. Evangelist cleric was the first thing that popped to mind with cleric spellcasting and heals + inspire courage. Ultimate buffer.

That should be just fine. I'm always happy to rule in the player's favor in little rules technicalities like that.

Awesome, I think I can make that work with the stats I rolled. Thanks :)

Good to see you here, baggageboy. Maybe we'll get to play together for once since we're applying for different rolls.

Maybe :) I was glad to see you drop in as well :)


Ugh. Couldn't let it go. XD

Here's where I'll keep the crunch for my submission when not raging, while the backstory is written in my head, it's not in the alias just yet.

Then when bloodraging, my stats and status line will be here.

So I have the basic backstory (still want to do a 5 minute breakdown if I have the time, so not finished yet) and I saw that previously you had said that hp was 1/2 +1 per level, so should have that sorted. Apart from that I should just need to sort out his inventory and Chalgrum should be ready.

Ok I have my first draft of the backstory done but will hopefully revise a bit before Thursday (the deadline maybe?). The crunch is also done but so far I've only moved the status line portion of it over from Hero Lab.

Am happy to make any suggested revisions, as well. For example, I assumed the existence of the steamshovel in this partially industrialized world but if that's not appropriate I can change it to something else.

Baggageboy here, I just wanted to throw this out there as I'm still working on backstory.

The basic outline is that he is an elf who showed signs of drow heritage. Because of this he was disowned by his family and had to make his own way in the world since he was an adolescent. He's bitter because of the way his family treated him.

He's been making his way working as a mercenary/bodyguard/treasure hunter relying on his agility and smarts to keep him out of harm's way. He did get a basic elven education before being tossed out into the world but he was denied the more part of elven culture.

Mechanically he's a basic library on all subjects, and can hold his own in a fight. He will buff allies when possible (there aren't actually a lot of good buff spells in the Bard's list at 1st level) and will move around the battlefield using acrobatics and parties to help protect the squishies. He also is ready to use his dragoon pistol when that is the more appropriate tool.

The profile is empty right now, except for his filled out character sheet. I'll be filling in the background and usual profile in the coming days.

Let me know if you have any question/concerns/suggestions. Thank you :)

Here's an idea Nethandriel: Since the party has no healing, it might be worthwhile to take the infusion discovery, perhaps via the alchemist's discovery? That way you can pass out extracts of CLW. Or even extracts of long arm if you want to see Pike's reach fighting have extra fun but that's more tailored to what Pike would be doing rather than the whole party's needs.

Actually I'm a questioner, they trade alchemy for bard spell casting. So I have cure light wounds and vanish. Unfortunately bards don't get enlarge person or longarm. And while I am all for adding a bit of healing for the party, a single bard healing is way below a happy threshold.

Ah interesting.

So still working on the 5 minute background for Chalgrum, but should be finished apart from that. If anyone has questions for me regarding him feel free to ask.

Alrighty I've added a Bulletized background. More coming in the future.

Submitting Karu-5, android fighter. Was actually kind of fun to work with what amounts to 5-point buy ability scores and see what I could make. :)


Android fighter (armor master) 3
LN Medium humanoid (android)
Init +2; Senses Perception +5
AC 20, touch 13, flat-footed 18 (+6 armor, +2/+1 shield, +2 Dex)
hp 28 (3d10+6)
Fort +5, Ref +4, Will +2; +4 vs. mind-affecting, paralysis, poison & stun
Defensive Abilities constructed; deflective shield +1; Immune disease, emotionbased effects, exhaustion, fatigue, fear, sleep
Speed 30 ft.
Melee mwk shortsword +6 (1d6/19–20)
Ranged mwk pistol +6 (1d8/×4)
Str 11, Dex 15, Con 13, Int 10, Wis 10, Cha 8
Base Atk +3; CMB +3; CMD 15
Feats Bodyguard, Combat Reflexes, In Harm’s Way, Weapon Finesse
Skills Climb +4, Knowledge (engineering) +6; Knowledge (nobility) +3; Perception +5; Ride +6, Swim +1; Armor Check Penalty –3
Traits Nanite Revival; Protective Faith; Technic Tinkerer (stabilize); Overprotective (drawback)
Languages Common
SQ armor training 1; emotionless; repair nanites (alternate racial trait)
Gear mwk short sword; mwk pistol with 30 bullets & black powder; mwk agile breastplate; mwk heavy wooden shield; cloak of resistance +1; 2 potions of cure light wounds, 2 alchemist’s fire, holy symbol of Torag, 210 gp


Karu-5 is the fifth soul to inhabit his body, which seems to have been a model of android built to be a guardian, as all 5 Karus have had a drive to protect others, an instinctive knowledge of how best to do so, and repair nanites that can stem bleeding in themselves and others. First unearthed in the ruins of Numeria by a rather unscrupulous group of technologists, Karu-1 was sold to a losing and desperate noble house in the second Chelish civil war that hoped the guardian android could give them an edge in the bloody conflict. Karu-1 was killed in the war, but something caused the repair nanites in their body to reconstruct them and jumpstart the renewal process, summoning another soul, only for that new person, Karu-2, to perish as well. The war ended during the renewal of Karu-5, sparing him death in battle while also condemning him to a life of slavery to another Chelish noble house. Karu-5 served House Arionne as a bodyguard for the first 19 years of his life, growing in martial skill while also growing to loathe those who called themselves his masters. When the chance to escape arrived in the form of a slave uprising, Karu-5 broke from his orders and his programming, and slipped away in the chaos. He quickly made his way to Absalom, where his martial skills found him work as a mercenary and, ironically, a bodyguard. He also gained his first taste of freedom, and was introduced to the religion of gods other than Asmodeus. He found the faith of Torag particularly applicable to him, given its emphasis on construction and protection. Since then, various mercenary contracts have sent him to a multitude of places around the world. He currently is in Katapesh, in the employ of Witchwyrd Tetrad.

Appearance & Personality:

Karu-5, while capable of defying his programming to protect in cases where he truly hates his charge, still feels a powerful compulsion to protect those around him, especially those he considers innocents or his friends. Like many androids, he has considerable difficulty processing and displaying emotions, and as a result seems cold and distant to many. While he takes up mercenary work as a way to make a living, he finds little joy or purpose in it, causing him to wander to distant places seeking his “purpose”. Currently, what purpose he does find comes from protecting others, and from his faith in Torag.
Karu-5 looks like a human, slightly taller than average, with long hair & intricate angular purple tattoos covering his skin. He openly wears a symbol of Torag over his well-crafted armor. He bears a pistol and shortsword on either side, and a heavy shield on his back, though he normally conceals these with a long cloak.

Okay I'll work on a cleric of Abadar, and I'll see if I can get a pistol on him rather than a light crossbow. Probably human, not sure yet.

dice1: 4d6 ⇒ (1, 5, 2, 4) = 12 11
dice2: 4d6 ⇒ (5, 1, 5, 4) = 15 14
dice3: 4d6 ⇒ (3, 5, 4, 4) = 16 13
dice4: 4d6 ⇒ (2, 3, 6, 3) = 14 12
dice5: 4d6 ⇒ (6, 3, 6, 4) = 19 16
dice6: 4d6 ⇒ (2, 3, 1, 5) = 11 10
Very standard, looks nice

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