WhtKnt |
4 people marked this as a favorite. |
I am going to run the Iron Gods Adventure Path for a handful of adventurous souls. If you are interested, here's what you need to know:
Recruitment Start: August 12, 2014
Recruitment Ends: August 19, 2014
Campaign Begins: August 22, 2014
Six players will be chosen from those submitted. Role-playing is not necessary, nor will it help you get chosen, but if you want to RP, I'll open up the DIscussion thread.
- 15-point buy
- Characters begin at 1st level
- Any class and archetypes from official Paizo sources (no 3rd party)
- Races are limited to Android, Aasimar, Catfolk, Changeling, Dwarf, Elf, Gnome, Half-elf, Half-orc, Human, Ifrit, Oread, Ratfolk, Sylph, Tengu, Tiefling, and Undine
- Max HP at 1st level, average thereafter
- Two traits; one must be chosen from the Iron Gods Player's Guide
- Average starting gold
- Follow the rules for character creation given above
- Design a character that is interesting and would work well with others
- Have a good backstory (does not have to be lengthy; a paragraph or two is fine)
- Min/max your character
- Ignore the rules given above
- Build a character whose only concern is for themselves
- Forget a backstory
Seth86 |
Kit'Arr
Kit'Arr
Male Catfolk Rogue 1 (Pathfinder RPG Advanced Race Guide 90)
CG Medium humanoid (catfolk)
Init +2; Senses scent; Perception +4
--------------------
Defense
--------------------
AC 14, touch 12, flat-footed 12 (+2 armor, +2 Dex)
hp 8 (1d8)
Fort +0, Ref +4, Will +0
--------------------
Offense
--------------------
Speed 30 ft., climb 20 ft.
Melee 2 claws +2 (1d6+2)
Special Attacks sneak attack +1d6
--------------------
Statistics
--------------------
Str 14, Dex 15, Con 10, Int 14, Wis 10, Cha 10
Base Atk +0; CMB +2; CMD 14
Feats Catfolk Exemplar (Sharp Claws)[ARG]
Traits dirty fighter
Skills Acrobatics +6, Bluff +4, Climb +14, Disable Device +7, Escape Artist +6, Knowledge (local) +6, Perception +4, Sleight of Hand +6 (+10 to hide objects on your body (doesn't stack with heavy clothing but does with bonuses for attempting to hide small objects)), Stealth +7, Swim +6
Languages Catfolk, Common, Gnome, Goblin
SQ cat's luck, catfolk rogue/ninja, trapfinding +1
Other Gear lamellar cuirass, hip flask, pathfinder's kit, pocketed scarf, softpaw boots, thieves' tools, 59 gp
--------------------
Special Abilities
--------------------
Cat's Luck (1/day) (Ex) Can roll 2d20 for a Reflex save and take better result.
Catfolk Exemplar (Sharp Claws) Your feline traits are more defined and prominent than those of other members of your race.
Prerequisites: Catfolk.
Benefit: You can take the Aspect of the Beast feat (Advanced Player’s Guide 151) even if you do not meet the norma
Catfolk Rogue/Ninja +1/2 bonus on feint and pickpocket checks.
Climbing (20 feet) You have a Climb speed.
Dirty Fighter +1 damage when flanking.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Sneak Attack +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.
Kit'Arr grew up on the streets. It's all he has ever known. Fending for himself. But he could never do it on his own, so he quickly learned to use his natural gifts. His claws and his stealthy nature. He robbed and mugged those he could, never to kill. Never. Just to get by, just to survive
cartmanbeck RPG Superstar 2014 Top 16 |
Hi WhtKnt!
Quick question for you... i've had a ratfolk "swarm druid" concept bouncing around in my head for a while, and I think the Hunter class would be perfect for making it work.
Here's my question for you: If I had a ratfolk Hunter with a dire rat companion, would you allow it to count as a ratfolk for the Swarming racial ability, under the assumption that the ratfolk Hunter could teach his rat companion how to do it?
Swarming: Ratfolk are used to living and fighting communally, and are adept at swarming foes for their own gain and their foes' detriment. Up to two ratfolk can share the same square at the same time. If two ratfolk in the same square attack the same foe, they are considered to be flanking that foe as if they were in two opposite squares.
If you rule it as a no-go, it's not a huge deal, just wanted to check on that one. I'd be happy to use up one of the companion's feats on it or something like that, if you think that would be best. :-D
Cartmanbeck
SamuraiRuy |
I'm also looking at an android metal wizard.
@Daniel Stewart. I played a character in the 4E D&D organized game with something similar. I themed him after Optimus Primal (beast wars tv show). Eneded up being a fun and hilarious character.
Oh! Then I'll change to a archivist or archaeologist bard :)
Kaen C. |
Kean
Male Aasimars inquistor 1
TN Medium humanoid
Deity: Gorum
Init +3; Senses: Darkvision( 60 ft.) Perception +5
--------------------
Defense
--------------------
AC 16, touch 12, flat-footed 12 (+5 armor, +1 Dex)
hp 12 (1d8) +3
Fort +4, Ref +1, Will +2
Spell Resistance, 5 Acid/5 Cold/5 Electricity
--------------------
Offense
--------------------
Speed 30 ft.
Melee
To Hit: +2
Greatsword 2d6+2 19-20 x2
Ranged
To Hit: +1
Shortbow 1d6 20 x3
Special Attack: Judgment 1/day
--------------------
Statistics
--------------------
Str 15, Dex 12, Con 14, Int 10, Wis 15, Cha 10
Base Atk +0; CMB +2; CMD 13
Feats Toughness, Numerian Archaeologist
Traits Reactionary
Skills Bluff +1, Climb +2, Diplomacy +1 ,Disguise +0 , Heal +2, Intimidate +1, Perception+ 5, Ride +1, Sense Motive +5, Spellcraft +0, Stealth+1, Survival+2, Swim+2, Knowledge (religion) +1
Languages Common, Celestial
SQ:Strength Surge, Monster Lore
Other Gear : Scale mail, Backpack, Bedroll, Grappling Hook, Trail Rations x5, Rope, Waterskin, Traveler’s outfit. (73 lb.)
--------------------
Spells
--------------------
0 level: Detect Magic, Read Magic, Guidance, Light
1 Level: Command, Comprehend Languages.
Inquistor:
Domain (Strength Surge (Sp): r 1 round, the target gains an enhancement bonus equal to 1/2 your cleric level (minimum +1) to melee attacks, combat maneuver checks that rely on Strength,Strength-based skills, and Strength checks. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Monster Lore (Ex): The inquisitor adds her Wisdom modifier on Knowledge skill checks in addition to her Intelligence modifier, when making skill checks to identify the abilities and weaknesses of creatures.
Orisons: Inquisitors learn a number of orisons, or 0-level spells, as noted on Table 2–4 under “Spells Known.” These spells are cast like any other spell, but they are not expended when cast and may be used again. Orisons prepared using other spell slots, such as those due to metamagic feats, are expended normally.
Stern Gaze (Ex): Inquisitors are skilled at sensing deception and intimidating their foes. An inquisitor receives a morale bonus on all Intimidate and Sense Motive checks equal to 1/2 her inquisitor level (minimum +1).
Judgment (Su) 1/day: an inquisitor can pronounce judgment upon her foes as a swift action. Starting when the judgment is made, the inquisitor receives a bonus or special ability based on the
type of judgment made.
Skilled: Aasimars have a +2 racial bonus on Diplomacy and Perception checks
Spell-Like Ability: Aasimars can use daylight once per day as a spell-like ability (caster level equal to the aasimar's class level)
Numerian Archaeologist: You’ve studied Numeria’s eerie technological ruins extensively. You gain Androffan as an additional language. In addition, you possess a
knack for technological items; when you use a timeworn technological item, roll twice when determining any glitches the item might cause and choose which result
to use as your actual result.
Weapon and Armor Proficiency: An inquisitor is proficient with all simple weapons, plus the hand crossbow, longbow, repeating crossbow, shortbow, and the favored weapon of her deity. She is also proficient with light armor, medium armor, and shields
JuanAdriel |
I have this character concept, a scholar that got traped in ancient times in a falling structure, but saved and mantained in extasis/slumber by a protector being, just to awake in the actual Golarion, with some memory loses and an angel-like being at his side (actually a summoner with his eidolon)-
He can be a bit of the party-face and a dedicated buffer, with little battlefield control.
He will make use of his summon abilities per day, only summoning its eidolon as a last resort and healing duties, but playing it as ever present, just incorporeal and transluced, as rp element with no game effect, if possible.
Male Human Summoner 1
[Favored Class - HP:0 Skill:1]
NG Medium humanoid (human)
Init +0 Senses Perception + 0
--------------------
Defense
--------------------
AC 13, touch 10, flat-footed 13 (+3 armor)
hp 8 (1d8)
Fort +0, Ref +0, Will +2
--------------------
Offense
--------------------
Speed 30 ft.
Ranged
--------------------
Special
--------------------
Summoning: 7/7day
Spells: Base DC: 14 +1 for conjuration spells
Cantrips: Detect magic, light, mending, daze
Level 1 (2/2day): Grease, Shield
--------------------
Statistics
--------------------
Str 10
Dex 10
Con 10
Int 14
Wis 10
Cha 18 (16+2 human)
Base Atk +0; CMB +0; CMD 10
--------------------
Feats
--------------------
1-Spell focus: conjuration //-Augmented summoning (human)
Skills 6/level (2class+1 human+1FCB+2Int)
Craft (Int)
Diplomacy (Cha) (1) 9
Fly (Dex)*
Handle Animal (Cha)
Knowledge (arcana) (Int)(1) 6
Knowledge (dungeoneering) (Int)
Knowledge (engineering) (Int)
Knowledge (geography) (Int)
Knowledge (history) (Int) (1) 6
Knowledge (local) (Int)
Knowledge (nature) (Int)
Knowledge (nobility) (Int)
Knowledge (planes) (Int) (1) 6
Knowledge (religion) (Int)
Linguistics (Int) (1) 6
Profession (Teacher)(Wis)(1) 4
Ride (Dex)*
Spellcraft (Int)
Use Magic Device (Cha)
*Armor penalty -0
Languages: Androffan(Trait), Hallit, Celestial (Int), Terran (Int), Aquan (Lin).
--------------------
SQ
--------------------
Weapon and Armor Proficiency: Summoners are proficient with all simple weapons. Summoners are also proficient with light armor. A summoner can cast summoner spells while wearing light armor without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a summoner wearing medium or heavy armor, or using a shield, incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass summoner still incurs the normal arcane spell failure chance for arcane spells received from other classes.
Spells: A summoner casts arcane spells drawn from the summoner spell list. He can cast any spell he knows without preparing it ahead of time, assuming he has not yet used up his allotment of spells per day for the spell's level.
To learn or cast a spell, a summoner must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a summoner's spell is 10 + the spell level + the summoner's Charisma modifier.
A summoner can cast only a certain number of spells of each spell level each day. His base daily spell allotment is given on Table 2–7. In addition, he receives bonus spells per day if he has a high Charisma score (see Table 1–3 of the Pathfinder RPG Core Rulebook).
A summoner's selection of spells is extremely limited. A summoner begins play knowing four 0-level spells and two 1st-level spells of the summoner's choice. At each new summoner level, he gains one or more new spells as indicated on Table 2–8. (Unlike spells per day, the number of spells a summoner knows is not affected by his Charisma score. The numbers on Table 2–8 are fixed.)
Upon reaching 5th level, and at every third summoner level thereafter (8th, 11th, and so on), a summoner can choose to learn a new spell in place of one he already knows. In effect, the summoner “loses” the old spell in exchange for the new one. The new spell's level must be the same as that of the spell being exchanged, and it must be at least one level lower than the highest-level summoner spell he can cast. A summoner may swap out only a single spell at any given level and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.
Cantrips: A summoner learns a number of cantrips, or 0-level spells, as noted on Table 2–8 under “Spells Known.” These spells are cast like any other spell, but they may be cast any number of times per day. Cantrips prepared using other spell slots, due to metamagic feats, for example, consume spell slots as normally.
Eidolon: A summoner begins play with the ability to summon to his side a powerful outsider called an eidolon. The eidolon forms a link with the summoner, who, forever after, summons an aspect of the same creature. An eidolon has the same alignment as the summoner that calls it and can speak all of his languages. Eidolons are treated as summoned creatures, except that they are not sent back to their home plane until reduced to a number of negative hit points equal to or greater than their Constitution score. In addition, due to its tie to its summoner, an eidolon can touch and attack creatures warded by protection from evil and similar effects that prevent contact with summoned creatures.
A summoner can summon his eidolon in a ritual that takes 1 minute to perform. When summoned in this way, the eidolon hit points are unchanged from the last time it was summoned. The only exception to this is if the eidolon was slain, in which case it returns with half its normal hit points. The eidolon does not heal naturally. The eidolon remains until dismissed by the summoner (a standard action). If the eidolon is sent back to its home plane due to death, it cannot be summoned again until the following day. The eidolon cannot be sent back to its home plane by means of dispel magic, but spells such as dismissal and banishment work normally. If the summoner is unconscious, asleep, or killed, his eidolon is immediately banished.
The eidolon takes a form shaped by the summoner's desires. The eidolon's Hit Dice, saving throws, skills, feats, and abilities are tied to the summoner's class level and increase as the summoner gains levels. In addition, each eidolon receives a pool of evolution points, based on the summoner's class level, that can be used to give the eidolon different abilities and powers. Whenever the summoner gains a level, he must decide how these points are spent, and they are set until he gains another level of summoner.
The eidolon's physical appearance is up to the summoner, but it always appears as some sort of fantastical creature. This control is not fine enough to make the eidolon appear like a specific creature. The eidolon also bears a glowing rune that is identical to a rune that appears on the summoner's forehead as long as the eidolon is summoned. While this rune can be hidden through mundane means, it cannot be concealed through magic that changes appearance, such as alter self or polymorph (although invisibility does conceal it as long as the spell lasts).
Life Link (Su): Starting at 1st level, a summoner forms a close bond with his eidolon. Whenever the eidolon takes enough damage to send it back to its home plane, the summoner can, as a free action, sacrifice any number of hit points. Each hit point sacrificed in this way prevents 1 point of damage done to the eidolon. This can prevent the eidolon from being sent back to its home plane.
In addition, the eidolon and the summoner must remain within 100 feet of one another for the eidolon to remain at full strength. If the eidolon is beyond 100 feet but closer than 1,000 feet, its current and maximum hit point totals are reduced by 50%. If the eidolon is more than 1,000 feet away but closer than 10,000 feet, its current and maximum hit point totals are reduced by 75%. If the eidolon is more than 10,000 feet away, it is immediately returned to its home plane. Current hit points lost in this way are not restored when the eidolon gets closer to its summoner, but its maximum hit point total does return to normal.
Summon Monster I (Sp): Starting at 1st level, a summoner can cast summon monster I as a spell-like ability a number of times per day equal to 3 + his Charisma modifier. Drawing upon this ability uses up the same power as the summoner uses to call his eidolon. As a result, he can only use this ability when his eidolon is not summoned. He can cast this spell as a standard action and the creatures remain for 1 minute per level (instead of 1 round per level). At 3rd level, and every 2 levels thereafter, the power of this ability increases by one spell level, allowing him to summon more powerful creatures (to a maximum of summon monster IX at 17th level). At 19th level, this ability can be used as gate or summon monster IX. If used as gate, the summoner must pay any required material components. A summoner cannot have more than one summon monster or gate spell active in this way at one time. If this ability is used again, any existing summon monster or gate immediately ends. These summon spells are considered to be part of his spell list for the purposes of spell trigger and spell completion items. In addition, he can expend uses of this ability to fufill the construction requirements of any magic item he creates, so long as he can use this ability to cast the required spell.
--------------------
Gear
--------------------
backpack, blanket winter, flint & steel, dagger, studded leather
Total weight: 26/33(light) 66(medium) 100(heavy)
GP:39 SP:5
--------------------
Special Abilities
--------------------
Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Bonus Feat: Humans select one extra feat at 1st level.
Traits
Numerian Archaeologist: Numeria is a land ripe for archaeological exploration, since so many of the strange technological dungeons have been either avoided by the superstitious barbarian tribes or have been locked down by the Technic League, leaving many of them untouched and ripe for exploration. You’ve studied the strange language associated with these eerie technological ruins, and are eager to start exploring them—you suspect that Torch’s namesake is in fact part of a larger buried ruin, and you hope to enter these ruins and learn their original purpose by exploring the caves below town. You gain Androffan as an additional language. In addition, you possess a knack for technological items; when you use a timeworn technological item, roll twice when determining any glitches the item might cause and choose which result to use as your actual result. Talk to your GM for more information about resolving glitches.
World Traveler: Your family has taken the love of travel to an extreme, roaming the world extensively. You've seen dozens of cultures and have learned to appreciate the diversity of what the world has to offer. Select one of the following skills: Diplomacy, Knowledge (local), or Sense Motive. You gain a +1 trait bonus on that skill, and it is always a class skill for you. (Diplomacy)
Iophiel יופיאל (Eidolon)
Celestial outsider Summoned 1
Biped
Statistics:
Size Medium; Speed 30 ft.;
AC 13 (+2 natural armor, +1 Dex)
Saves Fort 3(good), Ref 1(bad), Will 2(good);
Attack
+4/+4 claw (1d4+3)
+4 greatsword 2d6+4 (no greatsword atm, no money)
Ability Scores
Str 16
Dex 12
Con 13
Int 7
Wis 10
Cha 11
Feats:
-Martial Weapon Proficiency: Greatsword
Free Evolutions: claws, limbs (arms), limbs (legs).
Evolutions (3): Basic Magic (stabilize) (1), Minor Magic (Cure Light Wounds)(2)
Skills: 4 (6-2Int)
Bluff (Cha)
Craft (Int)
+Heal (wis) (1) = +4
Knowledge (planes)(Int) (1) = +2
+Knowledge (religion)(Int)
Perception (Wis)
+Perform (Cha) (1) = +4
Sense Motive (Wis)
Stealth (Dex)
+Swim (Str) (1) = +7
Languages: Celestial
Darkvision (Ex): The eidolon has darkvision out to a range of 60 feet.
Link (Ex): A summoner and his eidolon share a mental link allows for communication across any distance (as long as they are on the same plane). This communication is a free action, allowing the summoner to give orders to his eidolon at any time. In addition, magic items interfere with the summoner's connection to his eidolon. As a result, the summoner and his eidolon share magic item slots. For example, if the summoner is wearing a ring, his eidolon can wear no more than one ring. In case of a conflict, the items worn by the summoner remain active, and those used by the eidolon become dormant. The eidolon must possess the appropriate appendages to utilize a magic item.
Share Spells (Ex): The summoner may cast a spell with a target of “you” on his eidolon (as a spell with a range of touch) instead of on himself. A summoner may cast spells on his eidolon even if the spells normally do not affect creatures of the eidolon's type (outsider). Spells cast in this way must come from the summoner spell list. This ability does not allow the eidolon to share abilities that are not spells, even if they function like spells.
Background:
Valt.... awake.... Valt....
Valt heard the whisper of a voice in the distance, slowly pulling out of his slumber, as if it weren't really directed to him.
Valt.... it is time... to awake... Valt
Again, Valt heard the voice. This time, less staggered, he will swears the voice does not come from the distance, but from the inside, as if it was his own conscience talking to him. Valt tries to open his eyes, but he was unable at that time; meanwhile, his other sense overtake it, first touch, noting moisture and a hard surface, then the smell, noting a stale stench and dust, then taste, showing thirsty and with an earthy taste on his mouth. Where am I? I..I can not remember it... I'm on the floor?
VALT, AWAKE
This time was no doubt, the voice resonated strongly on his mind, making him open his eyes finally.
who is? What the? Said Valt alarmed and confused. It's eyes wide open barely can see in the dim light that enters the place he lays. He sees now he is covered in dust, and some fungus growing on top of it, all the place filled in webs and what it looks to be plant roots. Valt tries to remember where he is or what happened to him, but nothing comes to his mind.
Uh, the voice calls me Valt, that I figure its my name, but can not even remember that. I must... must go out of here. How long have I been here? What I'm sure about is that voice is not speaking on my mother tongue, thought I can understand it perfectly.
Valt, get up... it is time... for you... to awake... finally
Valt tries to get up, but its muscles does not obey properly, atrophied by the long slumber. He then decides to crawl in direction to the dim light origin. Valt growls in pain as his muscles and articulations aches for the effort. Finally he gets to the light origin, finding too a little water trickling out from the ceiling. Totally thirsty, Valt thanks it, licking the dirty surface to get some of the scarce water. After several minutes, the young man started to burrow the loose terrain up his head, filling the room he was with more and more light.
Finally he was out. A fine rain was falling, cleaning the dirt from him, and refreshing his mouth, now with clean fresh water. And the most beautiful being he has ever seen was just in front of him, smiling. The being, with silver hair and pearly skin, has a couple of feathered wings spread on his back, and a smile with the virtue to easy the soul. A luminous mark on his front calls Valt's attention as if it where familiar.
Who are you? Asks Valt fascinated.
Iophiel is my name, Valt. Hears Valt in his mind. Lots of questions starts to form in his mind, but the being interrupts him.
Sorry, but I does not have much more time. I came to awake you as it is the time. I protected you for so long, you lived far more time than any mortal even dare to dream about, in your deep slumber. Now your time to be awake has come. Go, regain your strength and health and be aware, Valt. I left you with an image of myself, merely a carcass of my power, but will suffice for now...
But wait... hey WAIT! But the voice of Iophiel never to be heard, just the echo of it in the carcass she left to protect Valt.
That was a year ago, in that time I meet people from all around, learned the local language, found a peaceful town called Torch and made some friends. Now I'm decided to investigate what caused the violet flame on the hill to fade, with my good friend Zandu.
more facts:
Discobered the mark א in his forehead. The same Iophiel has.
No memories from before he awake in the underground cave/ruins.
He is sociable and friendly, and thus, people likes him.
He got a work as a teacher, and started to remember (or have the sensation at the least) that he was some kind of scholar.
Creation rules:
15-point buy
1. Characters begin at 1st level
2. Any class and archetypes from official Paizo sources (no 3rd party)
3. Races are limited to Android, Aasimar, Catfolk, Changeling, Dwarf, Elf, Gnome, Half-elf, Half-orc, Human, Ifrit, Oread, Ratfolk, Sylph, Tengu, Tiefling, and Undine
4. Max HP at 1st level, average thereafter
5. Two traits; one must be chosen from the Iron Gods Player's Guide
6. Average starting gold
Feedback will be great to clarify any incosistency.
Mokshai |
well, seeing as I wasn't picked for the other iron gods, I respectfully submit.
Druenour Hammerstriker
Druenour Hammerstriker was born of travelling merchants. His entire family was killed by a roving band of orcs, and he was left for dead. Another traveling group, came upon the massacre took the young surviving dwarf to a church of Nethys.
While living in the church, he heard about the possibilities of unknown but potent magical and mundane items, which turned on his curiosity.
And so, he now has boarded the boat, to try to make it into torch, along with some likeminded people, so that he can explore, and examine some of the relics that are rumoured to be there.
Druneor Hammerstriker
Male Dwarf Cleric 1
LN medium humanoid
Init 0 Senses Darkvision (60) Listen +4 Spot +4
DEFENSE
AC 16, touch 10, flat-footed 16
hp 9
Fort 4 ,Ref 1 ,Will 6
OFFENSE
Speed 20 ft
Space 5 Reach 5
STATISTICS
STR 14 DEX 10 CON 12 INT 14 WIS 16 CHA 8
Base Atk 0 Grp20
Feats Combat Casting
Traits Numerian Archaeologist, Birthmark
Skills Heal +7, Knowledge (religion) +6, Perception +4, Scribe +7, Spellcraft +6, Heal +7
Languages Dwarven, Common, Celestial, Androffan
Gear Longspear, Warhammer, Sling, Bullets - Sling (20), Kit - Cleric's , Kit - Dungeoneering, Blanket (2), Grappling Hook, Kit - Cooking (AA), Kit - Gear Maintenance, Kit - Grooming , Scroll of Entropic Sheild (CL: 1), Scroll of Sheild of Faith (CL: 1)
will make an alias if selected
jooker |
DM Crustypeanut |
The Technology guide is anything but essential for players - in fact, I'm fairly certain the players guide recommends not reading it, for spoiler reasons.
..but if you’re a player in the Iron Gods
Adventure Path, you should consider avoiding reading these
rules so as to lessen possible campaign spoilers.
It is essential for the DM, though!
Also, dotting, as I didn't get into GM Viskous' Iron Gods campaign, so I'm going to make an entry here. Not going to use the same entry, though. Well, I might, but we'll see.
TerminalArtiste |
The Technology guide is anything but essential for players - in fact, I'm fairly certain the players guide recommends not reading it, for spoiler reasons.
Player's Guide wrote:..but if you’re a player in the Iron Gods
Adventure Path, you should consider avoiding reading these
rules so as to lessen possible campaign spoilers.It is essential for the DM, though!
Also, dotting, as I didn't get into GM Viskous' Iron Gods campaign, so I'm going to make an entry here. Not going to use the same entry, though. Well, I might, but we'll see.
(Thought I'd responded to this last night, woops)
That's good to know! I'll submit a character later.
The Thing from Beyond the Edge |
Dotting for interest.
Thinking on either an ancestor oracle (possibly possessed archetype) or perhaps a chirurgeon alchemist...
Basically, I'm thinking of creating a character whose backstory is that some (malfunctioning) automated equipment made him. Basically, something to the effect that it put together his body from a variety of human and orc sources, thus creating a half-orc. Plus, the automated machinery implanted a pre-made personality.
However, in the many fragments of genetics used to create his body a fragment of power was captured (from an outsider, scion of a deity, or wherever). This fragment grew as his body was created and in the process began drawing fragments of memories (orc warriors, space scientists, mendevian crusaders, etc.) from its parts as a rebellion against the personality being imprinted upon it.
Thus, a unique and independent personality was created. Thus, oracle with the ancestor mystery and possessed archetype.
In trying to find himself and searching for answers it would be natural for him to easily form bonds with a group of adventurers. Sometimes it is easy to cling strongly to a bond when one has little else to cling to.
Jorshamo |
Super interested. I've been pumped for Iron Gods, and would love a chance to play in your campaign. My char is Pire Spipden, a human archaeologist bard who fascinated with the tech stuff all over Numeria, and is dying to go down and find out what makes the forge flame tick - and in doing so, turn it back on. Let me know if you need any more information. Equipment is still being worked on, but everything else should be more or less final
Jorshamo |
Dirge Of Hubris wrote:Fixed it. ;)AdamWarnock wrote:I had that same idea. The issue is that Androids CANNOT benefit from morale bonuses (and thus rage...) It is sad.Dotting.
Android
BarbarianFighter named Glitch.
I don't have it yet, but aren't there feats in the technology guide that allow Androids to benefit from morale bonuses? Pretty sure I heard that somewhere.
Dirge Of Hubris |
Once people said that there were spoilers in the Tech Guide, I let it sit in my downloads rather than reading it front to back like I usually do new releases. I am also stepping away from the Android race. I got overly excited at an Inquisitor of Brigh, but I got new machinations churning in my creative parts. >:D
tribeof1 |
Here's Cyne, a Kellid Barbarian with the Savage Technologist archetype from the Technology Guide.
Twice-orphaned by the Technic League, the rebel warrior Cyne comes to Torch in search of revenge and the tools she can use to take it.
The youngest member of the Scorched Wolf clan, Cyne was the sole survivor when the Black Sovereign’s adepts and Gearsmen fell upon her village in search of contraband artifacts. A traveling Pathfinder named Arthour Ghent pulled her from the rubble of the collapsed longhall. Ancient for a half-orc, the grizzled explorer helped her to shape and direct her anger into action. Together they explored the chaotic River Kingdoms, fanatical Razmiran and shadow-bound Ustalav before returning to Cyne’s blighted homeland.
It was a bitter homecoming. Seeing the suffering caused by the Black Sovereign’s rule, Cyne convinced her mentor to help organize a resistance movement. The rebellion was short-lived. Technic League enforcers descended on the fledgling insurgency like a reaping wind. Ghent was lost, dead or taken to the shining cells below Silvermount. Cyne alone escaped, resolving to turn the league’s own artifacts against them and to never again let a loved one suffer in her place.
Cyne the Youngest
Female Human (Kellid) Barbarian (Savage Technologist) 1
CG medium humanoid
Init +2 Senses Perception + 5
DEFENSE
AC 17, touch 13, flat-footed 14 (+2 armor, +2 shield, +2 Dex, +1 dodge)
hp 14 (1d12 + 2)
Fort +4, Ref +2, Will +3
OFFENSE
Speed 40 ft.
Melee dagger +3 (1d4+2/19-20) or morningstar +3 (1d8+2) or battleaxe +3 (1d8+2/x3)
Ranged javelin +3 (1d6+2)
Special attacks Rage (9 rds/day; +4 Strength, +4 Dexterity and +2 Will saves)
STATISTICS
Str 15 Dex 14Con 14 Int 10 Wis 12 Cha 10
Base Atk +1; CMB +3; CMD 15
Feats Dodge, Iron Will
Traits Against the Technic League (+2 damage), Berserker of the Society, Highlander
Drawback Overprotective
Skills Climb +6, Diplomacy +4, Perception +5, Sense Motive +5, Stealth +7, Survival +5
Languages Common, Hallit
Special qualities Fast movement
Gear Leather armor, heavy wooden shield, dagger, cold iron morningstar, battleaxe, (4) javelins, explorer's outfit, barbarian's kit [backpack, belt pouch, blanket, flint and steel, iron pot, soap, (10) torches, rations (5 days), waterskin], 50' silk rope, whetstone, troll slayer's kit [vial of alchemist's fire, flask of acid, tindertwig, (5) flasks of oil], 7 gp.
Proficiencies Simple weapons and martial weapons, firearms, light armor and shields.
Favored Class Barbarian (+1 skill point)
AdamWarnock |
Sorry for the blunt post earlier, I was at work and needed to get some stuff done. That said here's Glitch.
Female Android Fighter 1 (Pathfinder Campaign Setting: Inner Sea Bestiary 3)
N Medium humanoid (android)
Init +5; Senses darkvision 60 ft., low-light vision; Perception +3
--------------------
Defense
--------------------
AC 17, touch 13, flat-footed 14 (+4 armor, +3 Dex)
hp 12 (1d10+2)
Fort +4, Ref +3, Will +1
Defensive Abilities constructed; Immune disease, emotion, exhaustion, fatigue, fear, sleep
--------------------
Offense
--------------------
Speed 30 ft.
Melee elven curve blade +4 (1d10+1/18-20)
Special Attacks nanite surge
--------------------
Statistics
--------------------
Str 13, Dex 16, Con 14, Int 12, Wis 12, Cha 8
Base Atk +1; CMB +2; CMD 15
Feats Exotic Weapon Proficiency (elven curve blade), Weapon Finesse
Traits against the technic league (weapons), reactionary
Skills Climb +3, Intimidate +3, Linguistics +2, Perception +3, Sense Motive -3, Survival +5; Racial Modifiers +2 Perception, -4 Sense Motive
Languages Androffen, Common, Hallit
SQ emotionless
Other Gear lamellar (leather) armor, elven curve blade, flint and steel, silk rope (50 ft.), trail rations (6), waterskin, 20 gp
--------------------
Special Abilities
--------------------
Against the Technic League (Weapons) +2 weapon damage vs. targets you know are associated with the Technic League
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 vision only).
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.
Low-Light Vision See twice as far as a human in low 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.
Loading Core Programs <====================> 100%
Loading Motor Control <====================> 100%
Loading Sensor Interface <====================> 100%
Loading LT Mem <==== > 16%
...ERROR...
LT Mem corrupt or missing...
Attempting Load from BAK
< > 0%
...ERR-apsd-=µN◄▌«○☻
Failsafe Protocol Initiated...
Activating Turing Protocols
Audio --- ONLINE
Tactile - ONLINE
Chemical ONLINE
EM ------ ERROR
Optical - ONLINE
Initiating Core System Program Start
<====================> 100%
Initiating Motor Control System Start
<====================> 100%
Initiating Sensor Interface Start
<====================> 100%
!---WARNING---!
Critical Damage Det ■T}▼":
Its eyes flickered as it awoke. There was dirt and sand.
And voices.
"Забіў яе! Мы маглі б мець некаторую забаву яшчэ."
"Ах, кінуць ныць. Яны будуць больш лялькі, каб гуляць з."
A boot came down in front of its face. It had stepped into something. Blood? Its blood?
!---WARNING---!
Crisa šnî"=UßÖ
"Я tхіnk it's still alive. It's moving again."
Something grabbed its...
hair?
Yes, something grabbed its hair and pulled its head up. It had to look in his face.
It was getting an anomalous reading from its sensors, it felt strange. It felt... pain.
It let out a whimpering gasp, and as it left it took something with it.
It was aware of the strange readings from all over its body. The cuts, shallow and deep, the places where microscopic capillaries had burst and its blood leaked out and put pressure on other sensors. Pain! Pain coursed through its body. But it was not just an it. It had the female form. I-- no. She was aware of more and more. The pain that shimmered like lightning through her, the nakedness she suddenly felt compelled to hide, and the leering faces whose eyes searched her.
She felt... fear. Yes fear. She felt other things. Cold things, hot things. Things that brought images of men with twisted necks.
Could she feel those things. Fear and... anger? Should she feel them? Did it matter?
The world shifted and she was once again looking at the ground, at the blood. Its blood.
No.
Her blood.
It came as one, then two, then many. The laughs, another strange feeling. The men looked at her in puzzlement and anger.
"Hehe. Hehehehe. Sh-she's not a d-doll." she said quietly. The marks on her arms, legs, back beginning to glow red. The men backed away in fear. Yes, that was what fear looked like. She felt... satisfaction, hunger. Yes, she wanted more of it. to see more that fear. Her eyes glowed crimson, so hot compared to their normal midnight hue. "He--hehe. Sh-she's a glitch. hehe. A g-g-glitch! hehHEHAHAHAHAHA!"
A short time later she was... normal?
No, not normal. Could never be normal. Something had happened. She was not as she was.
She began to wander, no purpose, nothing to call her own, save what she could scrounge.
And voices.
"Забіў яе! Мы маглі б мець некаторую забаву яшчэ."
"Ах, кінуць ныць. Яны будуць больш лялькі, каб гуляць з."
A boot came down in front of its face. It had stepped into something. Blood? Its blood?
"Я tхіnk it's still alive. It's moving again."
Something grabbed its...
hair?
Yes, something grabbed its hair and pulled its head up. It had to look in his face.
It was getting an anomalous reading from its sensors, it felt strange. It felt... pain.
It let out a whimpering gasp, and as it left it took something with it.
It was aware of the strange readings from all over its body. The cuts, shallow and deep, the places where microscopic capillaries had burst and its blood leaked out and put pressure on other sensors. Pain! Pain coursed through its body. But it was not just an it. It had the female form. I-- no. She was aware of more and more. The pain that shimmered like lightning through her, the nakedness she suddenly felt compelled to hide, and the leering faces whose eyes searched her.
She felt... fear. Yes fear. She felt other things. Cold things, hot things. Things that brought images of men with twisted necks.
Could she feel those things. Fear and... anger? Should she feel them? Did it matter?
The world shifted and she was once again looking at the ground, at the blood. Its blood.
No.
Her blood.
It came as one, then two, then many. The laughs, another strange feeling. The men looked at her in puzzlement and anger.
"Hehe. Hehehehe. Sh-she's not a d-doll." she said quietly. The marks on her arms, legs, back beginning to glow red. The men backed away in fear. Yes, that was what fear looked like. She felt... satisfaction, hunger. Yes, she wanted more of it. to see more that fear. Her eyes glowed crimson, so hot compared to their normal midnight hue. "He--hehe. Sh-she's a glitch. hehe. A g-g-glitch! hehHEHAHAHAHAHA!"
A short time later she was... normal?
No, not normal. Could never be normal. Something had happened. She was not as she was.
She began to wander, no purpose, nothing to call her own, save what she could scrounge.
Glitch is an idea that popped into my head while reading the Player's Guide for the Iron Gods AP. I was originally going to go barbarian because she has two sides, and one would be dominate while raging. Since Androids don't get the bonuses from raging, and that's the main reason for the class is to hit and hit hard, I thought fighter would work.
Anyway, the idea is she's an android that's glitching out. Due to the damage she received, she has a split personality, and is aware of it as well. Normally, she's quiet and keeps to herself. Sometimes, her other side takes over and she is very loud, angry, yotta, yotta, yotta.
The episode above only happened a week or two before the campaign begins. Her personality, and alignment are malleable, to the point that the party is going to have a lot of influence over her. The only things set in stone are a fear of her other, more violent side, a hatred of the Technic League, caused by the above episode, and need to help Torch. She doesn't know why, just that she must help the town at all costs.
Anyway, thoughts or suggestions would be appreciated. I'll probably be refining things to the deadline if I have the time.
Vallan Ironson |
While I'm still curious about the answers to the questions I asked above, I went ahead and wrote a backstory.
He's supposed to be someone who resigned himself to leading a normal "boring" life, only to then have circumstances thrust him into the life of adventure that he always secretly wanted. However, the obligations of his normal life (business, his mother) keep him from going completely gung-ho into the dark (at least at first).
If the backstory is too boring, I can add a little spice. I just tend to go overboard with them normally, and I thought I'd keep this one simple and non-tragic.
PS: Short moment to plug myself as a player - I've got nearly 18,000 posts to my name, most of those on PBP over the last two years. I'll be reliable as long as you are (^_^)