
Ronin Aoi Hasu |
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Alright so today I will be posting the information for the Elf-Orc, the Minotaur, the Warforged, and the Tinker Class. I will also post information about the starting town. As always feel free to message me with any questions
For those wanting to play the Tinker class (or just curious about it) message me for a list of Contraptions, I am still actively working on a Contraptions list. I also have the class grid dictating BAB, Defensces, etc, but I can't upload it correctly so ask me about it as I work on that problem.
Tomorrow I plan to message the 5 top posters and start figuring out characters
So without further ado here you go:
Seclusionary Customs: –2 on Bluff, Diplomacy and Knowledge checks when associated with people, customs, or regions outside of the Elf-Orc nation.
Survivalist: Survival, Perception and Stealth are always class skills for this race
Darkvision: Elf-Orcs can see in the dark up to 60 feet.
Weapon Familiarity: Elf-Orcs are proficient with longbows (including composite longbows), spears, rapiers, shortbows (including composite shortbows), greataxes and falchions.
Elf-Orc treat any weapon with the word “elven” or "orc" in its name as a martial weapon.
Crossbreed: For all effects related to race, a Elf-Orcs are considered both Elf and Orc. They are always considered to be of whichever race grants them the greatest bonus or the greatest negative.
Ferocity: Elf-Orcs can remain conscious and continue fighting even if their hit point totals fall below 0. Elf-Orc are still staggered at 0 hit points or lower and lose 1 hit point each round as normal.
Fleet-Footed: Elf-Orcs receive Run as a bonus feat and a +2 racial bonus on initiative checks.
Base Speed: 30'
Attribute Modifications: +4 to Strength and Constitution, -2 to Intelligence, Dexterity, and Charisma
Natural Armor: +1 natural armor bonus to AC
Natural Attack: Gore (1d6, primary)
Reach: Minotaurs have +5' reach.
Automatic Languages: Giant. Bonus Languages: Common, Dwarven, Goblin, Orc, Undercommon
Favored Class Options:
Barbarian: Add +1 to the barbarian's total number of rage rounds per day.
Fighter: Add +2 to the fighter's Constitution score the purpose of determining when he dies from negative hit points.
Ranger: Add +1/4 to a single existing favored enemy bonus (maximum bonus +1 per favored enemy).
Witch: Add one spell from the witch spell list to the witch's familiar. This spell must be at least one level below the highest spell level he can cast. If the witch ever replaces her familiar, the new familiar knows these bonus spells.
Medium: Warforged are Medium creatures and have no bonuses or penalties due to their size.
Slow and Steady: Warforged have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
Languages: Warforged begin play speaking Common. Warforged with high Intelligence scores can choose from the following: Dwarven, Elven, Orcish, Giant, Gnome, Goblin and Undercommon.
Construct: The following effects come from the Construct modifiers:
Warforged have no Constitution score. Any DCs or other statistics that rely on a Constitution score treat a Warforged as having a score of 10 (no bonus or penalty).
Warforged have the darkvision 60 feet racial trait.
Warforged are immune to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms).
Warforged cannot heal damage on their own, but can often be repaired via exposure to a certain kind of effect (depending on the construct's racial abilities) or through the use of the Craft Warforged feat. Warforged can also be healed through spells such as make whole. A Warforged with the fast healing special quality still benefits from that quality.
Warforged are not subject to ability damage, ability drain, fatigue, exhaustion, energy drain, or nonlethal damage.
Warforged are immune to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless).
Warforged do not risk death due to massive damage, but they are immediately destroyed when reduced to 0 hit points or fewer.
Warforged cannot be raised or resurrected.
Warforged have an additional starting HP of 20.
Unnatural: Warforged unnerve normal animals, and train to defend themselves against the inevitable attacks from such creatures. Warforged take a –4 penalty on all Charisma-based skill checks to affect creatures of the animal type, and receive a +2 dodge bonus to AC against animals. An animal's starting attitude toward Warforged is one step worse than normal.
Repair Self: A Warforged can spend 4 hours of uninterrupted time to repair any damage done.
Weapon Proficiency and Armor: Simple weapons, Contraption weapons, light armor, medium armor, and shields (except tower shields).
Contraptions: The Tinker’s main strength lies in their inventions, they use these inventions to empower themselves and their allies. Starting at level 1 a Tinker is trained to create devices called Contraptions. A Tinker is able to maintain upkeep on a number of Contraptions per day equal to 1/2 level + Intelligence Modifier.
Fail Rate: Tinkers don’t always design their inventions to be safe. Most Contraptions have a Fail Rate. What this means is, if a Contraption is being used, and if it scores lower then the Fail Rate number, during a use or attack roll, the Contraption will become Broken and unable to be used (and possible inflicting other effects). If a Contraption has a Fail Rate of 8, then any use or attack roll made with the Contraption that is below 8 will cause the Contraption to become Broken. At level 1 all Contraptions used by the Tinker have a Fail Rate of 0, and those used by allies have a Fail Rate of 2 (unless otherwise stated). At 4th level all Contraption Fail Rates are lowered by 3 (increased to 6 at 8th level and 10 at 14th level).
Apprentice Contraptions: Starting at 1st level a Tinker is knowledgeable of all apprentice-level Contraptions. These include devices which assist in mundane tasks, devices which assist with combat maneuvers, bombs, and combat equipment. These Contraptions take 1 hour to create or repair for each Contraption.
Journeyman Blueprints: As a tinker levels they gain access to blueprints to Contraptions not otherwise accessible to Apprentices. At 2nd level, and every 3rd level afterwards, the Tinker gains access to a blueprint from the list of Journeyman Blueprints. These Blueprints often impart more complex elements, thus the Fail Rate of all Journeyman Contraptions is increased by 4. These Contraptions take 4 hours to create or repair for each Contraption, and a Tinker can only maintain upkeep on a maximum of number of Journeyman Contraptions equal to half the Tinker class level rounded down. These Contraptions are usually specific to the Tinker, and thus will not work without specific instruction from the Tinker themselves.
Masterwork Blueprints: In addition to Journeyman Blueprints the Tinker also gains access to Masterwork Blueprints. At 6th level, and every 5th level afterwards, the Tinker gains access to a blueprint from the list of Masterwork Blueprints. At 16th level the Tinker gains access to a Vehicle Masterwork Blueprint, allowing them to create a vehicle for themselves and/or their allies to travel with. These Contraptions cannot be used by the Tinker’s allies, and have an increased Fail Rate of 8. These Contraptions take 3 days to create or repair for each Contraption, and a Tinker can only maintain upkeep on 1 Masterwork Contraption at a time (increased to 2 at 12th level). These Contraptions are specific to the Tinker and are too complex to be operated by others
Tinkering: A Tinker adds half his class level (minimum 1) on all Disable Device, and Knowledge (Engineering) checks and may make these checks untrained. Starting at 4th level a Tinker may also use Disable Device to disarm magic traps.
Craft Anywhere: A Tinker may put in a full 8 hours of item/magic item crafting while adventuring as if they were working in a comfortable and distraction free environment. This includes the creation of Contraptions.
Modules: Tinkers love to modify their Contraptions, even if it leads to their downfall. At 2nd level they gain access to all Modules available to the Tinker, which can be used to modify Contraptions. Some Modules can only be used on certain Contraptions, and all Modules increase the Contraption’s Fail Rate. Modules can be added multiple times, however each additional Module adds a more amount to the Contraptions Fail Rate. For example if a Module increases the Contraptions Fail Rate by 2, the second Module would increase the Fail Rate by 3, and the third Module would increase it by 3 as well.
Contraption Module example:
Tinker level 5, Apprentice Level Contraption, one Module with a Fail Rate increase of 3, and two Modules with a Fail Rate Increase of 2
If the Contraption is used by an ally then...
The Initial Fail Rate of the Apprentice Contraptions is 0
Used by an ally so increased by 2
1st Module increases the Fail Rate by 3 (3+0) for a total of 5
2nd Module increases the Fail Rate by 3 (2+1) for a total of 8
3rd Module increases the Fail Rate by 3 (2+1) for a total of 11
The Tinker is 5th level so this lowers the Fail Rate by 3 for a total of 8
So if the Ally who is using this rolls anywhere from 1-7 the Contraption will Become Broken
If only the 1st and 2nd Modules were added it would have a Fail Rate of 5 making a roll from 1-4 to cause it to become broken.
Automaton Companion: Tinker’s often have few people to bounce idea off of, whether due to their complexity or their outlandishness. Thus the natural course for the Tinker is to design a companion, known as an Automaton. At 4th level the Tinker creates this automaton that is tiny size (increased to small at 10th level and medium at 17th level). It is considered a Construct and thus gets all the effects of being a Construct. The Automaton’s base HP is equal to 1/2 the Tinker’s HP (not counting HP gained from other class levels), and has a hardness of 5.
Its ability scores are Str 6 Dex 6 Int 18 Wis 12 Cha 5 (+3 to all except Wis and Cha at 10th and again at 17th level.) It gains all the BAB and Defense bonuses as the Tinker level dictates.
The Automaton has two modes, Armor Mode and Droid Mode.
In Armor Mode the Automaton attaches itself to the Tinker, giving the Tinker +3 AC, +1 to all Defenses, +1 CMD. (Each of the Bonues are doubled at 10th level, and tripled at 17th level.) The Automaton also allows the Tinker the ability to use Disarm, Sunder, or Trip as a Swift Action. In Addition the Fail Rate of all Contraptions the Tinker is using are lowered by 1 (increased to 2 at 10th level and 3 at 17th level.)
In Droid Mode the Automaton is able to act and move around as dictated by the Tinker’s verbal commands. They are able to relay messages, take on complex tasks, and perform Skill checks. They have the same skill levels as the Tinker (excluding ability modifiers). It also has the Skills All-Around Vision, Attach (No Damage), and DR 2 (increased to 4 at 10th level and 6 at 17th level). It is unable to use weapons until 10th Level. At level 10 it gains the ability to detach its core from its body, reducing it to tiny size (it must return to its body to regain its size, or a new body must be constructed over a week’s time.) At 10th level it gains one Natural attack of the Tinker’s choosing, and one of the following skills (Amphibious, Flight, or Earth Glide) At 17th level it chooses a 2nd Natural attack and a 2nd skill.
Starting town: Omnisha (Permata Controlled)
On the edge of Permata's territory lies the town of Omnisha. Every 5 years this town holds a festival to commemorate the redrawing of territorial lines in the Warlands. Champions from each of the Island's factions come to compete in Olympic-style competitions to test their skills and prove their supremacy. Merchants from all over come to sell their wares, weather they be Food Vendors or Guildleaders. The event lasts a month and allows for all kinds of travelers to partake of the festivities.
Each of you should provide some reason (however simple or complex you like) for why your character finds themselves at this event. It is the 3rd day of the event, enough time for festivities to start, but not in full swing. If you have questions about factions, the festival, or anything else let me know.

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I have been working on my own Pathfinder Scenario, given my own world with its own groups and factions. I am looking for a group of adventures who would be interested in helping me flesh out this world a bit, fill it with interesting NPCs, scenarios, encounters etc.
Well, that's quite a generous request, "come share in creation."
I'd love to be able to share.
.
Much of this run will be experimental and not as well crafted as some campaigns. I would plan to test-run this campaign starting around Dec 15th.
Gosh that's soon! Good thing I just finished my 1st NPC. Right now, she's Alleron Damaq (Da' Mak) (day mock) she's half-Dragon. Perhaps she could make the rounds collecting/assembling a party?
As a GM I favor RPing with a decent amount of encounters that flow with the setting and try to more story driven then random. (I've played too many campaigns where I was suddenly attack by Random Monster 17, even though random Monster 17 didn't fit with the area or have to do with the current job/quest)
I hate that, As GMs we're supposed to generate "logical" encounters, climatologically at the very least, right? Random monsters aren't random, their local monsters that appear randomly based on their population, feeding periods/habits and claimed territory.
Races to choose:
Core Races, Orc, Minotaur, Warforged, Kitsune, Lycanthrope, Elf-Orc (more details on this one later)Classes:
Those available on the Paizo site, Tinker (more details on this one later, will be one of the things that needs play-testing and appropriate balancing) Any Divine Class will have limitations on race selection (more details later as well)Stats:
Either 25 point buy or 6 sets of 4d6 dropping lowest dice.World Details:
The setting is a small island country isolated from any other civilization.The Northern region consists of heavy forests, controlled by an honor driven warrior faction. They seek death through battle, and view the concerns of other factions as petty and unimportant.
The Southern region mostly consists of an expansive desert known as the Deadlands. The weather is smoldering, reaching over 150 degrees in some places. The animals which inhabit the region are hunters by nature and kill on site. But the area truly gets its name from the inhabitants, for only the truly desperate and cutthroat would find comfort in this region.
The Central-Easterner and Westerner regions contain mostly war-torn plains and grasslands. Factions are at constant war for territory and supremacy. Several prominent factions find their home amongst the carnage, glory,...
good to meet you,
Lon
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Races to choose:
Core Races, Orc, Minotaur, Warforged, Kitsune, Lycanthrope, Elf-Orc (more details on this one later)Classes:
Those available on the Paizo site, Tinker (more details on this one later, will be one of the things that needs play-testing and appropriate balancing) Any Divine Class will have limitations on race selection (more details later as well)Stats:
Either 25 point buy or 6 sets of 4d6 dropping lowest dice.World Details:
The setting is a small island country isolated from any other civilization.
So, you want me to play a PC rather than my NPC?
I play humans. I see you use the inherited templates. I also see you don't mind mixing elf (a birthed race) and orc (a grown race).
So, my question is, why not a human/half Dragon?
anyway, I'm making a 25 point character.

Kwin Longclaw |

Kol, I think sharing backgrounds would be cool. The bodyguard bit might come off as an unfair advantage, though. So even though it'd be purely for flavor I'd want GM buy-in on the concept.
Weren't you going to be working in the factory making new warforged yourself?
Anyway, shoot me a PM and let's kick some ideas around.

Ronin Aoi Hasu |

@Lon We already have the first 5 for the group, if you want I can que you into the 3rd group (if it should come up) right now I'm just taking the 5 people I already talked to.
@Kwin Go ahead and hammer out the details here, I may make a separate thread for just the 5 people playing. And yes I'm ok with the shared backstory :)

Kwin Longclaw |

I think I'm good to go. Profile updated for the shared backstory; Kol, let me know if anything needs to be tweaked.
Just a heads-up, I'll be at a remote site this week with virtually no connectivity. So if the game starts before the weekend, I won't be able to post until I get home each evening (or maybe early in the morning, depending on my daily schedule).

Kwin Longclaw |

Hey now, don't delay on my account. I'd say that even if I couldn't post during the day, but it turns out I can do so from that site by jumping through some hoops.
I'm "rarin' to go, pardner" so as soon as everybody else is ready, I say don't wait for me... let go for it!
(Sorry for the dash of Old West but Kwin does have a gunslinger for a compatriot. And I have a PC in an Old West/Steampunk/Fantasy mash-up game so there's bound to be some cross-pollination...)

Nimos Yardan |

Sorry I forgot about this during Finals week and never finished, backstory.
Nimos was born in the capital city of Permata but the laws and rules written and unwritten chafed at him until one day he ripped his way through his family's blacksmith shop with the adamantine broadsword he was making under commission, destroying much of the building and ran screaming into the streets. This did not go over well with the guard, luckly he hurt no one when he passed out a few blocks from his home. He was eventually released back to his parents who sent him off to live with his uncle a mercenary fighting in the constant wars in the west. The fighting was a thing of beauty for Nimos helping him gain control of his rages and allowing him to focus his anger toward more constructive directions. Months turned to years until he left the mercenary band. Unfortunatly he was robbed mid trip and lost everything he didn't have on him and wandering the western edge of Permata.
How much money do we start with

Ronin Aoi Hasu |

ALright Ladies and Gentlemen, without further ado here is our roster
Kwin Longclaw: Kitsune Tinker (Seen as human for intents and purposes)
K-01 'Kol': Warforged Gunslinger
Nimos Yardan: Minotaur Barbarian
Miyako Okori: Kitsune Orcle
Merrilin Thomdril: Gnome Athasian Bard
Scenario will be posted within 2 hours, I still need backgrounds for Nimos and Miyako, but I'd like to start instead of continuing to wait.

Kyras LeBlanc |

GM, finally got him up.
Say the word and i'll let him stretch his legs.
Kyras' reason to be in town is that he heard there would be a merchant with tomes on planar lore. He's read all he could at the library his mother works at, so whenever there are festivals he will scour those in search for any stalls that might have those.
One never knows if an "oddstuff" stall happens to be at a fair or not.
His eidolon is traveling with him.