GMGrumpelStiltzkin’s Iron Gods (Inactive)

Game Master GrumpelStiltzkin

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I am doing prep work for a run of Iron Gods starting with Fires of Creation.
I will leave recruitment up until June 14. I am looking for a well balanced party of 4 or 5. My guidelines are below. So if you're up for it let's see what you've got.

As with character creation, your backstory must be interesting and fit in with the AP.

Character Creation:

Content Available for Use in this Campaign: All Paizo published material is available for use.
Third Party Material: No third party material will be allowed for use in character creation.

Ability Scores: Ability scores will be generated via 15 point buy with no ability score starting below 7 prior to racial adjustments.

Races: All races from the core rulebook are available for play along with suggestions from the players guide. As long as it fits in with the AP I'm fine with it.

Classes: All Paizo published classes are acceptable. Refer to rule above.

Feats: I'm not picky, just make it work.

Traits: All characters will start with two traits of which one must be Campaign trait. You may take a drawback to gain another trait but be prepared to roleplay the drawback.

Starting Wealth: All characters starts with the maximum wealth for their chosen class.

Player's Guide: All players are strongly encouraged to download a copy of the Players Guide for use in character creation and to get a feel for adventure.


Posting
All players are asked to try to post at least once per day Monday through Friday. However I am not a stickler and if you miss a day it is not a big deal to me. If you are going to be away for an extended period please let us know so that your character can be botted . No one is expected to post during Holidays.


Interested!


Dot for interest, Expect a Submission soon


Interested. Thinking Voice of Brigh bard. I think that can be combined with Archivist?


Lore Oracle coming up!

Can we do Background Skills?


Hero points, VMC, background skills?
Any classes you don't like putting up with? Some GM's don't like summoners or paladins. Some done want any gunslingers in their fantasy world.

Think I got a personality coming through. Seems to be leaning toward bloodrager or warpriest. Let me develop it a bit more.


I am leaning towards Android something. Probably Cyber Soldier fighter or possibly a Savage Technologist Unchained Barbarian.


Kobold klan here, I'm planning on making an Oozemorph Shifter, To fill out a melee role as well as push some Druid into the group. However I'm gonna play Him as a follower of the lost prince, Dedicated to preserving the safety of the land while uncovering the secrets to the technology buried under torch.

As an Oozemorph however I do have some complications that need addressed a little. I.e. being an amorphous blob 90% of the time with a limited amount of time I can remain in a non-blob shape.


1 person marked this as a favorite.

Here is my submission. Would love to be able to use background skills. Using the "no feat taxes" rules would be awesome also.

Backstory:
C3-RA was captured in her youth by the Technic League. They performed terrible experiments on her and tried to make her into a kind of super soldier.
She eventually escaped and made her way to Torch, where the friendly wizard took her in. He gave her a new identity, "Cera," and taught her some skills for getting along in Torch; like how to tinker with technology and even disguise herself as a human.
Now that he is missing, she is eager to find him and make sure she is okay.
Although as an android she is emotionless, her time with the technic league has left her with the ability to gain an unusually cold focus in battle that makes her particularly deadly.

Stats:
__________________________________________________________________

C3-RA "Cera"
Savage Technologist Unchained Barbarian 1
N Medium humanoid/construct (android)
Init +2; Senses Perc +6, SM -4, low-light vision, darkvision 60ft.

--------------------
Defense
--------------------
AC 18, touch 12, flat-footed 16 (10 base + 4 armor + 2 shield)
HP 14 (12 base + 1 Con + 1 favored class)
Fort +3, Ref +4, Will +0, +4 vs. mind-affecting effects, paralysis, poison, and stun effects; immune to fatigue, exhaustion, disease, and sleep

--------------------
Offense
--------------------
Speed 40 ft.
Melee
+4 Scimitar (1d6+3, slashing)
18-20/x2 critical

Ranged
+3 Javelin (1d6+3, piercing)
x2 critical, 30ft. range, 3/3

Space 5 ft.; Reach 5 ft.

--------------------
Statistics
--------------------
Str 16
Dex 15
Con 12
Int 12
Wis 10
Cha 8

Base Atk +1; CMB +4; CMD 16

Feats
Combat Stamina

Traits
Local Ties (Disable Device): Choose Disable Device or Knowledge (engineering). You gain a +1 trait bonus on checks with this skill, and it is a class skill for you. In addition, you are treated as if you possessed the Technologist feat for the purposes of resolving checks associated with that skill. If you gain the Technologist feat, your trait bonus for the selected skill increases to +3.

Unwelcome Business: +1 disguise, it becomes a class skill, and ignore the -2 penalty for disguising as one category of humanoid (human)

Stigmatized (drawback): -3 on diplomacy to gather information or improve an attitude

Anatomist: +1 trait bonus to confirm critical hits

Languages
Common, Hallit

SQ
Alert: +2 perception
Emotionless: +4 sense motive
Exceptional Senses
Constructed: +4 racial bonus on all saving throws against mind-affecting effects, paralysis, poison, and stun effects, are not subject to fatigue or exhaustion, and are immune to disease and sleep effects
Nanite Surge

Savage Technologist altered class skills
Fast Movement
Savage Technologist altered Rage: 5 rounds a day, While in a rage, a barbarian gains a +2 bonus on melee and ranged attack rolls, melee damage rolls, thrown weapon damage rolls, armor class, and Will saving throws. While in a rage, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skill (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration (such as spellcasting).
A barbarian can end her rage as a free action, and is fatigued for 1 minute after a rage ends. A barbarian can’t enter a new rage while fatigued or exhausted, but can otherwise enter a rage multiple times per day. If a barbarian falls unconscious, her rage immediately ends.

Skills 5 ranks = 4 class + 1 Int
+6 Acrobatics (1 rank + 3 class + 2 Dex)
+7 Disable Device (1 rank + 3 class + 2 Dex +1 trait)
+4 Disguise (1 rank + 3 class - 1 Cha +1 trait)
+5 Knowledge, local (1 rank + 3 class + 1 Int)
+6 Perception (1 rank + 3 class +2 race)
-4 Sense Motive (-4 race)

Combat Gear
100 Chain shirt
15 Scimitar
20 Heavy steel shield
5 Cestus
3 javelin (3)

Other Gear
15 Dungeoneering kit
12 Pathfinder's kit

10gp remaining


Dotting for interest!

Dark Archive

How are you planning on handling maps? Roll20, Google drive, etc. or theater of the mind?


We will be using background skills.
No problem with VMC.
Maps will be handled on Google Slides.

Bring whatever class you want. I want you to play the class and character you want rather then settling for something you don’t.

As far as the gelatinous blob, I’m all for it if you can make it work.


How do you even go below 7 before racials? I thiought the bonus point thing stopped at 7.


Here is my submission. Will make an alias if selected.

Background:

Daathiel’s celestial ancestor, it is rumored, was a servant of Pulura in Sarkoris before it fell. The angel’s mortal offspring were sent to Mendev for their safety when the Worldwound opened, and the angel fought his way through to the Temple of Pulura just before the siege lines were complete. Whether he is still there today, or whether he perished in battle, is the subject of contradicting family stories. Daathiel’s family has lived in Mendev ever since, with many of the celestial-blooded scions joining the Mendevian Crusades against the demons of the Worldwound.

Daathiel is an honorable sort, and knows how to use a sword, but he believes knowledge is the key to defeating the demons. And specifically the knowledge of the constructs of Numeria. Since he was a child, he has been fascinated by clockworks and other automatons. Although not disrespectful of his family’s ancestral service to Pulura, he feels more drawn to Brigh, the enigmatic clockwork goddess. Daathiel struck out for Numeria and traveled to Torch three years ago. There he met the wizard Khonnir Baine, impressing the scholar with his curiosity and his knack for picking up knowledge. He has recently spent considerable time tinkering with the deactivated automaton. Now, he seeks to find out what happened to his friend and mentor.

Appearance and Personality:
Daathiel is tall and slim. His eyes are a deep sapphire blue, and his hair shimmers like brass. He is inquisitive, and although he can fight, he prefers to find other solutions if possible. Daathiel is impulsive for an aasimar, driven by his curiosity and his eagerness to help others.
Daathiel has some vague beginnings of a long-term plan to create an automaton army to break the siege of the Temple of Pulura. His growing interest in Brigh causes him to consider how to determine if these hypothetical constructs would be truly willing, rather than his slaves.

Role:
This is a variant of one of my favorite PFS characters. Daathiel has Knowledge skills, a Bardic Performance that stacks with Inspire Courage (if we get another bard) and boosts defenses, and the Technologist feat. He will also be able to disable traps (including magical ones at level 2), but his Perception isn’t great, so he might rely on others to spot the traps. He’ll eventually get better spells and Bardic Masterpieces. Feats might go down some of the aasimar lines if there are no pressing needs among the party. His low Wisdom shouldn’t be too crippling, as he’ll have a good Will save from being a bard. I really didn’t want to have to put a 12 in Str, but chain shirt, heavy shield, longsword, and spell component pouch are 41 lbs right there. Need the AC.

Character Sheet:

Daathiel
Aasimar Bard (Archivist, Voice of Brigh)
NG Medium Outsider
Init +2; Perception +3; Darkvision
-----------------
DEFENSE
-----------------
AC 18, touch 12, flatfooted 16 (Chain Shirt +4, Dex +2, Shield +2)
HP 9 (1d8+1)
Fort +2, Ref +4, Will +1
Resistances Cold 5, Electricity 5, Acid 5
-----------------
OFFENSE
-----------------
Speed 30 ft. (20 ft. with backpack)
Melee Longsword +1 (1d8+1/19-20)
Ranged Javelin +2 (1d6+1/x2)
-----------------
STATISTICS
-----------------
Str 12, Dex 14, Con 12, Int 14, Wis 7 (9), Cha 14 (16)
BAB +0; CMB +1; CMD 13
Feats Technologist
Traits Local Ties, Resilient
FCB Bard +1 Skill Point
Skills (9 per level) Disable Device +9 (+7 with ACP), Knowledge (Dungeoneering) +7, Knowledge (Engineering) +7, Knowledge (Religion) +7, Knowledge (Arcana) +7, Knowledge (Planes) +8, Diplomacy +7, Perform (Oratory) +7, Perception +4
Background Skills (2/level)Knowledge (Geography) +6, Perform (Dance) +7
Languages Common, Celestial, Elven, Dwarven
Special Daylight 1/day, Bardic Performance 7 rds/day (Countersong, Distraction, Brigh’s Soothing, Naturalist +1 Attack/AC/saves)
Spells Known (∞/2) Detect Magic, Read Magic, Open/Close, Mending, Cure Light Wounds, Vanish

Equipment
Starting: 180
Chain Shirt 100 gp, 25 lbs
Heavy Wooden Shield 7 gp, 10 lbs
Longsword 15 gp, 4 lbs
Javelin 1 gp, 2 lbs
Spell Component Pouch 5 gp, 2 lbs
10 sheets paper 4 gp
Thieves’ Tools 30 gp, 1 lb
Backpack 2 gp, 2 lbs
Waterskin 2 gp, 4 lbs
Ink 8 gp
2 inkpens 2 sp
Remaining: 5 gp, 8 sp
Weight: 51 lbs (medium); 43 (light) without backpack


caps wrote:

Here is my submission. Would love to be able to use background skills. Using the "no feat taxes" rules would be awesome also.

** spoiler omitted **

** spoiler omitted **...

C3-RA's background ranks will be in knowledge, engineering and lore (Technic League)


Background: The girl without a shadow:

Galessa hails from Iadenveigh, which is a long way of saying that she should have known better. Where the majority of the people in her town live the simple lives of Erastril, she heard the call of Desna. The forests of her home were never enough to contain her, for the stars were her map and the road her home. Desna was long revered by the Kellid, so this was not an issue. Rather, it was her inescapable curiosity. Especially for Forbidden technology. She had grown up on tales of the evil of the Technic League, and she didn’t believe it. For what was Knowledge it not exploration, and how could that be wrong?

She learned the hard way the price of naitivety. For in her wanderings she came across a man who claimed to have with him Star Metal that he was taking to the Technic League. They were but fellow travelers on the road, and she knew he would be gone soon just like everyone else she met. So while he slept she peeked inside his pack, and...

...and all was black. And when she woke he was gone, and so was her shadow. Something from her had been taken. It was an intangible thing, but she could feel it. And with it’s loss came the haunting, as she called it. Strange misfortune, such as unexpected breezes, small objects moving on their own, and faint noises. All she knew was that it had something to do with the Technic League...just as her family had warned for her entire life.

Feeling too ashamed to return home, she now seeks information about what happened to her. In this she has sought out Khonnir Bane in the town of Torch, in the hope that the man might be able to shed light on her situation. While the famed man did not have the answers she was looking for, she at least piqued his curiosity. As such she has spent the last few months in his employ, learning how to better control her divine powers and unexplained curse.

Hopefully this explains her Drawback, her curse, and her local ties trait.

For what she does...she is a Psychic Searcher Lore Oracle VMC Magus. She will provide some healing, can drop glitterdust fairly regularly, and will by lvl3 have great knowledge skills. Especially with free inspiration from her archetype.

She also won’t be worthless in close combat. With Cha to Hit, Damage and AC, along with VMC Magus (the matter being from training under Khonnir), she can at least stand up to some enemies. She’ll never be a fighter or a barbarian, but she won’t fold the second the back line is compromised. I’ve never been a fan of running out of spells and hiding with cantrips, so this should make her more fun to play in those situations.


Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

Still working out the specifics, but I'll be submitting a Construct Saboteur/Scout Unchained Rogue.

Grand Lodge

I will be putting something together. I will finish reading the players guide before I decide.


please put my name in the hat, I will make something later to night.


Dotting in, but I'll have to read over the guide again first.


Dotting for now, might make an app depending how things go over the next few days.


The biggest problem about being a Blob: I can't talk, Have no item slots, Can't wear armor, and sevral smaller things. On top of that- I can only remain in a humanoid shape 1 hour a day before having to make a fort save to remain in the form for another hour.

I was hoping to discuss something like being able to communicate in this form without having to shift into a humanoid form, or at least lower the DC to remain humanoid in order to talk and communicate... It would be nice to not have to wait until lvl 5 before I'm able to be social.

How I'll likely play this out- I'll probably be a human who was CHANGED into a slime via external sources and my class is more me learning to change back into my humanoid form while simultaneously learning more about how it works...


Lint Nature Spirit Guided Oracle (Healer/Buffer/Support)

I have designed Lint to be flexible within the group. This flexibility is also reflected in his backstory as he can easily have had contact with any other PC. He can take on the healer role by picking up the life spirit but opt into something else when needed. Having a wolf will allow him to be useful at lower levels when spells are limited and open up mechanical option like using the bodyguard line of feats to supplement the healing. When healing is less necessary, he can switch spirits to fill a different secondary role (slum (scouting), stone (scout/controller), tribe (control/healing/buffing), Lore (knowledge)) all have exciting options.

There is another Oracle applying but I think the class is so diverse that our two builds would not have significant overlap so I would have no problem with two being picked. Obviously, the final say will go to you as the GM.

Backstory:

Lint is small for a halfling and much quieter than most of his kin. He comes from a family of hunters and farmers in the region, so he has always been comfortable with animals and the outdoors. Lint is regularly seen around Iadenveigh. He received his nickname because of the naturally grey hair with which he was born and the keen observation that he is almost always stuck to an equally grey wolf he calls Sweater. Sweater is of course not the wolf’s real name, but a miss heard Varisian word that means lithe that a travelling merchant once used to describe the wolf. Lint does not correct these people as the names make the wolf seem safer to be around.

Lint makes his way from town to town bringing seeds and cuttings of herbs he finds to help the townspeople he encounters. He knows there is another task for which he is destined for, but he has not identified it yet, though the calling is getting stronger. Until fate or Erastil brings him to his destiny, he will quietly roam helping anyone he can. He never takes more than he needs but will sit down and share a meal with anyone who invites him to do so. Lint is a gentle breeze in harsh lands.

Among the towns that Lint travels to is Torch. This town has always made the hair on Sweater’s neck stand on end. Maybe this is where the mysterious source of his magic is calling Lint. Lint has found odd devices, witnessed strange happenings and creatures, along with the comings and goings of the Technic League (Against the technique league). Like the other denizens of the natural part of the world, he has seen automatons slew and heard stories about the strange alien creatures found in Numerian dungeons.


I love all the characters so far. Keep them coming!


Sign language? Forming shapes?


Galessa wrote:
Sign language? Forming shapes?

sign language would be easy, But it would force everyone to take it as well if they want to understand me, For now I'll just brush it off, as by the time I turn lvl ~5 I can remain in shape for 5 hours before having to save so...

Just gonna have to get used to my character being mute most of the time.... the biggest downside is I'm only able to do it 1/day per level. I mean, J get why it's made this way, But the inability to speak is my main concern.


Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber
Velusia The Formless wrote:


Just gonna have to get used to my character being mute most of the time.... the biggest downside is I'm only able to do it 1/day per level. I mean, J get why it's made this way, But the inability to speak is my main concern.

My wife played an oozemorph in PFS, she purchased 10 prosthetic arms and legs, and would spit out an arm for yes and a leg for no.


Saleem Halabi wrote:
Velusia The Formless wrote:


Just gonna have to get used to my character being mute most of the time.... the biggest downside is I'm only able to do it 1/day per level. I mean, J get why it's made this way, But the inability to speak is my main concern.

My wife played an oozemorph in PFS, she purchased 10 prosthetic arms and legs, and would spit out an arm for yes and a leg for no.

that sounds hillarious, Although it does state in the class features I'm able to form natural weapons as a swift action, This should mean I'm also able to form shapes as a swift action...

Outside of human form I like to imagine I can't form limbs, but can stand upright as a pillar or blob, I'm gonna have my character always wearing a cloak, with all of his equipment floating inside him... Of course. Just gives me ideas for combat when he shifts to a human, shoves a hand in his chest and slowly draws a Longsword from within.


Lint would be happy to take sign language if it helped facilitate a build. It is why I write open backstories so we can make things like this work.


@Velusia - In-character, Daathiel would probably learn Sign Language, but OOC I would not be happy about being forced to do so. Reading letter-shapes is a different story (but could be slow). I am glad you recognize it is a significant concern and are looking for other solutions. A mute character is a very challenging concept to do proper justice to in this format, walking the line between trivializing the drawback and being unable to contribute.

On the other hand, a low-level party probably does not have a very long adventuring day... your 1 hr/day (more with Fort saves) could be enough for a typical dungeon delve. And your communication would improve with leveling.


Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

Presenting Tam Tribesbane! Unchained Rogue. I see him starting off angry and full of rage, but also afraid. Hopefully he will evolve beyond his fear and anger as the game goes on, and his innate curiosity comes back to the fore.

Gameplay wise he will probably be a switch hitter engaging in both ranged or melee combat as needed. I can easily see him multiclassing into a class that gets firearms, and going sniper, or maybe focusing heavier on melee and picking up spring attack/hide in plain sight. Out of combat he can handle traps and will probably be grabbing technologist.

Character Sheet:

Class: Male Human Unchained Rogue (Construct Saboteur/Scout)
Race: Human
Alignment: Chaotic Good

HP: 9
Initiative: 6 = +4 (Dex) +2 (Trait)

Abilities
Str – 8 (-1)
Dex – 19 (+4)
Con – 12 (+1)
Int – 14 (+2)
Wis – 11 (+0)
Cha – 7 (-2)

Saves
Fort: 1 = 0 (Base) + 1 (Con)
Ref: 6 = 2 (Base) + 4 (Dex)
Will: 0 = 0 (Base) + 0 (Wis)

AC: 18 = 10 + 4 (Chain Shirt) + 4 (Dex)
BAB: +0
CMB: -1
CMD: +13

Race - Human
Ability Bonus: +2 Dexterity
Bonus Feat: a feat!
Practiced Hunter: +2 Stealth/Survival, both as Class Skills

Class
All Simple Weapons, hand crossbow, rapier, sap, short sword, and shortbow
Light Armor

1 – Finesse Training: Weapon Finesse
1 – Sneak Attack: +1d6
1 – Arcane Strike: +1 Damage for a swift action, uses class level in place of Caster Level

Feats
1 – Point Blank Shot: +1 hit/dmg within 30 feet
3 – Precise Shot: Ignore -4 for firing into Melee

Skills
8 (Class) + 2 (Int)

Acrobatics: +8 (1 Rank)
Disable Device: +10 (1 Rank)
Escape Artist: +8 (1 Rank)
Knowledge (Arcana): +6 (1 Rank)
Knowledge (Engineering) +6 (1 Rank)
Perception: +4 (1 Rank)
Sleight of Hand: +8 (1 Ranks)
Stealth: +10 (1 Rank)
Survival: +6 (1 Rank)
Use Magic Device: +2 (1 Rank)

Languages: Common, Hallit, Sign Language

Traits
Robot Slayer: +1 Hit & Dmg vs Robots
Reactionary (Combat): +2 Init

Gear
Shortbow - 30
Shortsword - 10
Chain Shirt - 100
50” Hemp Rope - 1
Crowbar - 2
MW Thieves Tools - 100
MW Backpack - 50
Durable Arrow x20 - 20
Durable Blunt Arrow x20- 22
Durable Adamantine Arrow x1 - 61
Spare Change - 7g

Backstory:

Tam was one of his band’s best scavengers. A small offshoot of the Tiger Lords tribe the Black Stripes band would travel the Numerian wastes living off the land in the ancient traditions of their people. Many of the band’s children would be sent out to scavenge any valuable scraps that could be found. Young Tam loved the freedom that being a scavenger granted him. He took endless joy in the miscellaneous bits and bobs he would find, always dreaming about what they may have once been and fantasizing about what secrets they held. One day he would uncover those secrets for himself.

It was after one such scavenging trip that Tam’s life changed forever. He had discovered a metallic eye of some sort on a blasted battlefield. This one was going into his collection. He knew he should have turned it over to his band’s traders to sell to the Technic league, but he just couldn’t help himself. Safely stored away in his tent he promptly forgot about it when he discovered the next interesting bauble.

It was only a week later when he realized his mistake. Returning from a hunting trip he crested a hill to see his band’s encampment a smoking ruin. From the hilltop he could barely make out the assailant, a large metallic figure shooting beams of energy, murdering his people. The last thing he remembers seeing is the robot reaching into his own tent and pulling out the eye that he had been so fascinated with.

When he came too, his people were dead and gone, their possessions scorched beyond ruin. In a fugue Tam scavenged what he could one last time, from his own home this time, and fled as fast as he could. He found himself fleeing to the nearest town, Torch, where he has remained for the past several weeks. One day, soon, he will build up the courage to leave the city. One day he will have revenge. One Day.


For the most part, My limit on communication will likely only be limited lower levels, And outside of that, I plan on Velusia wearing a Mask and Thick robes anyways, Outside of their Slime. So they look like a cloaked mute most of the time, I might look into taking a feat or trait that allows me to use minor Telepathy or something like that...

I think it might be a good idea for me to meld background with someone else so that they know I'm not just a gormless mute, and am actually a human taken in by the fey after a tragic accident with a robot that had rendered his body onto a mass of goo...

I find it interesting how base land speeds are kept, But no other speeds are. I'm human in every way- Except anything from physical traits. I.e. I'm human but clearly I look like a slime, So DC to disguise as a puddle of slime is probably really easy....still need to eat, sleep, breathe, and such, Incan be grappled(although who would grapple a slime?) And technically I'm still wounded and healed normally.


I'm playing a blob in another game. Being mute is actually an advantage there, as it forces me to express my character in new ways. The fact that I have limited ability to discuss strategy also pushes me out of one thing I usually focus on.

I'm finding it to be quite enjoyable because it is so different.

As for this game, I'd like to see about playing a masterless familiar, or awakened animal, a cat or a squirrel I think.


I've got a human Numerian scavenger un-rogue VMC nanite sorcerer in the works, Local Ties campaign trait. Haven't fleshed out the details yet, though.

Liberty's Edge

Tentative dot: I have to check whether I can keep the rhythm of my current games, but if not I have an Android Arcanist almost ready.


Remember recruitment is open until June 14th. I wanted to give everyone time to get a submission is. If you’re thinking of a character concept then you’ve got plenty of time. Granted this will make choosing a party more difficult, but I’m ok with that.


Dotting.


Teodorn, Jistkan Artificer Magus (VMC Oracle: Promethean Curse/Battle Mystery)

Character concept and role
In short, Teodorn had a bad run in with old tech that ruined his body, but then he has begun to master the same tech to help keep him alive, hence the combo of the Jistkan Artificer (which I hope you are ok with reskinning to be more of an ad hoc Numerian tinkerer) with the Promethean cursed Oracle VMC. Details in background below. As a magus, he can support the main melee person (I mean, I assume there will be at least 1 barbarian or bloodrager in an AP set in Numeria!), and outside of combat he is a tech expert and general knowledge smarty, who could also get into helping with traps if needed. I want to develop him as the story unfolds, but I can see taking a dip in Technomancer eventually. Also, I know some people can do real shenanigans with the magus, but this archetype (and taking a VMC) gimps his spellcasting and power some, and I’m not looking to exploit things.

Background:

Teodorn was born into a nomadic Kellid tribe, but he never felt like he belonged. From an early age his presence unsettled the tribes’ animals. While his parents were caring, he was not ever fully accepted by his extended kin and clan, and they avoided his company when they could. Perhaps because of this, Teodorn would go on long rangings. He began to seek out the forbidden places of metal buried in the ground, where his clan shaman said iron fiends lived. He overcame this superstition and became an amateur archeologist, trying to understand these strange sites. He seemed to find them easily, and sometimes thought he could hear the machines whispering to him.

Teodorn knew some answers might lie in the settlements his clan would visit to trade with on their seasonal route. He was always particularly keen on Torch, from which a purple beam of light shot into the sky. Overheard whispers let him know the people in the town used the light to craft metal with great skill. Here he saw hypocrisy – these wonders were condemned, but his clan would trade for the weapons and tools forged by this purple light. This made Teodorn bolder in his explorations, and shortly after his clan’s departure from Torch in his 16th year, Teodorn went on a ranging, leaving his sheep unattended again.

Unfortunately for him, he encountered what seemed a malevolent force as he explored an iron cave. He fell down shaft, breaking his legs and arm. He cried out, and in response an angry mist rose from a bank of lights. They swarmed around his body, and he could hear in his mind them saying “Repair! Repair!” – and indeed his legs were healed. But then the swarm moved up his body, rending and reshaping his flesh. When the mist retreated, he had lost much blood, and he no longer looked the same – his face and body were not the one he was born into, and his body seemed to be fighting against itself. Wiping away dust from a reflective panel, Teodorn did not recognize the face that stared back at him. He managed to get back to his clan’s encampment, confused and disheveled.

Not recognizing this wounded young man with a mangled arm, the clan warriors harried him with blows until he fled. Not knowing where to go and almost delirious from the preceding events, Teo saw the purple beam on the horizon. He walked towards it, and collapsed shortly outside the town walls. He was found by an apprentice of Khonnir Baine, and he was nursed back to health.

Baine recognized, and later explained to Teo, that he had encountered a malfunctioning medical nanite swarm. Whether out of kindness or professional recognition of another with talent for tinkering with machines, Khonnir took Teodorn as an apprentice. This started with building a replacement arm for the one that was mangled. It’s been 3 years since that happened, and Teo has settled into life helping Khonnir with his work while trying to find a solution for his constantly deteriorating health through the wonders of technology.

Personality:
Teodorn is curious and warm to those he knows. Subconsciously, he wants a “clan” of his own to replace the one he was born into. That said, Teo is more distant with new people until they have earned his trust, and he feels they won’t judge him for his connection to the machines. In addition to hoping to find a more permanent cure for his condition, he believes that the hidden wonders of Numeria could be a great boon to the common people, and he resents the Technic League’s control and suppression.

Teodorn Stat Block/Build:

Teodorn
Male human (Kellid) magus (Jistkan Artificer) 1/oracle (promethean/battle) VMC
NG Medium humanoid (human)
Init +1; Perception +3
--------------------
Defense
--------------------
AC 15, touch 11, flat-footed 14 (+4 armor, +1 Dex)
hp 11 (1d8+3)
Fort +4, Ref +1, Will +1
--------------------
Offense
--------------------
Speed 30 ft.
Melee Unarmed Strike +3 (1d6+3)
Ranged shortbow +1 (1d6/×3)

Special Attacks arcane pool (+1, 4 points), spell combat
Magus Spells Prepared (CL 1st; concentration +4)
1st—shocking grasp
0 (at will)—detect magic, light
--------------------
Statistics
--------------------
Str 16, Dex 13, Con 14, Int 16, Wis 9, Cha 8
Base Atk +0; CMB +3; CMD 14
Feats: Technologist
Traits: numerian archeaologist & ??? – saving this depending on needs of group, probably to get a class skill in something we need.

Skills
Knowledge (arcana) +7, Knowledge (engineering) +7, Knowledge (local) +4, Knowledge (nature) +4, Linguistics +4, Perception +3, Spellcraft +7

Languages Androffan, Common, Dwarven, Elven, Hallit, Orc

SQ mystery (battle), oracle's curse (Promethean)

Gear
Carried: scroll of enlarge person, acid, alchemist's fire, holy water; chain shirt, arrows (20), dagger, shortbow, backpack, bedroll, belt pouch, chalk, earplugs, flint and steel, hemp rope (50 ft.), ink, inkpen, magus starting spellbook, sack, soap, spell component pouch, twine (50'),
4 gp, 8 sp, 5 cp
At home: mess kit, pot, torch (10), trail rations (5), waterskin,
--------------------
Special Abilities
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Arcane Pool +1 (4/day) (Su) Infuse own power into a held weapon, granting enhancement bonus or selected item powers.

Diminished Spellcasting: A Jistkan artificer has one fewer spell slot of each level than a regular magus. If this reduces his number of spell slots of a particular level to zero, he can cast spells of that level only if his Intelligence allows bonus spells of that level. This alters the magus’s spellcasting.

Golem Arm (Ex): A Jistkan artificer begins play with a golem arm grafted in place of one of his arms. The golem arm is a masterwork weapon that is treated as an unarmed strike and deals damage as if he were a monk 2 levels lower than his class level (minimum 1st level). The golem arm is made from basic parts and mundane materials that grant no additional benefits. A Jistkan artificer can recreate his golem arm from other materials by spending 1 day and paying an additional +50% of the normal cost of the special material used in the creation of this new golem arm. For the purposes of determining the weapon type and weight for special materials, the golem arm is treated as a heavy mace. If a Jistkan artificer recreates his golem arm, any previously used special materials are destroyed. The arm gains no benefits from items that enhance unarmed strikes, such as an amulet of mighty fists.

At 1st level, a Jistkan artificer can use his arcane pool to enhance his unarmed strikes as if they were manufactured weapons. At 5th level, he can use this ability to add any of the following special abilities to his unarmed strikes: corrosive, corrosive burst, defending, flaming, flaming burst, frost, icy burst, impact, shock, shocking burst, or thundering. At 11th level, he gains access to the following special abilities: brilliant energy and speed.This alters arcane pool.

Improved Unarmed Strike: A Jistkan artificer gains Improved Unarmed Strike as a bonus feat. He prepares one fewer cantrip per day than normal.

Promethean Curse: Your body is falling apart, forcing you to rely on mechanical augmentations or replacements to keep yourself alive. You take 1 point of Constitution damage each day, but you also ignore the first point of Strength, Dexterity, or Constitution damage you take for the remainder of that day. At 5th level, you gain a +2 bonus on all saving throws on effects that cause ability damage, ability drain, or ability score penalties. At 10th level, this bonus increases to +6. At 15th level, any effect that would normally deal ability drain on you instead deals ability damage whenever you successfully save against the effect.

Spell Combat (Ex) Use a weapon with one hand at -2 and cast a spell with the other.

Technologist: You are familiar with the basic mechanics of technology.
Benefit: You are considered to be trained in any skill used against a technology-based subject. If the skill in question requires training to use even against non-technological su

A brief note in spirit of disclosure:
I was picked for an Iron Gods game about a year ago, but we only just started to explore the caves when the GM disappeared. Just wanted you to know I have a played about 3 encounters in Fires of Creation – hope that’s not disqualifying.


Throwing Kanek into the ring. You can find Everything in his profile but I will post it here as well for ease of use. Kanek will take 1 level of Gunslinger and then will then go Magus (Eldritch Archer) the rest of the way. I would be happy to answer any questions.

Basics:
AC: 17
Touch: 14 Flat: 13
CMD: 16

HP: 11/11 (dead at -12)

BAB: +1
CMB: +1
Fort: +2
Ref: +6
Will: 0

Init: +4
Speed: 30'

Racial traits:

Bonus Feat: Humans select one extra feat at 1st level.
Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

Class Features:

Weapon and Armor Proficiency: Gunslingers are proficient with all simple and martial weapons, and with all firearms. They are proficient with all light armor.

Gunsmith: At 1st level, a gunslinger gains one of the following firearms of her choice: blunderbuss, musket, or pistol. Her starting weapon is battered, and only she knows how to use it properly. All other creatures treat her gun as if it had the broken condition. If the weapon already has the broken condition, it does not work at all for anyone else trying to use it. This starting weapon can only be sold for scrap (it’s worth 4d10 gp when sold). The gunslinger also gains Gunsmithing as a bonus feat.

Grit (Ex):A gunslinger makes her mark upon the world with daring deeds. Some gunslingers claim they belong to a mystical way of the gun, but it’s more likely that the volatile nature of firearms simply prunes the unlucky and careless from their ranks. Whatever the reason, all gunslingers have grit. In game terms, grit is a fluctuating measure of a gunslinger’s ability to perform amazing actions in combat. At the start of each day, a gunslinger gains a number of grit points equal to her Intelligence modifier (minimum 1). Her grit goes up or down throughout the day, but usually cannot go higher than her Intelligence modifier (minimum 1), though some feats and magic items may affect this maximum. A gunslinger spends grit to accomplish deeds (see below), and regains grit in the following ways.

Critical Hit with a Firearm: Each time the gunslinger confirms a critical hit with a firearm attack while in the heat of combat, she regains 1 grit point. Confirming a critical hit on a helpless or unaware creature or on a creature that has fewer Hit Dice than half the gunslinger’s character level does not restore grit.

Killing Blow with a Firearm: When the gunslinger reduces a creature to 0 or fewer hit points with a firearm attack while in the heat of combat, she regains 1 grit point. Destroying an unattended object, reducing a helpless or unaware creature to 0 or fewer hit points, or reducing a creature that has fewer Hit Dice than half the gunslinger’s character level to 0 or fewer hit points does not restore any grit.

Targeted Blast (Ex): At 1st level, when using a firearm or siege engine that targets an area rather than a specific creature, the siege gunner can spend 1 grit point to focus the brunt of the blast on a single creature within the target area. The target creature takes 1 additional point of damage for each level the siege gunner possesses. This is precision damage and is not multiplied on a critical hit. At 5th level and for every 5 levels the siege gunner possesses beyond that, she can select an additional creature to target with this bonus damage. Targets must be selected before any attack rolls or saving throws are made.

Gunslinger Dodge (Ex): At 1st level, the gunslinger gains an uncanny knack for getting out of the way of ranged attacks. When a ranged attack is made against the gunslinger, she can spend 1 grit point to move 5 feet as an immediate action; doing so grants the gunslinger a +2 bonus to AC against the triggering attack. This movement is not a 5-foot step, and provokes attacks of opportunity. Alternatively, the gunslinger can drop prone to gain a +4 bonus to AC against the triggering attack. The gunslinger can only perform this deed while wearing medium or light armor, and while carrying no more than a light load.

Quick Clear (Ex): At 1st level, as a standard action, the gunslinger can remove the broken condition from a single firearm she is currently wielding, as long as that condition was gained by a firearm misfire. The gunslinger must have at least 1 grit point to perform this deed. Alternatively, if the gunslinger spends 1 grit point to perform this deed, she can perform quick clear as a move-equivalent action instead of a standard action.

Feats and Traits:
Feats
Gunsmithing: If you have access to a gunsmith’s kit, you can create and restore firearms, craft bullets, and mix black powder for all types of firearms. You do not need to make a Craft check to create firearms and ammunition or to restore firearms.

Crafting Firearms: You can craft any early firearm for a cost in raw materials equal to half the price of the firearm. At your GM’s discretion, you can craft advanced firearms for a cost in raw materials equal to half the price of the firearm. Crafting a firearm in this way takes 1 day of work for every 1,000 gp of the firearm’s price (minimum 1 day).

Crafting Ammunition: You can craft bullets, pellets, and black powder for a cost in raw materials equal to 10% of the price. If you have at least 1 rank in Craft (alchemy), you can craft alchemical cartridges for a cost in raw materials equal to half the price of the cartridge. At your GM’s discretion, you can craft metal cartridges for a cost in raw materials equal to half the cost of the cartridge. Crafting bullets, black powder, or cartridges takes 1 day of work for every 1,000 gp of ammunition (minimum 1 day).

Restoring a Broken Firearm: Each day, with an hour’s worth of work, you can use this feat to repair a single firearm with the broken condition. You can take time during a rest period to restore a broken firearm with this feat.

Special: If you are a gunslinger, this feat grants the following additional benefit. You can use this feat to repair and restore your initial, battered weapon. It costs 300 gp and 1 day of work to upgrade it to a masterwork firearm of its type.

Point Blank Shot: You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.

Precise Shot: You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll

Traits

Numerian Archeologist: 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.
Never Stop Shooting: If your hit point total drops to 0 or lower but you are not dead, you may act as if disabled rather than dying (as if you possessed the Diehard feat). However, you can use your actions only to draw a firearm, reload a firearm, or attack with a firearm. If you have the Diehard feat, this trait also allows you to substitute your Wisdom score for your Constitution score for the purpose of determining the negative hit point total at which you die.

Basic Attacks:

Pistol (range 20'): +5, 1d8+3 damage, crit x4, pierce and bludgeon
Longsword: +1, 1d8 damage, crit 19-20x2, slash

Skills (*class skill):

+7 Acrobatics 1r
-2 Bluff
+0 Climb*
-2 Diplomacy
+4 Disable Device 1r
-2 Disguise
+3 Escape Artist
+3 Fly*
+0 Heal
-2 Intimidate*
+3 Knowledge (Arcana) 1r
+6 Knowledge (Local) 1r
+4 Perception* 1r
+3 Ride*
+0 Sense Motive
+4 Spellcraft 1r
+4 Stealth 1r
+0 Survival
+0 Swim*

Background
+3 Appraise
+6 Craft Alchemy* 1r
+6 Knowledge(Engineering)* 1r

Equipment:

Encumbrance: 41.5/50 lbs
Gear:
Pistol [4 lbs]
Longsword [4 lbs]
Studded Leather [20 lbs]
3 Filled Powderhorns [3 lbs]
Thieves Tools [1]
50 Paper Charges [-]
28 Black Powder Doses [-]
28 Bullets [-]
Flint and Steel [-]
Ink [-]
Ink Pen [-]
5 Torch [5 lbs]
MW Backpack [4 lbs]
Waterproof Bag [.5 lbs]

Stored at home
Spell Component Pouch [2 lbs]
Rope [10 lbs]
Water Skin [4 lbs]
Bedroll [5 lbs]
Gunsmith Kit [2 lbs]

Money:
PP: 0
GP: 56
SP: 0
CP: 0

Background:

Kanek was born the oldest of two children. His younger brother Pelas was the pride of the tribe. Pelas was the perfect specimen of a Kellid warrior. He was strong, fast, and could outlast any other member of the tribe. In complete contradiction, Kanek was weak and relied on his intellect and agility. Their father always doted on Pelas as the favorite son while simply tolerating Kanek. This led Kanek to search for other ways to earn his father's respect and approval. Often this search would lead Kanek into inventing some device or contraption to help improve the life of the tribe. Unfortunately for Kanek, these devices were derided and destroyed by his father. "We do not need any technology." Kanek would be berated, "How we do things works." Determined to find a way to earn his father's respect, Kanek went back to work.

One day while working on a new device, tragedy struck. Kanek was by himself trying to find a better way to help his tribe defend themselves from their enemies when Pelas came around and began to tease Kanek. "Why don't you give up this folly and go help the old with the wash, elderly work is all you're good for. Kanek ignored the barb and continued his work. "What is this anyways?" Pelas said while quickly swooping in and grabbing the device Kanek was working on.

"Put that down, it’s not-" was all Kanek could say before the device exploded in Pelas's hand. Pelas screamed a howl of pain that could be heard for miles. Pelas would live, but in order to save his life, he had to lose his hand. Pelas would never fire a bow or use a sword again. Their father fell into a deep depression. Kanek did what he could to try and pull him out of it but all his attempts fell to no avail. Exasperated Kanek told his father that his sons were still alive. With a cold, blank look in his eyes, his father replied, "I have no sons"

Kanek was despondent. He realized he would never win his father's approval and worse, now he was a pariah in his own tribe. He packed up a few supplies and left his village, never looking back. He spent some time as a nomad, traveling from place to place picking up tidbits of information. He quickly found that outside of his backwards little village that innovation and knowledge were things people cherished. Kanek would make his living fixing small problems for various villages. In one village he set his eyes on a gun for the first time in his life. Seeing the gun he realized where he went wrong in the accident that cost his brother his hand. Kanek quickly went to work and built his own.

Throughout his nomadic life, the stories of the ancient ruins interested him more than anything else. Rumors had it that there was unfathomable technology to be found inside. What Kanek wouldn't give to find some of this technology and learn how it works. Unfortunately, every time he tried to get access to one of these ruins, he found himself blocked by the Technic League. "Why should they control all the technology? Access to knowledge should be free to those who seek it." Kanek would be left thinking.

His recent travels have led him to the town of Torch. The purple flame that gave the town its name amazed him. He quickly learned that the people of the town use it to do some amazing crafting of skymetal. Kanek's mind started churning on what he could possibly construct with it. As he spent a few days in town, he began to hear rumors of an ancient ruin nearby that wasn't controlled by the Technic League. Was this his chance? Would he finally be able to find some advanced technology? Before he was able to investigate these rumors, the torch went out. At first townsfolk thought it would come right back. That was days ago and the torch is still out and the villagers are getting nervous. Maybe he can knock out two birds with one stone. Maybe he can figure out what went wrong with torch and explore the ruins at the same time.

Level Up Info:

Level 1: No FCB | Skills: Knowledge(Engineering), Craft(Alchemy), Acrobatics, Disable Divice, Knowledge(Arcana), Knowledge(Local), Perception, Spellcraft, Stealth


I’ve received a few questions via PM. I will get to them. I don’t want anyone thinking you’re being ignored. Hopefully tomorrow, if not Friday!


So I got bored and started overthinking. A piece of tech caused Galessa to lose her shadow and become cursed? Well why not have that piece of tech on her? Switching a trait to Rich Parents (renaming it cursed technology) so I can afford a wayfinder with an Ioun Stone.

The wayfinder is a blend of artistry, magic, and technology. Reverse-engineered from half-understood artifacts, wayfinders combine the function of a mundane compass with magical utility and—a somewhat guarded secret—the power to enhance the function of ioun stones. Within each wayfinder is a fine lattice of wire, spun of silver, gold, or even more precious metals.

Sounds perfect!

Wayfinder Rules:

https://www.d20pfsrd.com/magic-items/wondrous-items/r-z/wayfinder-standard/

“Within each wayfinder is a fine lattice of wires that serve to channel the power of ioun stones, allowing the owner of a wayfinder to benefit from a stone’s power without the attendant risk of having a valuable item orbiting around her head. In addition, the magic worked into the wayfinder amplifies the power of the ioun stone, usually (about 75% of the time) unlocking new abilities in addition to the stone’s normal power.”

Does the wayfinder work?: 1d100 ⇒ 39
For above roll, 1 means 1-25 doesn’t work and 2 means 75-100 doesn’t work: 1d2 ⇒ 1

“The Random Roll: Each combination of an ioun stone and a wayfinder requires a roll on a table to see what resonant power it gains. This methods allows for a lot of variety but requires bookkeeping to track each unique stone’s augmented power, and also makes it difficult for the PCs to predict what any particular combination may be. See the table on page 53.”

Resonant Power: 1d100 ⇒ 1
+2 enhancement bonus to Charisma.

Nice! Though it is too bad that is an enchantment bonus so it won’t stack later on, it is still very nice to have now

Also...changing race from Aasimar to Changeling. I’ll be updating the story to reflect this (the player’s guide lists changelings as being a good choice, I’ll tie it in to her story...and it gives a -2 Con. And I feel with this good luck losing constitution and Aasimar resistances will help balance her down a bit. Her Con just fell from 14 down to 11 due to low point buy...ouch.)

The change in backstory is that her wanderlust and desire to leave home was actually caused by her changeling calling. She misunderstood it as being of divine origin due to her Desnian faith.


Interested and reading through the player's guide now.


One question before I put forward any ideas: I have done prepwork to GM this AP in the past, so I am rather familiar with the overall plot of the adventure. Would this disqualify me from applying?

I like to think that I am generally good at keeping player knowledge separate from character knowledge, but I will respect your decision either way. :)


I have no problems with that as long as you can keep player and GM knowledge separate.


As a character I probably will fill out a Ranger-esk role. I'm a support Melee, But my low AC is outshined by by natural weapons and multiple attacks. I can also track enemies, Sneak into places 1/8th my size, and be generally pretty sneaky. I mean, If I can revert back Into a blob, and hide as a puddle of water or something like that, Or hide in places only diminutive creatures can get to... I make an excellent scout. my immunity to precision damage and flanking also allows me to get in deep with the enemies and provide flanking bonuses- While I'm also taking dirty Fighting to allow me to use those flanking advantages to use combat manuvers without penalty.

Although I'll probably still use manufactured weapons due to the higher damage than my natural weapons for a little. At least until I can turn giant.

My main issue with combat is that I'm currently built as a Damage sponge, And that will only get better as I level- Getting DR/slashing really early... However I do know there are enemies out there that can oneshot past my DR and my HP- so my advancement will mostly focus on getting enemies on bad situations fast...


Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber
Velusia The Formless wrote:

Can I just say I love your character concept and hope we both get in so I can play with it. I took sign language on my guy just in case. =)


Wonderful! I didn't ;P But o can easily use my Favored class bonus to put an extra point in linguistics and get that language

Also- marked it as "Common sign language" not drow sign language, assuming that that's allowed.

Otherwise I actually intended to just nod and shake head for yes and no, and only use social skills and such at a later date ;P


Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber
Velusia The Formless wrote:
Wonderful! I didn't ;P But o can easily use my Favored class bonus to put an extra point in linguistics and get that language

Well, it also didn't really make sense for a Kellid tribesman to know anything other than Common and Hallit, so I had to put the bonus language somewhere. =)


I'm presenting...

Torq, a Half-elven Urban Bloodrager

character sheet-I'd prefer not to make an Alias unless I'm selected. Also, I can format the crunch however you want but I like this format so this is how I started. I've still got to buy non-combat equipment.

Ten-ish minute background:
Torq 10ish minute background

Key Concepts
1. Torq is a strong young warrior from Kellid tribe of X, his family is well known for their fortune in battle and their partial elven heritage
2. Torq has unusual control of his anger than the other warriors giving him a wily reputation and some tact in social situations
3. Tribe X has been approached by the Technic League to subsume into the control of Skyfall

Personality
1. Torq is thoughtful and slow to anger but when his anger is raised, he takes the long view, some may not know of his inner rage.
2. Torq is easy to get along with but not particularly gregarious

Goals
1. Defeat/thwart the Technic League’s push to consume his tribe
2. Form an Alliance between his tribe and Torch to combat the influence of Skyfall

Secrets
1. Torq has been sent by his tribe to make sure that the blame for Torch going out is placed on the Technic League
2. Torq doesn’t know that his bloodrage has Arcane components and part of the reason the Technic League is after his tribe is to control his family bloodline

Relationships
1. Brokt is the chief of Tribe X and has shown interest in Torq, grooming him as chief some day in the distant future
2. Torq’s father, Tobin, has imparted his skill with arms and his attitude of watching and striking when most advantageous

Questions:

I took the Blended View alternate racial trait which replaces multitalented but its +2 RP. Is this ok? If not, I can replace it with something else.

Also, I haven't named his Kellid tribe yet. Any ideas?

Liberty's Edge

Background:
Allstar stands Against the Technic League due to his opposition to slavery. He lost half of his right arm while fighting in a league of constructs, androids, orcs, half-orcs, and other bastards and misfits of Golarion, where he gained the insights that grant him his Clockwork Engineer insights and that also further developed his interest in the lore of constructs, androids, and technology in general. The change in circumstances made him train to be a blacksmith where he excelled due to his tireless, artificial nature.

This is Teiws chiming in - thanks for messaging me.

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