GMGrumpelStiltzkin’s Iron Gods (Inactive)

Game Master GrumpelStiltzkin

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Backing out -- just got into a different game and don't want to overcommit.


My Character is mostly done, with framwork for a more in-depth background available for me to develop on(I like to elaborate during the game, figure out who I'm playing by playing them...)

If you have any questions I'm willing to awnser, and I'm ready to alter most of my stats Apon request


Pathfinder Adventure, Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber
Velusia The Formless wrote:
If you have any questions I'm willing to awnser, and I'm ready to alter most of my stats Apon request

I do this a lot also. A lot of my favorite character quirks I made up on the spot in the middle of playing a character. Sometimes I even discover a major emotion or motivation they have that way.


I remember a character a while back that initially was supposed to be a highly charismatic cleric/wizard Mystic Thurge who was going to be a seductress with alot of charm spells... But she turned more twards the Revenge side of her deity(she was a cleric of Calistra) I remember there was a point where a dragon insulted her, So she blasted the *explitive* with A fireball/flamestrike maximized with a rod of metamagic... It was a white dragon, So a lvl 15 wizard/cleric dropped two flame spells for around 30*6 fire damage on its head and it takes more damage at that point... It can be safely said that Somtimes high level characters are stupidly overpowered


I’ll be reading over character submissions so far this weekend. If you sent me a PM I will also be getting to those this weekend. So far I really like what I see. Picking a group will not be easy.


I made this guy for an Iron Gods campaign back when the AP had just come out, but had to leave after we got started for work reasons. Would like to get another opportunity to finish it. Human brawler, Combat roll is frontline fighter. Grapples and punches things. If it can't be grappled and/or punched he might be in trouble. Out of combat, he's good at serving beers and has intimidate, perception, and know Local. You can look at post history for his personality. He's very loud and plays the lout, but also caring and good-hearted.

I try to post twice a day, but I travel for work so the time of day I post tends to vary quite a bit.


I've got an idea to do a human alchemist for the campaign.

Rebekah Albinus
Female human alchemist 1
LN Medium humanoid (Human)
Init +5
--------------------
Defense
--------------------
AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex)
hp 9 (1d8+1)
Fort +3, Ref +5, Will +0;
--------------------
Offense
--------------------
Speed 30 ft.
Melee sickle +4 (1d6+1 ×2)
Ranged bomb +4 (1d6+2 x2)
--------------------

Statistics
--------------------
Str 13, Dex 16, Con 12, Int 14, Wis 10, Cha 10
Base Atk +2; CMB +2; CMD 15

FEATS
Brew Potion, Improved Initiative, Point Blank Shot, Throw Anything

TRAITS
Local Ties: 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.

Martial Manuscript:You gain a +2 trait bonus on rolls to confirm critical hits when you’re using an unarmed strike or monk weapon.

Skills: Craft (alchemy) +6, Disable Device +6, Knowledge (arcana) +4, Knowledge (engineering) +7, Perception +4, Stealth +4, Survival +4

Languages: Common, Hallit

sickle, studded leather
--------------------
Formulae
--------------------
1st level: True Strike, Shield
--------------------
Special Abilities
--------------------
Mutagen

At 1st level, an alchemist discovers how to create a mutagen that he can imbibe in order to heighten his physical prowess at the cost of his personality. It takes 1 hour to brew a dose of mutagen, and once brewed, it remains potent until used. An alchemist can only maintain one dose of mutagen at a time—if he brews a second dose, any existing mutagen becomes inert. As with an extract or bomb, a mutagen that is not in an alchemist’s possession becomes inert until an alchemist picks it up again.

When an alchemist brews a mutagen, he selects one physical ability score—either Strength, Dexterity, or Constitution. It’s a standard action to drink a mutagen. Upon being imbibed, the mutagen causes the alchemist to grow bulkier and more bestial, granting him a +2 natural armor bonus and a +4 alchemical bonus to the selected ability score for 10 minutes per alchemist level. In addition, while the mutagen is in effect, the alchemist takes a –2 penalty to one of his mental ability scores. If the mutagen enhances his Strength, it applies a penalty to his Intelligence. If it enhances his Dexterity, it applies a penalty to his Wisdom. If it enhances his Constitution, it applies a penalty to his Charisma.

A non-alchemist who drinks a mutagen must make a Fortitude save (DC 10 + 1/2 the alchemist’s level + the alchemist’s Intelligence modifier) or become nauseated for 1 hour—a non-alchemist can never gain the benefit of a mutagen, but an alchemist can gain the effects of another alchemist’s mutagen if he drinks it. (Although if the other alchemist creates a different mutagen, the effects of the “stolen” mutagen immediately cease.) The effects of a mutagen do not stack. Whenever an alchemist drinks a mutagen, the effects of any previous mutagen immediately end.

Role:
My character will focus on throwing bombs and buffs to her accuracy and ability scores. from afar while being comfortable with close combat if needed. Her mutagen will be based on Strength as a result. Will get Greater and Grand Mutagen along the way.

Background:

Spoiler:
One wouldn't notice by her appearance, but Rebekah was once the daughter of noble parents in distant Taldor. It was a life that she enjoyed, but one that didn't last long. When she was coming of age, her blonde hair gained a streak of pink. While it was initially a simple matter of hiding it away, her hair and skin gradually changed color to where her entire body changed into a mess of a person.

Unable to hid from such a scandal, her parents placed her in exile, placing her in Numeria. She is given enough money to live comfortably, but that is all the love she received. Wallowing in self-hate, she was met by a man named Khonnir Blaine. The wizard claimed he had a way to help her out. Desperate for any help, she accepted. Through some alchemy, she managed to suppress the worst of her afflictions. The one thing that remains is a streak of pink hair that runs down to the end.

With his guidance, she became rather skilled in the art of alchemy. It was a partnership that continued for a number of years... up until his disappearance. She now hopes to find adventurers willing to felt save her mentor, even if she will have to go out herself to do so.

Appearance:

Spoiler:
She is a woman of average height and build with blonde, shoulder length hair and blue eyes. Her most distinct part is a pink streak of hair that runs down next to her right eye. She has long since decided to keep it out in the open, though she occasionally cuts it short.

Personality:

Spoiler:
Somewhat containing some of her old personality back in Taldor, she maintains a dry wit and a slightly haughty nature. Yet her perils have taught her to drive back such urges when necessary. Is difficult to open up, but when she does she remains loyal to her friends. This is most evident with Khonnir himself whom she has an admiration for but would deny such feelings in public.


I have two submissions I would like to make. The first is probably going to be passably similar to a couple of others. I've already seen one. He is still in development as well. As of right now he is a gunslinger (siege engineer) and will progress from level two on up as a Magus (elritch archer, staff magus, hexcrafter) I still may change him from gunslinger to spellslinger. If selected, I will create a profile for Durn. This would also only be my third pbp, one of which I am still a part of, so please forgive any blunders I may make.

Durn Gunnit

Basics:

Gunslinger (siege gunner) 1
Kellid Human male
HP 12
AC 15 flat 12 touch 13
Stats: str 8, dex 16, con 14, int 16, wis 10, cha 7
fort: 4, reflex 5, will 0
class abilities: Deeds, grit 3, gunsmith
Pistol +3 1d8 25 ft X4
Languages: common, Androffan, Hallit, orc, dwarf

Skills:
Acrobatics 7
Heal 4
Kn. Engineering 7
Kn. local 7
Perception 4
Slight of hand 7
Alchemy 7

Feats and traits:
Point blank shot
rapid reload
gunsmithing
Roving Range
Numerian Archaeologis

Equipment:
light load: 30 lbs and under
Current load: 29.5 lbs
mwk pack 4lbs
bedroll 5lbs
torch 1lbs
flint and steel
gunsmith kit 2lbs
4 powderhorns 4 lbs
10 paper cartridges
40 black powder doses
30 bullets
pistol
Lamellar cuirass

Background:
Durn, as was his only given name, was a small child. Not only that, he was an unlikable child. He did not know when to shut his mouth, and as a result, had it bloodied time and time again. He was a great disappointment to not only his family, but his entire village, who were all tired of hid unpleasant inadequacies. After his father witnessed Durn putting many mechanical things together for different purposes, he saw his way out of this embarrassment. He sent him to live with his uncle in Starfall. His uncle was a member of the military and quickly got Durn placed into the Siege Engineer squad. Durn "Gunnit" excelled within this placement and began to make a real name for himself. This was short lived, however. His mouth finally caught up with him. He began to become bored with manning the siege engines, which were never actually used for real, and he began to fancy himself as a pistoleer. He even began sneaking in to Sneld Copperod's personal chambers to study his arcane books. He thought that he would become some sort of spell wielding pistoleer and go discover some sort of ancient artefact that would make him a legend! When his superiors learned of him shirking his duties in order to play at other things, he was severely punished. He was no longer allowed personal freedoms and made to work extra guard shifts. One dark night, he had had enough! He left his post, gathered his belonging, and a few of his fellow guardsmen's belongings, stole a pistol and left. Hearing of the strange new happenings in Torch, he decided that is where he would go to become a legendary gunslinger!

I have more purchases to make. with 114 gold left, I will probably purchase a donkey to carry whatever else I pick up, including a melee weapon, since I am so puny.


Here is a rough draft of my second submission. He is a life oracle who will latter multiclass as a paladin in order to become a Oradin! That is, unless he goes gunslinger, lol.

Zeenquist
Male Gnome Oracle (life)
NG

basics:
----Offense
----
Init +1
Speed 20 ft.
Melee: light mace -2 (1d4 -2 x2)
Bite -2 (1d3 -2 x2)
Ranged: light crossbow +1 (1d6 19-20 80 ft.)

----

Defence

----
AC 13, touch 11, flat 12
HP 12
F 4, R 1, W 2

----

Statistics

----

Str 7, Dex 12, con 18, int 9, wis 10, cha 16
Base attk +0

Skills:
Craft (mechanical) +8
Diplomacy +7
Heal +7

Feats and Traits:
----

Feats

----

Fey Foundling

You were found in the wilds as a child.

Prerequisites: You may only select this feat at 1st level.

Benefit: Whenever you receive magical healing, you heal an additional 2 points per die rolled. You gain a +2 bonus on all saving throws against death effects. Unfortunately, you also suffer +1 point of damage from cold iron weapons (although you can wield cold iron weapons without significant discomfort).

----

Traits

----

Blessed Touch +1 healed when using Lay on Hands/Channeling/Cure spells

Numerian Archaeologist

----

Racial traits

----
• Illusion Resistance: Gnomes gain a +2 racial saving throw bonus against illusion spells and effects.
• Obsessive: Gnomes receive a +2 racial bonus on a Craft or Profession skill of their choice.
• Weapon Familiarity: Gnomes treat any weapon with the word “gnome” in its name as a martial weapon.
• Low-Light Vision: Gnomes can see twice as far as humans in conditions of dim light.
• Master Tinker Gnomes experiment with all manner of mechanical devices. Gnomes with this racial trait gain a +1 bonus on Disable Device and Knowledge (engineering) checks. They are treated as proficient with any weapon they have personally crafted. This racial trait replaces defensive training and hatred.
Vivacious: Some gnomes recover 50% more hit points (minimum 1) whenever they recover hit points from rest. Whenever they are healed of hit point damage by a spell, they heal an additional amount equal to 1/2 the spell’s caster level (minimum 0). The extra healing does not apply to spells that grant fast healing or similar effects. This racial trait replaces gnome magic and keen senses.

Equipment:
Mwk Backpack
Mwk Artisan tools
Donkey w/saddle bags
4 day's rations
tent
sleeping bag

Background:
Zeenquist was found by a human priest of Erastil as an infant. It was assumed that he was abandoned to the wild for his horrible disfigurement that left his mouth looking more like the muzzle of a dog. Many within the temple thought that he must be a werewolf and wanted him put down on the spot, but one priest said that this was nonsense. There was something special about him. Something in nthe forest was looking after him, or he could not have survived. This priest's name was Andrew, and he was good to Zeenquist. Andrew tried to teach Zeenquist the ways of his faith, and Zeenquist did learn from him, just in a very different way.
Zeenquist liked interacting and learning from these priests, but he found even greater joy in speaking to a traveling peddler.
This peddler happened to also be a gnome and he sold all manner of things from all manner of places. His most prized possessions were not of this world he insisted. They are of an alien race that landed in Numeria. This peddler, Aundar, and Zeenquist would spend many an hour tinkering away on these things. When Zeenquist felt himself old enough, he left the priests and traveled with Aundar. They both decided to head to Numeria together. While Aundar would continue to peddle the area, Zeenquist would delve deep to find hidden treasures. The rumor the the happenings in Torch naturally attracted him to that spot.


Not to be a spoil sport but isnt multiple submissions from one player a big nono?

Silver Crusade

Dotting in, thinking about a native barbarian.


Deliverance wrote:
Not to be a spoil sport but isnt multiple submissions from one player a big nono?

I really have no idea. I've only got into pbp the past month or two. I do see how it could be a no no, however, so I will ask for Durn Gunnit, the gunslinger, to be removed from the running since I've already seen a similar build. Sorry if I have overstepped my bounds. Thank you for keeping me in line.


mahuffma wrote:
Deliverance wrote:
Not to be a spoil sport but isnt multiple submissions from one player a big nono?
I really have no idea. I've only got into pbp the past month or two. I do see how it could be a no no, however, so I will ask for Durn Gunnit, the gunslinger, to be removed from the running since I've already seen a similar build. Sorry if I have overstepped my bounds. Thank you for keeping me in line.

I'm not certain that this is universal yet. There are times I've seen folks get all crazy about players making a single submission only, but I've also seen many occasions of people making multiple submissions.

In fact, while single submissions is the most common, I actually see multiple submissions come up more often than explicit mentions of limiting to a single submission, and only twice have I seen a gm state in the recruitment op to limit to a single submission.

Therefore, I'd say the overall pbp community is split in this regard.


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I feel like it's more just general unwritten etiquette to only submit one, and to ask first if you have two ideas that you can't decide between. Most GMs are accommodating when it comes to stuff like this, as long as you aren't trying to take advantage of something or someone.

Grand Lodge

Please consider Aemin Whitespark to join this AP.

Full mechanics, personality & backstory can be found in his profile (I've also included the backstory spoiler below for easy access).

Looking to fill the support/healer role in the group with a heavy focus on crafting the myriad of magical and technological wonders available in Iron Gods. Potentially, this build can also evolve into arcane boom/support. Ideally, I'd like to see this character become a Mystic Theurge with levels in Wizard (Spellslinger) but I'm willing to adapt as the story and/or party develop.

Thanks!

Backstory:

In the year 4604, Aemin Whitespark’s parents, Igmar and Agna Whitespark, travelled hundreds of miles north of the Five Kings Mountains with a cadre of dwarven artisans and forgemasters to investigate the rumors of a mysterious purple “Torch” blackening the hills of Numeria. Shortly therafter, a small village of not only dwarves but other curious locals arose surrounding the site with the intent of discovering the potential benefits of such an unusual heat source. With the power to melt adamantine and any other metal with ease, this flame could prove to have nearly unlimited crafting applications. Though a highly skilled forgemaster, Igmar was no match for the sudden and unexpected flares that destroyed his family’s newly constructed forge and sent him to an early grave, only months before Aemin was born.

In the decades that followed, Aemin was raised by his surviving mother, Agna and the other dwarven craftsmen that inhabited the burgeoning town now called “Torch”. He became a cleric of Torag just like his mother and learned well the combat strategies and faith of his kin over the years. He also highly excelled in creating quality armor, weapons and mundane goods yet his mother instilled in him a great fear and respect for the powers of the purple flame nearby. She seemed cold-hearted and very strict at times but every now and then a glimmer of kindness shone though. Aemin did his best to obey her and toiled diligently in the forges but he yearned to discover the secrets of the strange skymetals scavenged into town day in and day out.

A full century passed and much remained the same in Torch except for Agna’s failing health. The oppressive influence and heavy taxation of the Technic League did little to improve the quality of life in town either. In 4704, Agna could no longer bear the sight of the violet fires that had stolen her love and decided that it was at long last time to return to her home, to Highhelm. She made little effort in persuading Aemin to come with her and their parting was nearly devoid of sentiment save for the gifting of a Forgemaster’s ring. It belonged to Igmar, perhaps it was the Great Forgefather’s will that he remain to do what his own father could not.

Reinvigorated with purpose, Aemin began to embrace the new technology within his grasp that was once forbidden to him. He tinkered with devices rarely seen in any other part of Golarion and frequented the Foundry Tavern to hear tales of the latest “never before seen” inventions. Every new year brought new discoveries and in 4714, Aemin dared to face his father’s bane, he would finally test his skills against the mighty Torch. The initial results were… passable. The object resembling a gear of sorts was finely forged but non-functional. Regardless, it held great sentiment to Aemin as a token of his first steps beyond his father’s trail and he would undoubtedly have to try again. Unfortunately, when he awoke the next morning, he discovered that the flame that had burned his entire life had suddenly disappeared and things were about to change.


Tarkhital Yevoy, resident of torch and driver would love the chance to find his missing friend Khonnir Baine.

This brawler build is focused on adaptability in melee, using the items and gear found in the AP. Improvised weapons are one aspect but also being able to switch up different feats as needed. Eventually taking levels in the Student of War prestige class. Hopefully others will see it as interesting as I do.

Thanks.


I added a little bit to Kraig's backstory. Nothing amazing, he's a simple man. I do have a couple questions. I apologize for the lateness of them.

1: A chaotic good fighter can take Cayden Cailean's Divine Fighting Technique at level one in exchange for their shield proficiency. Would I be able to give up Kraig's shield proficiency to take the Divine Fighting Technique, since Brawlers count as fighters for feats? If no, not a big deal. If yes, I'll do that and change the Bred for War trait for the Fortified Drinker trait and work towards taking the Drunken Brawler feat at level 5.

1A: How would you run alcohol consumption? Per Paizo's rules for drugs and addiction, three bottles of beer would literally kill the average person. I won't do the drunken brawler thing if that's the case since it's kinda pointless to put a bunch of resources towards something you could only do a couple times a day before dying or falling into a coma.


I’ll get to your questions later today!


Pathfinder Adventure, Adventure Path Subscriber

Hello! I'm submitting a character into the recruitment pool for this AP. I'll put up a link here to the character profile, but I'll include the backstory here. If you have any questions about my character, feel free to ask.

Fryle Anscoggin:

Backstory:
Fryle Anscoggin was born in Starfall. A librarian’s son, Fryle’s formative years were shaped by his father’s love for the written word and the esoteric knowledge that they conveyed. His father Andrius worked diligently to make sure that his son received as much of an education as his status would allow. His mother Synore worked as an assistant in a nearby apothocary, but very few outside of family were unaware of her sorcerous heritage. Her son was just as oblivious until a travelling carnival passed through Starfall. After being enamored by the performance of Willison the Wondrous, Fryle spend most of the day observing the magician as he performed for the crowd. A few weeks later, Fryle astounded his parents by perfectly emulating several of the magician’s cantrips and Synore begin instructing him in the ways of a sorcerer in her spare time.

As Fryle grew up, he began to slowly draw away from his pursuit of sorcery and began to focus his studies on Numeria’s history. In his study of the different cultures and species of Numeria, the studious teenager’s fascination was drawn to the strange archaeological discoveries throughout the country, but was frustrated at the lack of knowledge at what futuristic wonders might lie within these places, as exploration, publication, or both was stymied by either barbarian tribes who looked disfavorably upon encroachment within their territories or censorship of such wonders by the Technic League.

The lack of access to such knowledge on served to fuel Fryle’s obsession for the knowledge of inaccessible ruins throughout Numeria and the secrets they kept. He read every significant book or document that he could access or find and kept his ears open for news of rare but illegal displays or demonstrations of the rare technological items discovered, developing an aptitude for understanding how those devices worked. In his last two years at the university, Fryle became a student clerk to an esteemed professor and scholar of history and linguistics. During this time, the young sorcerer discovered the professor’s research thesis on the origins of the town of Torch and the ruins underneath it and a copy of the linguistic notes of the translation of the strange alien language associated with those inaccessible archaeological sites. In those last two years of education, Fryle managed to make a copy of both thesis and book, only doing so in the instructor’s absence while smuggling his copied notes out of the university with his own papers related to his studies.

After graduation, Fryle made plans to leave Starfall for the town of Torch, the closest location of technological ruins he was curious to explore. He committed his dubiously gained writings to memory before burning them, used what little money he’d managed to save along with money he’d received from his parents for his graduation to buy some travelling equipment and set out for Torch, eager to explore the ruins there and plumb their secrets.


From what I was aware, Paizo turned beer and such into addictions, Which give penalties for when you DONT continue to do drugs, while minor drugs like beer jaut give you a mild Cha bonus while also lowering your Wiz and Dex temporarily


In before the deadline aaaaaaah

Here's an online sheet for Yanet, Kellid Numerian scavenger unrogue VMC nanite sorcerer - I'll hold off on making an alias for now. The background stuff is not as detailed as I'd have preferred (given how our PM conversation went) but hopefully it's enough to work with. Thanks!

background, personality, description:
For Yanet, the town of Torch has been her whole world. She was born here, under the light of the flame atop the hill, and has lived here her entire life. As a child, the forges were her playgrounds and the Temple of Brigh her schoolyard. As the only daughter of a pair of local smiths, perhaps it was inevitable that she would pick up her parents' profession, but Yanet aspired to more. Though she was undeniably talented working the inert skymetals that the town was famous for, Yanet quickly developed an interest in the more advanced technology found in the region. Under the tutelage of Khonnir Baine, she proved a quick study, picking up the basics of technology with ease - but mostly the process of safe disassembly rather than assembly.

One day, though, Khonnir made a startling discovery about Yanet. After seeing her interface with a piece of technology in a strange, unexpected way, the old wizard realized that there was something off with the girl. Further observation and study led him to conclude that she had somehow become the host of a swarm of nanites, much like the androids that emerged from the ruins. Whether they had been there since birth or entered her afterwards, they weren't sure, but the evidence of their existence quickly became clear. While Khonnir and Yanet were both concerned for some time, the nanites haven't seemed to affect her much so far, so they decided to just let them be.

Over the years, Yanet has grown up and refined her skills in everything from skymetal smithing to robot destrucion. Though the nanites still haven't shown any powers they may have just yet, she recently has been starting to feel strange, as if they're powering up in anticipation for some sort of event. Perhaps whatever it is could be related to the extinguishing of the Torch, and the caves below that her tutor has disappeared into? Either way, Yanet's skills would be well put to the test in finding out exactly what has happened - and she's got a far more personal stake as well.

As a child, Yanet was constantly brash and mischievous, but her time studying has matured her somewhat into a hardworking adult. She is confident in her ability and eager to use it to help those in need, as long as it's not too inconvenient for her. She tends to be deferential to her elders and those of higher station, though not to the point of subservience.

Small-framed for a Kellid, Yanet nevertheless commands a physical presence through her other traits. While for most of her life, she seemed like a completely ordinary person, her nanites have begun to manifest in strange ways recently, occasionally glowing in her veins. She is quick on her feet and moves in somewhat unexpected ways at times, perhaps on the influence of the little machines in her.


If posting on the cutoff date counts, I'd like to apply with Eyve.

Her details are in profile, but her's her description and background. She's a bit unique in that instead of the typical regeneration of an Andriod, with a ner personality after the body has been inert for a while all indications are that she's never been online before. She's a practically perfect physical specimen, but due to minimal personal experience has pretty low mental scores, not really due to low intelligence so much as an utter lack of general information.

Appearance:

Tattoos (like this but everywhere) Only glow when she uses her surge (technically NSFW-ish)

While appearing human at a cursory glance, Evye is definitely exotic in appearance. The first thing an observant person notices about her is that she embodies the athletic side of physical perfection. Were an idealized statue of a human female warrior to come to life, it would look very much like Evye does, sleek powerful lines and flowing curves that highlight both form and function.

Her silvery hair stands out in sharp contrast to her flawless coppery skin, a complex pattern of intricate tattoos lining her entire body, her grey eyes glittering with an odd metallic shimmer in a certain light. Tall for a woman, she stands at just under six feet in height, her frame a perfect balance between power and gracefulness, her movements effortless in nature.

.

Background:

Evye has no idea where she initially came from, though she has come to learn that is something many of her kind share. Found wandering naked and confused in the wilderness of Numeria, she was taken in by a small band of android travelers, given shelter and guidance on what live as an android in the land of the Technic League meant. who to be wary of, how to avoid drawing undue attention to oneself, lessons they hoped would stick for her sake.

She stayed with them for a few years, but her wide eyed innocence of so many things coupled with a curiosity to learn and experience things lead her to forge out on her own, something met with little resistance since the girl also seemed to possess another unique feature. Unlike those who had wandered centuries, being reborn time and time again, Evye appeared to be not only a newly minted android, but one gifted with exceptional physical ability and a knack for adapting to situation in a way that seemed to belie her otherwise limited knowledge.


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It counts. Recruitment ends at midnight so there is still time.


Any idea on timeline of posting your selections? Just curious as it'll help me not check continuously over the weekend!


Good luck all!


Pathfinder Adventure, Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber

Yes, good luck!


Didn't notice it before, but I would like to change my other trait to Silent Hunter.


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I would like to have the party decided by Friday with a Monday start time.


Friday the 21st? I guess I can stop checking every couple of hours. Lol.


Great. I will check back then.


Woof, what a wait


Okay will check back on Friday


Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

Will save to not ask if GM has made a decision yet: 1d20 + 1 ⇒ (14) + 1 = 15


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Lol. I’ll try to have my picks up a little later today. If not I’ll post tomorrow morning.
Honestly, I’m going to read through a few that are really close again to make sure I have the party I want. Everyone did a phenomenal job on their characters.


Thanks for the update. I like to make this offer and occasionally it helps the process. If you have any questions about the build, the direction character, backstory, posting history etc. feel free to dm me. My past experience has been that almost everyone in the tread is also okay with answering questions if it will make the process easier.

Good luck all.


First I would like to acknowledge everyone for the awesome job they put into their characters. It was not easy picking a party. You gave me a run for my money. I have decided to go with a party of five. Would the following characters please report to the discussion thread and introduce yourselves.

Cera
Aemin Whitespark
Tam Tribesbane
Kanek
Fryle Anscoggin

Once again everyone made my job difficult. The worst part is having to eliminate characters. Thank you for trying.


The discussion link is below.

Link


Have fun everyone!


Aaah, Fishsticks, Well y'all have fun- I'll look somewhere else tk apply my beautiful Blobby Boy

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