Sufficiently Advanced Magic (Inactive)

Game Master Losonti

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For over a hundred years, a mysterious violet flame has burned atop Black Hill without failure or interruption. In addition to giving the town of Torch its name, it is one of the few places in the world where skymetal can be easily worked, and the town's entire economy has grown around the unique opportunity granted by this flame.

Now, the fire has gone out, and the town's lifeline with it. But Numeria's true rulers, the Technic League, still demand their taxes, and they are not known for their patience or mercy.

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Welcome to the recruitment for my Iron Gods campaign! I love Pathfinder, but I have a particular fondness for blending fantasy and sci-fi, with the Recluce series being one of my favorite universes ever since I was a kid. To me, there's nothing cooler than fighting a giant scorpion robot with a big freakin' sword.

Let's get started! First off, my expectations for me and my players.

1) At least 1 post each weekday, plus at least 1 over the weekend.
2) Clear communication. If something is bothering you, just let me know, privately if that makes you more comfortable.
3) A cooperative attitude!

My plan is for a party of 4 players. One spot is spoken for already (their character is a Brawler, if that factors in to your decision).

Here's the guidelines for your character submission:

1) You will begin at level 1.
2) 20 point buy.
3) Non-evil alignment.
4) Races: Core, plus Aasimar, Androids, Changelings, Tieflings, and Orcs. Other races are not necessarily banned, but will be on a case by case basis. An important note: if you play an Orc, add a +2 to any ability score rather than the usual +4 to Str and -2 to all mental stats.
5) Classes: Any Paizo, other than Chained Summoner.
5a) If you want to play a 3rd party class or archetype, I will consider it. It will need to be one I can look over without purchasing, like if it's listed on d20PFSRD, but feel free to make your case.
6) 2 traits, one of which should be from the Iron Gods Player's Guide. You may take a Drawback for a 3rd trait, though it should be one that can have a significant mechanical or narrative effect.
7) You may either roll for gold or take the average.
8) Max HP for first level, then half rounded up from then on.
9) We will be using Elephant in the Room and Background Skills.
10) In a separate spoiler, please write a background for your character. At least 2 paragraphs, but try to keep the length reasonable.

Some additional considerations:
1) If you would like to submit a writing sample or an example of your posting style from any games you have played it, feel free to do so! It's not required, though.
2) Tell me about your build! If it's something I've never seen before, or even just one that gets under utilized, it's more likely to grab my attention.

You do not need to create an alias in order to make a submission.

Submissions will be accepted until 11:59PM US Central on Nov 4th, with selections being made shortly thereafter.


Would you be open to a kobold? If not I have other ideas, just wanted to ask.

Specifically this one.


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An orc? Well how can I say no to that. :)


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RE: Kobolds: I'll allow it.


Hey - I'm definitely interested. Was thinking about the Galvanic Saboteur ranger or the Scavenger investigator. Unsure on race. Will work on build sometime tomorrow.


I was in an Iron Gods Campaign that died! We barely started it and I have no problem 'forgetting' the details. I played an android kineticist. I would like to make almost the same character but with a different starting element (more magneto than Jean Grey). The idea was to make him similar to the nameless one from Planescape with memories that would unlock throughout the adventure (totally up to the GM).


I shall refine-fix then.

as for class, either wizard or arcanist.


Ok, mind is racing on Orcish character. Do you allow Variant Multiclassing? Because here is my plan.

Race: Orc (+4 Str, +2 Con, -2 Int/Wis/Cha)
Str (19) Dex (14) Con (14) Int (13) Wis (8) Cha (7)
Class: Psychometrist Vigilante VMC Sorcerer (Orc Bloodline)

“Wise vigilantes know that there is power in certain seemingly unremarkable items. Psychometrists aren’t spellcasters; instead, they collect strange items or create their own uncanny gadgets that seem to only work for them. Psychometrists often hide their clandestine activities behind the guise of an eccentric peddler, curator, tinker, or artificer.”

An Orc drawn for Torch because he recognizes the power found in seemingly mundane objects. The build allows him to be full BaB with decent saves and skill points, even with Orc mental penalties. He will need decent intelligence though, as it will fuel his implements. Powerful SLAs that I personally enjoy more than spells and that are fueled by items found. Seems perfect for Iron Gods.

In essence he will be an Orc melee bruiser/skill monkey/SLA caster who is smart enough to try and pass himself off as a half Orc. Will be fun to make the crunch/background.


dotting. I'm thinking a ninja. Perhaps playing around with a mechanical race.

Silver Crusade

@Grumbaki for Orcs: "if you play an Orc, add a +2 to any ability score rather than the usual +4 to Str and -2 to all mental stats."

also Smooshie, perhaps see if the GM would allow unchained rogue updates to apply to Ninjas? They are official the same class.


Submitting a ratfolk Alchemist Cryptbreaker

if you don't mind Legal Archetype Stacking I will put Chirurgeon and Wasteland Blightbreaker

Which will effectively make him a construct damaging bomb specialist that can disable magical traps as a thief and act as a support healer (and possibly the main healer since I could use all my 1st level infused extract spots for Cure Light wounds and betters.

His name is going to be Tin Foil- A ratfolk Conspiracy theorist/Survivalist type who told everyone that the aliens were coming so he spent his days training for this moment.
They all thought he was crazy!

Cryptbreaker alters bomb, replaces brew potion, Mutagen/Persistent Mutagen
Chirurgeon replaces Poison Immunity, Poison Resistance +4, Poison Use
Wasteland blighter replaces 8th-level Discovery, Swift Poisoning

if you are opposed to archetype stacking...I would just take Cryptbreaker


Alright, got the stats out- Probably stick with arcanist.

Str: 06
Dex: 14
Con: 12
Int: 17
Wis: 08
Cha: 12

what could go wrong? I picture them almost struggling to drag their book around. Perhaps a few shiny treasures. I'll be weaker than most, but, at least I'll be a strong 9th level casters one day. If I live.

Likely going with Prehensile tail in place of natural armor race trait, and probably Spellcaster sneak in place of Crafty.

On the other hand, laser guns are cool.


Sha'ir wrote:
I was in an Iron Gods Campaign that died! We barely started it and I have no problem 'forgetting' the details.

Prior experience with the AP is okay with me, as long as you can keep your OOC and IC knowledges separate.


I'm totally down!

I had a Ratfolk Metal Elementalist Wizard ready to go specifically for this AP.

If you're not cool with a Ratfolk, I can certainly change the race, but if you're okay with it, I'll post the stat sheet.

Edit: I see there's already one submitted, but better be safe than sorry.


Oops, sorry-I had to read the racial restrictions. Submitting a Ratfolk if acceptable-if not I can find a more appropriate race as listed above-Possibly Tiefling would be more appropriate


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Ratfolk are fine!

Stacking archetypes is cool as well, as long as they don't conflict.

I am not super familiar with VMC, but it seems okay to me.

Grumbaki: As rorek pointed out, we won't be using the standard ability score adjustment for Orcs, so you'll want to adjust your stats.

If folks can't tell already, I tend toward permissiveness, but I was wary of just going "pick anything! go nuts!!!"

that said please do not submit a simulacrum wizard

Silver Crusade

what about an azlanti heritage human wizard? lol


Ah, I see. That’s too bad. It makes Orcs into downgraded halforcs.

Half-Orcs: +2 to a stat, ferocity, darkvision, weapon familiarity, intimidating
Orcs: +2 to a stat, ferocity, Darkvision, weapon familiarity, light blindness

And of course half orcs have their tattoos and can take human feats as well. With this in mind, I think that I might have another character concept


I'm open to other ideas, but the default racial adjustment for orcs is real gross. Not a fan of it.

Silver Crusade

Half-orcs only get a much weaker version of ferocity, they get 1 round before dropping unconscious, orcs quite literally fight till they die.


Do you allow Age modifiers?


O_O

I am dotting the hell out of this!

I'm thinking of putting together a nanite-bloodline sorcerer--the end result of a Kellid tribesman poking the wrong Numerian artifact and being exiled.


Hi there Losonti! I'm putting together a magus/spellslinger for you. It's similar to a character concept that I played in another Iron Gods campaign that unfortunately fell apart somewhere in Book Two. It was a few years ago, and I am sure I wouldn't use any of my OOC knowledge to spoil the game. Not to mention that I have a very poor memory! :)

Liberty's Edge

I’m thinking about a constructed cowboy. A mechanical marksman. An android agunslinger. Techslinger archetype, maybe going into the Grand Marshal prestige class, I dunno. Out of combat they would be a technology expert/technological item crafter. In combat, fulfill the role of ranged damage dealer.


True...true. Well, while not convinced I'm not going to ask for any special treatment. Instead, I'm just going to take this as an opportunity to play as an orc.

Grumbaki here, with Gul gra-Dushnikh. Orc Occultist! A few things about the build.

4d6 ⇒ (3, 5, 2, 6) = 16 160 gold

(1) At lvl2 he will have panoply of war. This will give him Full BaB.
(2) His starting stats, with +2 racial for strength, are:
Str (17) Dex (14) Con (14) Int (15) Wis (10) Cha (7)
Transmutation Implement makes his Strength go up to 19 by adding +2 enchantment bonus.
(3a) At lvl 1, he normally has +5 Hit, does 3d6+9 damage, AC20 and 20ft move speed
(3b) At lvl 1, when buffed, he has +6 hit, does 4d6+10 damage, AC22 and 50ft move speed
(4) Moving forward, he will provide his own enchantment bonus to strength, his own resistance bonus to saves (so no cloak of resistance needed) and can automatically identify any items we find without rolling for them. His VMC Orc has a "feat tax" in there in the form of a fairly worthless lvl3 ability. But it will eventually pay off dividends. Also, at lvl 6 he will gain healing spells. It's late, but still useful.
(5) Low Cha (he’s an orc!) but still investing in diplomacy, bluff and intimidate. Because it isn’t fun when a character can’t talk to NPCs without falling on his own sword.
(6) So in essence? A full BaB character who can get up to lvl6 spells with SLAs, all of which is powered by the power hidden within otherwise mundane items. He is a character who can identify anything by picking it up. I'd say that this would make him pretty useful.

Background: Fey Thoughts:

Deep in the trackless deserts is the Dushnikh Tribe. The tribe of orcs, in time before memory, had squatted in the dwarven ruins that they had made. The tribe had followed the dwarves to the surface following the Quest for Sky and had overwhelmed the small settlement. Since then the orcs had lived, fought and died in the same tunnels, content to own that which they could not make.

This lonely existence was what awaited Gul when he was born...but for a quirk of fate. For the young orcling was one of the Fey Taken. He remembers next to nothing about this time, for he was truly young when it happened. But the experience left an impression on the orc that drastically changed his life. To the members of his tribe, Gul was always an outcast. Unlike his fellows, he was filled with an insatiable curiosity, and had within him a drive to know everything about where they lived. He was likely the first orc who ever lived in the Dushnikh caves who learned how to read the dwarven runes that adorned the walls, outside of easy reach of any orc who might vandalize them. He was the first orc who would enter a chamber and wonder why it had been carved and who might have lived there. He was the first orc who collected items, not for the purpose of murder, but out of appreciation for the item itself. He was a genius amongst his kind, and it made him stand out. And standing out in orc society for anything besides strength was, to put it charitably, not a good thing. He learned how to fight, not for the joy of conquest, but to defend himself against his fellows.

As he grew older, Gul found himself spending more and more time with the tribe's few slaves. Usually merchants captured while crossing the trackless dune-sea. The orc forced these unfortunates to teach him their tongue, and to answer questions about the outside world. Those who could provide him with the most answers received both food and protection. Actions which in turn led to Gul's continued victimization at the hands of his larger kin.

This could only end in one of two ways. His death or his exile. The latter happened when one of the prisoners slowly mixed in with his story telling tales of the "city of Torch" and the wonders within. The prisoner slowly spun these tales until he broached the subject. Free him, and he would lead Gul to the city and would vouch for his safety within. A few sleepless nights later, and a few beatings later at the hands of his less intellectually capable kin, Gul gathered all of his worldly possessions and freed the man. Together they fled Dushnikh for Torch.

The man was good with his word, and introduced Gul to the guards as a half-orc from Chesed. Having practiced this lie on the way, Gul was allowed entrance and was introduced to Khonnir Baine. Khonnir, easily seeing through the clumsy lie, took Gul in, seeing a true curiosity within him. And it has been with Khonnir that Gul has stayed with since. A servant and a student, learning at the feet of the great wizard.

Personality and appearance

Despite Gul's fey thoughts, he is still an orc. The blood of his people runs pure through his veins and the ferocity of the orc is not easily escaped. While he is undoubtedly curious to a fault and ever eager to learn more about all around him, he is also ferocious when angered. The quiet, inquisitive orc can still fly into a rage, and when holding his beloved butchering axe (an ancient dwarven weapon modified by generations of orc smiths) he is a force to be feared.

Like all orcs, Gul would be taller if he could stand up straight. As it is, he is powerfully built by human standards, though is not spectacular by the standards of his people. His dull green skin is covered in tattoos and old scars and with his tusk-like teeth, he is not a pleasant sight. It is his intelligence that allows him to pass for a half-orc, for nobody really believes it possible for an orc to speak as he does about so many topics. Finally, he can always be recognized by the sheer amount of minor items on his possession. A dwarven runestone here, a centuries old sheathe there, a broken buckler there...this combined together has made what he calls "four-mirror armor", a collection of different pieces of items and armor thick enough to block all but the most determined attacks.

I figure that, while the Fey-Taken drawback is really brutal, it helps explain why an orc would end up like him. A 15 intelligence orc is really something out of the ordinary!

Finally if we don’t end up with anyone who can disable traps, then I’ll switch my lvl1 feat for Trap Smasher. This will allow Gul to disable traps by just breaking them.


Hi, this is eriktd's submission. I've written the character's background on his profile.

For a writing sample, may I point you to the following?
Benedic's No-Good Very-Bad Perfectly-Ordinary Armasse Eve Day In Kenabres


Hey all, Xaerai will be character in the spoken-for spot. If it's relevant to people's concept ideas, she'll be a Brawler with a bit of archetype stacking.

Techslinger/Guntank1 for proficiencies and the free gun; then Steelbreaker/Titan onwards. Shield & pistol build, with Elephant in the Room she should have plenty of feats to spare.

Titan is a 3pp archetype by Legendary Games that seems designed to mimic the Vanguard class from Mass Effect. So she'll be mixing it up in melee or at range, and closing the distance with Havoc Charge and (eventually!) Pummeling Charge.

Submission isn't complete but I'll get it finished in the next couple of days.


Is the party brawler is going to be a dwarf? And if so would playing as an orc be problematic?


Dot for interest


Here is my submission: Jac, the Ratfolk (Ysoki) Metal Elementalist Wizard.

Let me know if you have any questions or suggestions of any kind.

The Crunch:

Jac
Male ratfolk wizard (Metal Elementalist) 1
CG Small humanoid (ratfolk)
Init +3; Senses darkvision 60 ft.; Perception +4
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Defense
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AC 14, touch 14, flat-footed 11 (+3 Dex, +1 size)
hp 8 (1d6+2)
Fort +1 (+2 trait bonus vs. negative effects of skymetals), Ref +3, Will +3 (+2 to saves vs. emotion and fear)
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Offense
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Speed 20 ft.
Special Attacks metal rending
Wizard Spells Prepared (CL 1st; concentration +5)
. . 1st—gravity bow[APG], magic missile, shock shield[UC]
. . 0 (at will)—acid splash, detect magic, mending
. . Opposition Schools Fire
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Statistics
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Str 9, Dex 16, Con 12, Int 18, Wis 12, Cha 10
Base Atk +0; CMB +2; CMD 11

Feats
Elemental Focus (electricity) Choose one energy type (acid, cold, electricity, or fire). Add +1 to the Difficulty Class for all saving throws against spells that deal damage of the energy type you select.
Scribe Scroll You can create a scroll of any spell that you know. Scribing a scroll takes 2 hours if its base price is 250 gp or less, otherwise scribing a scroll takes 1 day for each 1,000 gp in its base price. To scribe a scroll, you must use up raw materials costing half of this base price. See the magic item creation rules in Magic Items for more information.

Traits
Skymetal Affinity (Numeria) You gain a +2 trait bonus on Fortitude saves against the negative effects of skymetals, as well as a +2 trait bonus on Craft checks made to create weapons or armor out of skymetals.
Skymetal Smith The fires atop Torch Hill have long been a boon to smiths and metalworkers, and your family is no exception. Whether you grew up in Torch or simply made several trips here with your parents to use the fire, this was to be your first time to use the torch for your own project. You managed to use the fires to craft a small weapon or piece of armor from skymetal, but not long thereafter the fires went out. The violet flames are as much a part of your upbringing as anything else, and their loss distresses you; you hope to find a way to rekindle the torch below the hill. You’ve long hoped to work with skymetal, and begin the game with a small metal bauble made of the skymetal of your choice—you made this item yourself. The item is nothing more than a valuable art object worth 100 gp. You can sell it to gain an additional 100 gp when creating your character, but if you keep it, your pride in its crafting grants you a +2 trait bonus on Will saving throws made against emotion and fear effects. You lose this bonus if you willingly sell or give up the item, but if it is destroyed or lost through no fault of your own, you retain a +1 trait bonus on such Will saves.

Skills Acrobatics +3 (-1 to jump), Bluff +0 (-4 to affect animals), Craft (jewelry) +8 (+10 trait to create weapons or armor from skymetals), Diplomacy +0 (-4 to affect animals), Disguise +0 (-4 to affect animals), Intimidate +0 (-4 to affect animals), Knowledge (arcana) +8, Knowledge (geography) +8, Knowledge (planes) +8, Perception +4, Spellcraft +8; Racial Modifiers +2 Perception

Languages Aklo, Common, Draconic, Hallit, Orc

SQ arcane bond (ring), cornered fury, iron skin, unnatural

Other Gear wizard starting spellbook, ring (arcane bond;worth 100 gp)
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Special Abilities
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Agile Maneuvers Use DEX instead of STR for CMB

Arcane Bond (Ring) (1/day) (Sp)

Spoiler:
Wizards who select a bonded object begin play with one at no cost. Objects that are the subject of an arcane bond must fall into one of the following categories: amulet, ring, staff, wand, or weapon. These objects are always masterwork quality. Weapons acquired at 1st level are not made of any special material. If the object is an amulet or ring, it must be worn to have effect, while staves, wands, and weapons must be wielded. If a wizard attempts to cast a spell without his bonded object worn or in hand, he must make a concentration check or lose the spell. The DC for this check is equal to 20 + the spell's level. If the object is a ring or amulet, it occupies the ring or neck slot accordingly.

A bonded object can be used once per day to cast any one spell that the wizard has in his spellbook and is capable of casting, even if the spell is not prepared. This spell is treated like any other spell cast by the wizard, including casting time, duration, and other effects dependent on the wizard's level. This spell cannot be modified by metamagic feats or other abilities. The bonded object cannot be used to cast spells from the wizard's opposition schools (see arcane school).

A wizard can add additional magic abilities to his bonded object as if he has the required item creation feats and if he meets the level prerequisites of the feat. For example, a wizard with a bonded dagger must be at least 5th level to add magic abilities to the dagger (see the Craft Magic Arms and Armor feat in Feats). If the bonded object is a wand, it loses its wand abilities when its last charge is consumed, but it is not destroyed and it retains all of its bonded object properties and can be used to craft a new wand. The magic properties of a bonded object, including any magic abilities added to the object, only function for the wizard who owns it. If a bonded object's owner dies, or the item is replaced, the object reverts to being an ordinary masterwork item of the appropriate type.

If a bonded object is damaged, it is restored to full hit points the next time the wizard prepares his spells. If the object of an arcane bond is lost or destroyed, it can be replaced after 1 week in a special ritual that costs 200 gp per wizard level plus the cost of the masterwork item. This ritual takes 8 hours to complete. Items replaced in this way do not possess any of the additional enchantments of the previous bonded item. A wizard can designate an existing magic item as his bonded item. This functions in the same way as replacing a lost or destroyed item except that the new magic item retains its abilities while gaining the benefits and drawbacks of becoming a bonded item.

Cornered Fury Ratfolk can fight viciously when cut off from friends and allies. Whenever a ratfolk with this racial trait is reduced to half or fewer of his hit points, and has no conscious ally within 30 feet, he gains a +2 racial bonus on melee attack rolls and to Armor Class. This racial trait replaces swarming.

Darkvision (60 feet) You can see in the dark (black and white only).

Opposition School (Fire) You must spend 2 slots to cast spells from the Fire school.

Iron Skin +2 (7/day) (Su) You gain a +2 armor bonus to your Armor Class for 10 minutes; this bonus increases by +1 for every 5 caster levels (maximum +6 at 20th level). You can use this ability a number of times per day equal to 3 + your Intelligence bonus.

Metal Rending (Su) Whenever you cast a spell that deals hit point damage, you deal extra damage to creatures made of metal or wearing medium or heavy metal armor. Affected creatures take additional damage equal to 1/2 your wizard level. This bonus damage is not increased by Empower Spell or similar effects. This bonus only applies once to a spell, not once per missile or ray, and cannot be split between multiple missiles or rays. The damage is of the same type as the spell.

At 20th level, whenever you cast a spell on a creature made of metal or wearing medium or heavy armor, you can roll twice to penetrate the creature's spell resistance and take the better result.

Unnatural Some ratfolk unnerve normal animals, and train to defend themselves against the inevitable attacks from such creatures. These ratfolk 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 ratfolk is one step worse than normal. This racial trait replaces rodent empathy.

Spellbook:

* = Specialist spell

0-Level
Acid Splash
Arcane Mark
Bleed
Dancing Lights
Daze
Detect Magic
Detect Poison
Disrupt Undead
Flare
Ghost Sound
Light
Mage Hand
Mending *
Message
Open/Close
Prestidigitation
Ray of Frost
Read Magic
Resistance
Touch of Fatigue

1st Level
Body Capacitance *
Gravity Bow *
Mage Armor
Magic Missile
Magic Weapon *
Shock Shield *
Shocking Grasp *

Background:

Jac was never a physically imposing specimen of his kind. From the beginning, he always struggled to keep up with his burrowmates. Though what the young ysoki lacked in physical strength and endurance, he more than made up for it with his mind. Not only was he incredibly intelligent, he seemed to have a fascination with all things metal. When he was old enough to work, he managed to gain an apprenticeship with a local jeweler in Torch. Not only did he seem to absorb all he was taught with ease, but the master jeweler-who herself was an accomplished wizard-realized that Jac's sharp mind and manual dexterity would be suitable to learn magic as well.

A few years later, Jac and his master were wandering the waste, looking for materials with which to craft some new items, when a particular sheen caught Jac's eye. While it's wasn't anything significant, Jac's master identified the discovered metal shard as a piece of skymetal. While it wouldn't be enough for anything significant, it could be used to make a small piece of jewelry. The master tasked Jac, as his final project as an apprentice, to create something out of the shard of skymetal.

Excited about the project, Jac put all his knowledge and skill into the metal. Days turned into weeks, but finally, Jac was able to produce a single ring to his master. While the quality of craftmanship was adequate, the master told him that it would have been much better if it was made of regular materials. That said, the master gave Jac one final lesson with the ring; how to turn it into a focus, like a full-fledged wizard.

Now he is looking to prove his skills, as both a wizard and a jeweler, in the town of Torch, and the land of Numeria in general. And if he can manage to get his hands on more of that skymetal, all the better.

Description:

Jac's fur is a greyish-white in color, and his eyes are a simple brown. While not particularily handsome, he tries to keep himself clean and presentable. He wears a number of simple jewelry, like bangles on his arms, a simple chain around his neck, a single earring loop, a nice belt buckle, and a pocket watch hanging from the belt. But his most prized possession is the single ring that he wears, which he made himself out of skymetal and turned into his Arcane Bonded Item. Rather than wear robes, as it traditional with most wizards, he wears a well-made long, blue coat, which was a gift from his master.

Jac is not a coward, but he prefers not to get into a fight without good reason. That said, having been the youngest of a small horde of ratlings, he had to learn to defend himself to some degree. He knows how to get down and dirty, when his back is to the wall.

Jac's love for metal has grown into more of an affinity, possibly bordering into obsession. While he takes any opportunity to study metal objects, especially to find out how they were crafted, he obsesses over the various skymetals in the same way a human might oggle precious gemstones.

Example image of Jac

I'll be honest, the background is not my best writing, but it was done on the fly with only basic concepts in mind.

EDIT: I just realized that I forgot about the 'Elephant in the Room' rules. I'll double check and see if that makes any big differences or not.

2nd Edit: Thankfully, only minor difference. :)


Xaerai is pretty broad-minded! And honestly Gimli/Legolas-but-with-an-orc isn't really ground I want retread. As long as he's not a huge jerk they'll get on fine, I think :)

I very nearly played as an orc myself, but have envisioned Xaerai from the beginning as a dwarf and I like her backstory.


I would like to submit an Android Spell Sage wizard, hopefully going into Technomancer in the future.

Is it possible for an Android to have the Local Ties trait? Having been rescued from a scavenger by Khonnir Baine, and learning magic from the wizard?

Background:
The android’s first memories are hazy. Unit damaged. Electrical collar impairing nanite function. Probable captor: scavenger. Probable destination: Technic League..
Salvation came in the form of Khonnir Baine. The wizard’s Color Spray blasted the scavenger into unconsciousness. He freed the android, left the scavenger alive with a skin of water, and took the android back to Torch.
Whatever earlier memories the android might have had, they did not return. The android bore a marking of “T-872,” which he took to be his name. The android watched Khonnir’s magical studies, picking up the fundamentals quickly. He learned of Nethys and began to worship him. T-872 was as fascinated by Khonnir’s magic as Khonnir was by the android’s construction. Khonnir was a compassionate mentor to T-872, undertaking no unwanted investigations or examinations. From time to time, T-872 would develop a malfunction, and Khonnir would be able to help a bit.
Khonnir and Val took great pains to keep T-872 safe. They taught him to disguise himself as a human, and even so kept him generally at home and out of sight. The android learned the Disguise Self spell for short interactions.
Finally, the android decided he needed a proper name. Somehow or other he settled on Hekau… somewhere in his mind, he recognized this as an ancient word pf magic from a distant world.

Personality:
Hekau is highly intelligent and analytical, though somewhat awkward around people. He uses the Magical Epiphany feat (or, at level 2, the Spell Study ability) to quickly sift through the possible options and prepare the right spell for the situation.
Hekau does not experience fear, but is rationally aware that the Technic League poses a danger to him.
Hekau does not experience love, but is rationally aware that Khonnir Baine’s knowledge and protection, as well as Val’s assistance, have helped him survive and prosper.
Something in his programming let him know that he was supposed to have a primary function, but that purpose has been lost. Accordingly, he took one of his own at Khonnir Baine’s suggestion: to master magic, understand the interaction of magic and technology, and use this knowledge to protect peaceful sentient life. This “primary function” serves as his conscience, more or less, though without the emotional component.

Role and Build:
The Spell Sage is a very versatile archetype, able to access spells from the cleric, bard, and druid lists (at level 2). In addition, the Magical Epiphany feat lets Hekau prepare a spell as a standard action, once per day. I have thought these would be really interesting options to try out in PbP.
The Spell Sage gets fewer spells than other wizards, due to the lack of bonus school spells and the lack of a bonded item, but with the Focused Spell ability they can “overclock” for +4 CL 1/day. The lower spells/day compared to a specialist wizard becomes less of a discrepancy at higher levels.
I loathe stat-dumping when it feels you are getting something for nothing (like dumping Str and Cha on a wizard). It feels like exploiting a flaw in the system. So Hekau has 10 Str and (pre-racial) 10 Cha.
I envision Hekau going into Technomancer in the future.

Character Sheet:

Hekau
Android Wizard 1 (Spell Sage)
N Medium Humanoid/Construct
Deity: Nethys
Init +3; Perception +2
-----------------
DEFENSE
-----------------
AC 13, touch 13, flatfooted 10 (Dex +3)
HP 9 (1d6+3)
Fort +2, Ref +3, Will +2
-----------------
OFFENSE
-----------------
Speed 30 ft.
Melee Dagger +0 (1d4/19-20)
Ranged Light Crossbow +3 (1d8/19-20)
-----------------
STATISTICS
-----------------
Str 10, Dex 14 (16), Con 14, Int 16 (18), Wis 10, Cha 10 (8)
BAB +0; CMB +0; CMD 13
Feats Magical Epiphany, Scribe Scroll (B)
Traits Deep Cover, Local Ties (Knowledge-Engineering)
FCB Wizard +1 HP
Skills (6 per level)
Knowledge (Arcana) 1 +8
knowledge (Dungeoneering) 1 +8
Knowledge (Religion) 1 +8
Knowledge (Local) 1 +8
Spellcraft 1 +8
Disguise 1 +3 (always Take 10)
Background Skills (2 per level)
Linguistics 1 +8
knowledge (Engineering) 1 +9
Languages Common, Hallit, Orc, Draconic, Elven, Androffan
Special Alert (+2 Perception), Emotionless (-4 Sense Motive), Exceptional Senses (Darkvision, Low-Light Vision), Constructed (Humanoid and Construct: +4 vs mind-affecting, paralysis, poison, and stun; immune to fatigue, exhaustion, disease, sleep, emotion, morale); Nanite Surge 1/day (+4); Cantrips, Scribe Scroll
Spells Known Mage Armor, Disguise Self, Shocking Grasp, Heightened Awareness, Technomancy, Thunderstomp, Vanish
Spells Prepared Acid Splash, Detect Magic, Disrupt Undead, Vanish, Open Slot
Equipment Starting Gold: 70
Light Crossbow (35)
10 Bolts (1)
10 Cold Iron Bolts (2)
Cold Iron Dagger (4)
Spell Component Pouch (5)
Spellbook
Backpack (2)
Traveler’s outfit
Waterskin (1)
Journal (10)
Inkpen (0.1)
Ink (8)
Club (0)
Remaining: 1.1 GP


rorek55 wrote:
also Smooshie, perhaps see if the GM would allow unchained rogue updates to apply to Ninjas? They are official the same class.

I missed this question earlier, sorry! Yes, Unchained Ninja is fine.

Quote:
Is it possible for an Android to have the Local Ties trait?

Yes.


I will have a character here soon enough.


Man... I'm feeling really dumb now.

After all I did previously, I completely forgot to add Background Skills.

Just going to re-post the crunch here, with those included.

Sorry!

The Crunch:

Jac
Male ratfolk wizard (Metal Elementalist) 1
CG Small humanoid (ratfolk)
Init +3; Senses darkvision 60 ft.; Perception +4
--------------------
Defense
--------------------
AC 14, touch 14, flat-footed 11 (+3 Dex, +1 size)
hp 8 (1d6+2)
Fort +1 (+2 trait bonus vs. negative effects of skymetals), Ref +3, Will +3 (+2 to saves vs. emotion and fear)
--------------------
Offense
--------------------
Speed 20 ft.
Special Attacks metal rending
Wizard Spells Prepared (CL 1st; concentration +5)
. . 1st—gravity bow, magic missile, shock shield
. . 0 (at will)—acid splash, detect magic, mending
. . Opposition Schools Fire
--------------------
Statistics
--------------------
Str 9, Dex 16, Con 12, Int 18, Wis 12, Cha 10
Base Atk +0; CMB +2; CMD 11

Feats
Elemental Focus (electricity) Choose one energy type (acid, cold, electricity, or fire). Add +1 to the Difficulty Class for all saving throws against spells that deal damage of the energy type you select.
Scribe Scroll You can create a scroll of any spell that you know. Scribing a scroll takes 2 hours if its base price is 250 gp or less, otherwise scribing a scroll takes 1 day for each 1,000 gp in its base price. To scribe a scroll, you must use up raw materials costing half of this base price. See the magic item creation rules in Magic Items for more information.

Traits
Skymetal Affinity (Numeria) You gain a +2 trait bonus on Fortitude saves against the negative effects of skymetals, as well as a +2 trait bonus on Craft checks made to create weapons or armor out of skymetals.
Skymetal Smith The fires atop Torch Hill have long been a boon to smiths and metalworkers, and your family is no exception. Whether you grew up in Torch or simply made several trips here with your parents to use the fire, this was to be your first time to use the torch for your own project. You managed to use the fires to craft a small weapon or piece of armor from skymetal, but not long thereafter the fires went out. The violet flames are as much a part of your upbringing as anything else, and their loss distresses you; you hope to find a way to rekindle the torch below the hill. You’ve long hoped to work with skymetal, and begin the game with a small metal bauble made of the skymetal of your choice—you made this item yourself. The item is nothing more than a valuable art object worth 100 gp. You can sell it to gain an additional 100 gp when creating your character, but if you keep it, your pride in its crafting grants you a +2 trait bonus on Will saving throws made against emotion and fear effects. You lose this bonus if you willingly sell or give up the item, but if it is destroyed or lost through no fault of your own, you retain a +1 trait bonus on such Will saves.

Skills Acrobatics +3 (-1 to jump), Bluff +0 (-4 to affect animals), Craft (jewelry) +8 (+10 trait to create weapons or armor from skymetals), Diplomacy +0 (-4 to affect animals), Disguise +0 (-4 to affect animals), Intimidate +0 (-4 to affect animals), Knowledge (arcana) +8, Knowledge (dungeoneering) +8, Knowledge (engineering) +8, Knowledge (planes) +8, Linguistics +8, Perception +4, Spellcraft +8; Racial Modifiers +2 Perception

Languages Aklo, Common, Draconic, Hallit, Orc, Undercommon

SQ arcane bond (ring), cornered fury, iron skin, unnatural

Other Gear wizard starting spellbook, ring (arcane bond;worth 100 gp)
--------------------
Special Abilities
--------------------
Agile Maneuvers Use DEX instead of STR for CMB

Arcane Bond (Ring) (1/day) (Sp)

Spoiler:
Wizards who select a bonded object begin play with one at no cost. Objects that are the subject of an arcane bond must fall into one of the following categories: amulet, ring, staff, wand, or weapon. These objects are always masterwork quality. Weapons acquired at 1st level are not made of any special material. If the object is an amulet or ring, it must be worn to have effect, while staves, wands, and weapons must be wielded. If a wizard attempts to cast a spell without his bonded object worn or in hand, he must make a concentration check or lose the spell. The DC for this check is equal to 20 + the spell's level. If the object is a ring or amulet, it occupies the ring or neck slot accordingly.

A bonded object can be used once per day to cast any one spell that the wizard has in his spellbook and is capable of casting, even if the spell is not prepared. This spell is treated like any other spell cast by the wizard, including casting time, duration, and other effects dependent on the wizard's level. This spell cannot be modified by metamagic feats or other abilities. The bonded object cannot be used to cast spells from the wizard's opposition schools (see arcane school).

A wizard can add additional magic abilities to his bonded object as if he has the required item creation feats and if he meets the level prerequisites of the feat. For example, a wizard with a bonded dagger must be at least 5th level to add magic abilities to the dagger (see the Craft Magic Arms and Armor feat in Feats). If the bonded object is a wand, it loses its wand abilities when its last charge is consumed, but it is not destroyed and it retains all of its bonded object properties and can be used to craft a new wand. The magic properties of a bonded object, including any magic abilities added to the object, only function for the wizard who owns it. If a bonded object's owner dies, or the item is replaced, the object reverts to being an ordinary masterwork item of the appropriate type.

If a bonded object is damaged, it is restored to full hit points the next time the wizard prepares his spells. If the object of an arcane bond is lost or destroyed, it can be replaced after 1 week in a special ritual that costs 200 gp per wizard level plus the cost of the masterwork item. This ritual takes 8 hours to complete. Items replaced in this way do not possess any of the additional enchantments of the previous bonded item. A wizard can designate an existing magic item as his bonded item. This functions in the same way as replacing a lost or destroyed item except that the new magic item retains its abilities while gaining the benefits and drawbacks of becoming a bonded item.

Cornered Fury Ratfolk can fight viciously when cut off from friends and allies. Whenever a ratfolk with this racial trait is reduced to half or fewer of his hit points, and has no conscious ally within 30 feet, he gains a +2 racial bonus on melee attack rolls and to Armor Class. This racial trait replaces swarming.

Darkvision (60 feet) You can see in the dark (black and white only).

Opposition School (Fire) You must spend 2 slots to cast spells from the Fire school.

Iron Skin +2 (7/day) (Su) You gain a +2 armor bonus to your Armor Class for 10 minutes; this bonus increases by +1 for every 5 caster levels (maximum +6 at 20th level). You can use this ability a number of times per day equal to 3 + your Intelligence bonus.

Metal Rending (Su) Whenever you cast a spell that deals hit point damage, you deal extra damage to creatures made of metal or wearing medium or heavy metal armor. Affected creatures take additional damage equal to 1/2 your wizard level. This bonus damage is not increased by Empower Spell or similar effects. This bonus only applies once to a spell, not once per missile or ray, and cannot be split between multiple missiles or rays. The damage is of the same type as the spell.

At 20th level, whenever you cast a spell on a creature made of metal or wearing medium or heavy armor, you can roll twice to penetrate the creature's spell resistance and take the better result.

Unnatural Some ratfolk unnerve normal animals, and train to defend themselves against the inevitable attacks from such creatures. These ratfolk 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 ratfolk is one step worse than normal. This racial trait replaces rodent empathy.


Grumbaki update


Hi GM! Thanks for running it.

I am building a Scavenger Investigator, using the Android race. :) I think this AP is just the ideal one to play it: I really like the cool effect that instead of "spells or formulas", his "spells" are actually 1-use little gadgets that he built on the previous day based on his book (which basically should say "instructions manual"). One of his gadgets, for instance, is cure light wounds - I imagine he spawning this small little repair bot that attach to someone for a quick heal and then falls down completely broken.

He has the Numerian Archeologist trait, and is basically a "trash" collector that likes collecting small technologic pieces and putting little funny gadgets together.

Mechanically, he brings skills to the party (many, many skills, plus inspiration), as well as Trapfinding and crafting. He's not much of a damage dealer, but I'm giving him a rapier to be useful in combat. Once I get more gold, I might give him like a crossbow or bow and have him on ranged damage instead if we're lacking there... Whatever we feel the party needs.

I will have it submitted here once I finish with the crunch (I'm working mostly on the concept and background at the moment). By the way, I'm also up to connecting backgrounds, either with the existing brawler from CrusaderWolf or whoever else gets in the game.

Cheers!


Archlich here with my Android Scavenger Investigator. I might be doing some tweaking here and there until the deadline, but the heart of it is here already. Thanks!


<-------- Here is my entry. As requested, here is her background in brief, which is also on her sheet.

Background:
A lifelong friend, an android, was discarded like trash. This is what led Sona's maker to create her. He was a skilled mechanic whose current practice included manufacturing androids. His desire for Sona was to make it so the League would never know who and what she is.

Long before the concept of Androids consumed the world (even in their rarity), a rogue died. She had attempted to set alight a home with a wand of fireball. The rogue failed to activate the wand properly and as a result, blew herself up. At that precise moment, the blast strangely severed her soul from her now consumed body. Left aimless and driftless for millennia the rogue found no rest.

After Sona was created though, a light shone for the rogue who was named Laree. Distant though it was, it gave her direction. Some 50 years passed and Sona's maker died of old age. Having spent a lifetime in adoration of him, Sona somehow perished from heartache.

At that moment, the soul of Laree the Rogue took Sona's place. Since then, Sona has begun to take charge of this new gift on life and make the most of it. She now uses her skills to the betterment of mankind and has been for the past 20 years. Now, Sona is a tinkerer, a smith of Skymetal, and a part-time adventurer when the need arises, and adopted daughter of Skymetal forgers for her unique perspectives on forging. Now that the flame has gone out, her own flame is lit.


Hi I submit Keth, who was in an iron Gods Campaign for a short time and it fell apart recently. They had just got into the dungeon Hes a Half Orc Druid with a wolf animal companion who I post separately for.

background:
Description
Keth is short for a 1/2 Orc and not as heavy. He has bright brown eyes that lean toward kindness when looking at an animal...and hard and flinty when looking at those unkind to the same. His hair is shaggy and unkempt. He has small tusks and his jaw looks more human than orc. He tries to downplay his orcish heritage by dressing in traditional hunters garb. Wearing black boots, and brown pants tucked into them. A White silk shirt with a black vest and a brown cloak top off his dress. He bears a spear in his hands. He carries A sling for hunting small game

Personality
Keth is out to learn of the outside world now. He's by nature curious and inquisitive about everything that he doesn't know...which is plenty. He is protective of the young and animals....for others its survival of the fittest. he has never seen a dwarf, gnome, or halfling; but he is familiar with elves..who frighten him with their aloofness. He despises Orcs and Goblinoids for their rapacious ways. He rubs his jaw when hes thinking and his laugh is loud and ready when humor is involved...he doesn't get subtle humor...but pretends to. His time with the Varisian Wise man gave him a true love for learning and he eagerly studies nature.

Background
Keth was born to a woodsman's wife, who died in childbirth on the outskirts of The woods of the Choking Tower In Southern Numeria. He was a half-Breed. Half Orc Half Human. His mother had kept the romance with a half-orc adventurer a secret. She had become enamored of the rough and tumble rogue and had a clandestine affair that left her with child. Keths father, a simple man, had tried to hide the resentment he felt that this half orc child had caused his wifes death, and he had double the shame that it wasnt his child anyway. it had taken a toll on their relationship. Keth had learned some woodcraft from his 'father', One Jebediah Grannich.

So Young Keth had been an outcast among the people of the neighboring communities and farmsteads. Growing up quite the loner. He took to Hunting as a way to not only make some quick coin, but also to prove his worth. When he was 17, fancying himself a 'Monster' Hunter he told his father he was leaving to find his place in a world that shunned him. He left to wander the Southern Numeria Wilds. Then a fateful day occurred where he ran into some Elves who had come north to explore the wonders of the starfall. They almost killed him, out of a quick reaction to what they saw as a threat....but a member of their group saw the fear in the half orc and spared his life...He took Keth to a local 'herbalist' who nursed Keth back to health. This local Herbalist, Joseph Varan, who lived in the nearby hills to near Torch, took Keth in and found the Half-Orc an eager student. He taught Keth some of the ways of the wild and the 'old ways', Things only the Druids of old might know. To protect himself, ward off evil, Keth took to adorning his body with runic tatoos that were taught to him. Keth lived there for a couple years, actually beginning to feel he belonged somewhere. He liked that feeling...to belong somewhere.

He earned the nickname Longstrider for his long strides that can take him away or into trouble quickly. Then the unspeakable happened, A about 6 months ago, some Thugs sacked the home of the Herbalist and left signs that they were from the rumored Technic League. as a message for those who failed to follow their instructions regarding found technology, and killed the elder man. Keth, returning from a hunt found his mentor dead and followed their spoor to the city, where he lost it in the alleyways and sewers. He has since lived on the fringe of society in Torch, hunting and providing meat to the butchers of the city for his coin. He has followed up every rumor he can find for who the members of the Technic League were who performed this duty. His pursuit of vengeance has lead him to the doorstep of a realization that law and order come at a price and sometimes it must be paid for in blood.

On one such sojourn into the wild, hunting for locals he awoke to a young wolf standing at the edge of his campsite. Since that day, he and 'Wolf' have been constant companions. He has been working to train the feral animal and is having some luck.


Hi Im Woolf...keths buddy.

Liberty's Edge

Dotting in, not sure on build yet.

Liberty's Edge

Since the confirmed player is already a Techslinger, I’ll work on something else.
Maybe a Cyber-Solider fighter.


Dotting...

2d6 ⇒ (4, 1) = 5 * 10


5d6 ⇒ (3, 3, 2, 6, 4) = 18


I'm going to dot in on this.

Amon Toph ninja'd my preferred idea for an Android Investigator. Maybe I'll still roll one up. Lets see if something else coalesces.


Ellioti wrote:
Do you allow Age modifiers?

since you missed my short question :)

GP: 4d6 ⇒ (2, 1, 6, 6) = 15 x10 = 150gp


Background added to profile. With crunch planned out for levels to come as well.

Liberty's Edge

Here's my submission, a Cyber-Soldier archetype fighter. The build will strike a good balance between tankiness and damage-dealing. Starting with a greatsword but will work towards using a chainsaw as the primary weapon when chainsaws become available. A buckler with Unhindering Shield, Armored Juggernaut and Smart Armor will give good AC and DR6/- eventually without negatively effecting DPR. Healer’s Hands and at level 5 Incredible Healer will give him solid non-magical, non-item healing to supplement whatever the parties primary means of healing is. Will be taking Craft Cybernetics for sure, other technological crafting feats are a possibility. Putting ranks in Know Engineering, Disable Device, and the Local Ties trait so he can be the groups tech expert. Will also have max ranks in Know Planes for Healers’ Hands if that ever comes up, though it’s not a class skill so the total modifier is a bit low.

Braxton Wynter:
No one knew where the wasting sickness came from, though there were plenty of theories. One of your ancestors ingested some skymetal. One of your ancestors slept with an android. One of your ancestors stole from the Iron Gods. What was known was that it was hereditary, incurable, untreatable, and fatal. It ate away at the muscles in the body until there was nothing left but skin and bone. It took Braxton’s mother first. His family had been nomadic for his entire life, traveling much of the Inner Sea region in search of a cure. With magical means failing to provide answers, they returned to Numeria in hopes of a technological cure.

They were passing through a small town called Torch when Braxton’s father grew too weak from the disease to continue. They rented a room at the Boarding House and Braxton watched, unable to help, as his father succumbed to the disease that took his mother. Braxton had known this day would come eventually, had been warned of it for as long as he could remember, and he was lucky enough to be almost a man and more or less able to take care of himself before he was left alone.

With a visceral image of the fate that awaited him, Braxton Wynter decided to try and fabricate a solution for the disease that would eventually take his own life instead of hoping others would find a cure as his parents did. Sooner than he expected, he found an answer in an unlikely place: A bounty hunter that came passing through Torch one day. The bounty hunter had been noticeably modified by technology and after queries by Braxton, the woman revealed almost all her natural body had been replaced by machinery. Replacing his own muscles with technology that was immune to disease could save his life. Unlike the woman, Braxton was not a wealthy bounty hunter that could afford to shell out hundreds of thousands of gold coins to have someone else provide him with the modifications he needed, so he set out to learn the craft himself.

Khonnir Baine, a prominent councilman in Torch, felt for Braxton and his father, though there was nothing he could do to assist the dying father. The local leader took Braxton under his wing and helped point him towards sources from which he could learn medicine and cybernetics. Sharp of mind, Braxton took to the education easily and quickly grew to the point where he was comfortable offering services as a healer of both man and machine in exchange for gold. It wasn’t long before Braxton himself became what passed for an expert in Torch. He had devoured all the material on cybernetics that Torch had to offer, and he realized he had to move beyond the small town if he were ever to achieve his goal to save his own life. The first step: he would need a lot more gold.

Braxton Wynter is sixteen years old. He is five foot, nine inches and one hundred seventy pounds. With a strong, athletic build – for now – he is a formidable warrior. He is intelligent, focused, and independent. Despite his terminal need to advance his own cause, he is generous and is not below providing healing or repairs for free to those who cannot afford to pay, though no one would call him the most personable man in town.


Stats:

Braxton Wynter
Human fighter (cyber-soldier)
NG Medium humanoid (human)
Init +2; Senses Perception +1
--------------------
Defense
--------------------
AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex)
hp 12 (1d10+2)
Fort +4, Ref +2, Will +1
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee greatsword +5 (2d6+4/19-20)
Ranged pilum +3 (1d8+3)
--------------------
Statistics
--------------------
Str 16, Dex 14, Con 14, Int 14, Wis 12, Cha 8
Base Atk +1; CMB +4; CMD 16
Feats Healer’s Hands (+1), Power Attack, Skill Focus (Heal), Weapon Focus (greatsword)
Traits caretaker, local ties
Skills Acrobatics -1 (-5 to jump), Disable Device +4, Heal +11, Knowledge (dungeoneering) +6, Knowledge (engineering) +6, Knowledge (planes) +3, Profession (engineer) +5, Survival +5, Swim +4
Languages Androffan, Common, Hallit
Combat Gear healer's kit; Other Gear hide armor, greatsword, pilum[APG] (2), thieves' tools, 20 gp
--------------------
Special Abilities
--------------------
Healer’s Hands (+1, 1/day) (Su) Full-rd to treat deadly wounds (no limit or kit needed), beat DC by 10 for extra healing.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.


I felt drawn to this recruitment....hmmm...let me read the Player's Guide...lots of wizards; which was my initial thought...lol.

Thank you for running!

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