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Ellioti wrote:
Ellioti wrote:
Do you allow Age modifiers?

since you missed my short question :)

[dice=GP]4d6 x10 = 150gp

Knock yourself out!


Here is my character. I might tweak a few things here and there.

She is an artists who works with all kinds of metal. When she was small, the Technic League tried to abduct her. Her parents died buying her time to hide. Using her nascent powers, Brue burried herself alive. Since that awful day, Brue has nurtured a vicious hatred of the League. If they didn't cause the violet light to go off, those degenerates will find a way to leverage the situation. For years, Brue has channelled her passion and grief into her artwork but the same powers that saved her all those years ago are growing...


Ok. I think I've worked it all out.

I'd like to present Shesik, a changeling ranger with the galvanic saboteur and trapper archetypes. A very grounded build for such a mystical race, but it seemed to work.

I hope she fits your vision for this campaign.
Thank you for your consideration.

“Crunch”:

Female Changeling (Sorrow-may) Ranger (Galvanic Saboteur/Trapper) 1
Neutral Medium humanoid (changeling)
Init +4; Senses Darkvision; Perception +6 (+8 to not be surprised in a surprise round of combat)

Defense
AC 18, touch 13, flat-footed 15 (+4 armor, +3 Dex, +1 natural)
HP 11 (1d10+1)
Fort +2, Ref +5, Will +2; +2 racial bonus vs gaze attacks

Offense
Speed 30 ft.
Melee machete +4 (1d6+2/19-20) or
2 claws +5 (1d4+2)
Ranged shortbow +4 (1d6/×3)
Special Attacks favored enemy (constructs +2)

Statistics
Str 14 +2, Dex 16 +3, Con 10 +0, Int 14 +2, Wis 15 +2, Cha 8 -2
BAB +1; CMB +4; CMD 16
Feats Weapon Focus (natural attacks)
Traits giant ambivalence, reckless, robot slayer
Drawbacks bitter
SQ reprogram, track +1, trapfinding +1

Skills
Acrobatics +6; (Ranks:1, +3 class, +3 Dex, -2 ACP, +1 trait)
Appraise +2; (Ranks:0, +2 Int)
Bluff -1; (Ranks:0, -1 Cha ) (+2 vs. constructs)
Climb +0; (Ranks:0, +0 class, +2 Str, -2ACP)
Craft (Traps) +6; (Ranks:1, +3 class, +2 Int)*
Diplomacy -1; (Ranks:0, -1 Cha)
Disable Device +6; (Ranks:1, +3 class, +3 Dex, -2 ACP, +1 trapfinding)
Disguise -1; (Ranks:0, -1 Cha)
Escape Artist +1; (Ranks:0, +3 Dex, -2 ACP)
Fly +1; (Ranks:0, +3 Dex, -2 ACP)
Heal +6; (Ranks:1, +3 class, +2 Wis)
Intimidate -1; (Ranks:0, +0 class, -1 Cha)
Knowledge (arcana) +6; (Ranks:1, +3 class, +2 Int) (+2 vs. constructs)
Knowledge (engineering) +3; (Ranks:1, +2 Int) (+2 vs. constructs)*
Knowledge (geography) +6; (Ranks:1, +3 class, +2 Int) (+2 vs. constructs)*
Linguistics +3; (Ranks:1, +2 Int)*
Perception +6; (Ranks:1, +3 class, +2 Wis) (+2 vs. constructs) (+2 vs. surprise) (+1 vs. traps)
Ride +1; (Ranks:0, +0 class, +3 Dex, -2 ACP)
Sense Motive +2; (Ranks:0, +2 Wis, +1 trait) (+2 vs. constructs)
Sleight of Hand —; (Ranks:0, +3 Dex, -2 ACP)
Spellcraft —; (Ranks:0, +0 class, +2 Int)
Stealth +1; (Ranks:0, +0 class, +3 Dex, -2 ACP)
Survival +6; (Ranks:1, +3 class, +2 Wis) (+2 vs. constructs) (+1 to tracking)
Swim +0; (Ranks:0, +0 class, +2 Str, -2 ACP)
*Background skills
Languages Common, Aklo, Dwarven, Hallit, Orc

Equipment and Encumberence
Weapons and Ammo machete, shortbow w/ 20 arrows
Armor and Defense leather lamellar armor
Combat Gear
Other Gear backpack (bedroll, canteen, grappling arrow, silk rope (50'), trail rations (5), trap making tools), belt pouch (flint and steel, twine (50’)), thieve’s tools
Coins 19 gp, 3 sp, 9 cp
Carrying Capacity
L / M / H - 58 / 116 / 175 lbs.
Encumberence
Light Load - 57.5 lbs.

Tracked Resources
Arrows - 20/20
Trail rations - 5/5

Special Abilities
Bitter Heal 1 less point when receiving healing from an ally’s class feature, spell, or sla.
Darkvision (60 feet) You can see in the dark (black and white only).
Favored Enemy (Constructs +2) (Ex) +2 to rolls vs. constructs foes.
Giant Ambivalence +1 bonus to Initiative and Sense Motive, +2 bonus to Perception checks to not be surprised in a surprise round
Reckless +1 to Acrobatics, Acrobatics is a class skill
Reprogram (Ex) Improve attitude of mindless constructs as wild empathy, intelligent constructs at -4 penalty.
Robot Slayer +1 trait bonus on attack rolls against robots and a +1 dodge bonus to AC against attacks made by robots.
Track +1 Add the listed bonus to Survival checks made to track.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.
Weapon Focus (Natural Weapons) +1 bonus to attack rolls with natural weapons

“Description and Background”:

Description
Walking through the market square something about this strange young woman catches your eye. Tall and gangly, she moves with a quiet grace. A traveling pack hanging from her shoulder and layered leather armor speak of long travel. Dust and dried mud spot her soft leather boots and the ragged bottoms of her trousers.

Her dark wild hair hides her pale face as you watch while she fingers a set of cogs. Her long delicate fingers end in sharp claw-like nails. For a moment she turns her head and looks in your direction. The bitter sneer that mars her face is a momentary distraction from her disturbing gaze. Any other thoughts are lost as her mismatched eyes momentarily meet yours. One as pale as ivory the other a shining black from lid to lid.

Background
Shesik’s parents fled the Worldwound soon after their realization that her mother was with child. Unfortunately their travels south lead them into Numeria. Lost in the strange wastelands her father was slain before her birth. Between the demonic energies of what was once Sarkoris and the strange energies of the remains of the Rain of Stars there was little chance of a normal birth for Shesik.

Barely surviving the birth of her strangely deformed daughter, Shesik’s mother never truly recovered and wasted away within a handful of years. Raised in the wilds of Numeria by a Kellid barbarian tribe, Shesik never felt a belonging to the clan and left to wander alone at the age of 13. For the last three or four years she has managed to thrive in the wilderness surrounding Torch, scavenging and selling trinkets from various caches as well as parts gleaned from slain constructs.


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GM Losonti wrote:
Ellioti wrote:
Ellioti wrote:
Do you allow Age modifiers?

since you missed my short question :)

[dice=GP]4d6 x10 = 150gp

Knock yourself out!

I submit Ulix Marcellus Iron Priest Cleric of Groetus VMC Aberrant Bloodline Sorcerer.

He's a weird guy, believing aliens bring the end to the world which is the beginning of something new and better.
He also has weird anatomy: Grippli tongue and eventually long limbs.
Build-wise he'll be a debuffer/buffer going the "Bad Touch" route.

Crunch:

Ulix Marcellus
Male middle-aged Human Cleric 1 Archetypes Iron Priest
CG Medium humanoid (human, grippli)

Init +2, Senses Perception +9
Aura aura of good/chaos
=================================================
DEFENSE
=================================================
AC 19, touch 12, flat-footed 17 (+5 armor, +2 Dex, +2 shield)
hp 10 ((1d8)+1(con)+1(fcb))
Fort +3, Ref +2, Will +6
=================================================
OFFENSE
=================================================
Speed 20 ft.
Melee touch attack +2 (reach 10 ft.)
Melee cold-iron dagger +2 (1d4 /19-20)
Ranged light crossbow +2 (1d8 /19-20)
Special Attacks Touch of Chaos (7/day), Vision of Madness (7/day)

Prepared Spells
Cleric (CL 1; concentration +5)
1st-lesser confusion*, bless, murderous command (DC 15)
0th-create water, detect magic, light

*:Domain spell.
Deity Groetus; Domains Chaos (Entropy), Madness
=================================================
STATISTICS
=================================================
Str 11-1=10, Dex 15-1=14, Con 13-1=12, Int 13+1=14, Wis 16+1+2=19, Cha 7+1=8
Base Atk +0; CMB +0; CMD 12
Feats Racial Heritage (Grippli), Agile Tongue, Weapon Finesse (free)
Skills Heal +8, Knowledge (Arcana) +6, Knowledge (Religion) +6, Perception +9, Spellcraft +6
Background Skills Knowledge (Geography) +7, Knowledge (Engineering) +3
Traits Seeker, Stargazer
Languages Taldane Common, Hallit, Undercommon
Gear light Crossbow (35gp), 40 crossbow bolts (4gp), cold-iron Dagger (2gp), heavy wooden Shield (7gp), Scale mail (50gp), Cleric’s Kit (15.9gp, backpack, bedroll, belt pouch, candles (10), cheap holy text, flint and steel, iron pot, mess kit, rope, spell component pouch, trail rations (5 days), waterskin, wooden holy symbol), iron holy symbol of Groetus(5gp), Donkey with saddlebags (12gp), 19.1 gp
=================================================
SPECIAL ABILITIES
=================================================
Variant Multiclass Sorcerer Aberrant Bloodline
Channel Positive Energy (Su) When an iron priest channels energy to heal living creatures, she heals constructs with the clockwork or robot subtypes as well. Constructs without those subtypes are also affected, but gain only half the normal amount of healing or take only half the normal amount of damage, as appropriate. This ability alters channel energy.
Spontaneous Casting An iron priest can spontaneously cast make whole and weater make whole in place of cure/ inflict moderate wounds and cure/inflict critical wounds, regardless of whether she channels positive or negative energy. This ability alters casting.
Touch of Chaos (Sp) You can imbue a target with chaos as a melee touch attack. For the next round, any time the target rolls a d20, he must roll twice and take the less favorable result. You can use this ability 7 times per day.
Vision of Madness (Sp) You can give a creature a vision of madness as a melee touch attack. Choose one of the following; attack rolls, saving throws, or skill checks. The target receives a +1 bonus to the chosen rolls and a -1 penalty to the other two types of rolls. This effect fades after 3 rounds. You can use this ability 7 times per day.


Background:

=================================================
BACKGROUND
=================================================
Ulix is a shabby 50 years-old man that noone would look at twice. Hard to say when he had the last bath, haircut or shave. Probably before his visions had started and when he was still a boring priest of Brigh. His job was overseeing the workshops and the students that, honestly, never were meant to succeed. Ulix is very knowledgable and knows quite a bit about many topics, but he's hard to talk to as he usually makes a very confused appearance. But let's fast forward to today.
Ulix came to Torch, and Numeria in general, looking for answers. Looking for prove he wasn't crazy. Aliens are real, he just knew it.
Too bad nobody at home in stupid Taldor believed him. "They're already here and they'll bring an early end to this world. The renewal is awaiting. Groetus is just around the corner." That's what he was trying to tell everyone, while officially being declared crazy. "I am only the messenger", he tried to explain. But those narrow-minded people were already lost it seemed. Or why would they not listen to an envoy of the Great Groetus. The Majesty that will finish this miserable life and start some thing new. Something better! Ulix only tries to help. Tries to warn of the alien invasion that may be brutal and catastrophic, but eventually good.
Maybe his claims, he had been kidnapped and been experimented on by aliens had something to do with people's reluctance to believe him. His strange limbs and tongue apparently were not prove enough, but disgusted people. "Your mother had a foul run-in with a demon-worshipping Grippli cult", they claimed. B~#$~++~. It had to be the aliens, he had the visions and memories, after all.

Well, now he's here in Torch, hoping to research the aliens first hand, hoping to find prrof, hoping to get answers on how to help people face world's end. Hopefully he will find some likeminded individuals that will be less ignorant than the Taldane people at home. Someone who can accompany him would be nice. He's not th fittest person after all.

link to writing sample


This will be Dorian Grey's submission. I feel that he is what is missing on this adventure; quest; mission....thing!

Any questions, concerns, or comments are most certainly welcomed!

Thank you for consideration.


So, this is my submission. I think he may already meet specs, they're pretty common specs after all.

If anything is wonky, please let me know.


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GM, Would it help you to have a list of interest and characters so far?

CrusaderWolf - Xaerai Stormforge - LG Dwarf Gunslinger (Gun Tank/Techslinger)/Brawler (Steel-Breaker/Titan) - Robot Slayer (already chosen)

rorek55 - Jurno Greenshock Madtail - Kobold Arcanist

VoodooMonkey - Ratfolk Alchemist (Chirurgeon/Cryptbreaker/Wasteland Blightbreaker)

eriktd - Zelvin Baine - NG Half-Elf (Drow-Blooded) Wizard (Spellslinger)/Magus (Eldritch Archer/Spell Dancer) - Local Ties

Aldizog - Hekau - N Android Wizard (Spell Sage) - Local Ties

Blaydsong - Jac (revision) - CG Ratfolk Wizard (Metal Elementalist) - Skymetal Smith

Grumbaki - Varr Stormforge - Dwarf Occultist (Panoply Savant) VMC Magus - Numerian Archaeologist

The Archlich - Amon Toph - NG Android Investigator (Scavenger) - Numerian Archaeologist

snelss0 - Sona Tanaka - NG Android (Human) Ninja (Scout) - Local Ties

Dread - Keth Longstrider - NG Half-Orc Druid - Against the Technic League

Crisischild - Braxton Wynter - NG Human Fighter (Cyber-Soldier) - Local Ties

Sha'ir - Brue Stinea - CN Half-Orc Kineticist - Against the Technic League

Kayri_Khaos - Shesik - N Changeling (Sorrow-May) Ranger (Galvanic Saboteur/Trapper) - Robot Slayer

Ellioti - Ulix Marcellus - CG Human Cleric (Iron Cleric)/VMC Sorcerer - Stargazer

Dorian 'Grey' - Uhe Stonethorn - NG Dwarf Bard (Archaeologist) - Against the Technic League

Irnk, Dead-Eye's Prodigal - Van, who goes forth alone - NG Android Psychic - Against the Technic League

MauveAvengr -

Dragoncat -

pad300 -

Patrickthekid -

joker 27 -

Laird_Thorne -


Ouch. That is going to be a pain to narrow down to three


Thanks, erik! Yes, that sort of thing is very helpful.

Silver Crusade

I am thinking about changing my submission. Considering a barbarian that makes use of the strange weapons in Numeria (savage technologist) Or a barbarian that eschews all of the strange tech and destroys any that he can.


Here is MauveAvengr's character - a Numerian Liberator/Elemental Kin orc barbarian. Took the robot slayer trait.

Don't know too much about Numeria - but been reading up on it.
Built him using +2 to a stat (STR) instead of the normal orc stats.

Background:

Krivh comes from Belkzen. He knew he was a bit different than the others of his tribe, but was unable to articulate it. He spent countless days, months, weeks, raiding nearby towns and villages with his tribe but was unfulfilled.

Then he came across something that left him starstruck - a robot. The unusual construct was so unnatural to Krivh that he destroyed it without a second thought. 'Where did it come from?' Krivh thought. He delved into the research, asked around - Numeria. He decided to take the banner of Gorum and move to the Land of Fallen Stars. He learned about the Technic League. These robots and constructs were an affront to the very nature of being. He knew what he had to do: destroy the very constructs the Technic League were trying to protect and, hopefully, destroy the Technic League itself.


I will be changing my submission. I'll be going with the Savage Technologist/elemental kin barbarian. One who embraces tech if it can prove useful in destroying the roaming robots or removing the iron grip the league has on the land.

For traits, I'm thinking Robot slayer. Possibly against the league would fit as well.

I have a "personality" tidbit for his background atm. Working out the full background and crunch atm.

The build will focus around flexibility, I'm not entirely sure how it will work, as I've only ever played two-handed fighting barbarians before (a few different variants, Jotun archtype to make use of vital strike/impact/enlarge stacking with a two-handed weapon. I remember it came together around level 7, and really shined at level 11 when I picked up a large Butchering Axe. 24d6 at level 11 every standard action ontop of base damage modifiers is really fun. No need for pounce/full attack opened a lot of feats up, such as hurtful/cornugon smash)

Armored hulk was interesting, but the AC boost didn't keep up.

Now, looking at what is basically a TWF build seems interesting. Defiantly going with a high dex build, but will be melee oriented usually. At least until level 5 where his versatility kicks in. Being able to fire ranged weapons like a gunslinger while raging is interesting. Especially against those more than deadly melee enemies we are bound to encounter or vs enemies he can't reach.


Quick Question, with elephant in the room feat tax, would I/could I gain the benefit of Improved two weapon fighting from this ability?-

Sword and Gun (Ex)

At 2nd level, when a raging savage technologist wields a one-handed firearm in one hand and a light or one-handed melee weapon in the other, she can make ranged attacks with the firearm without provoking attacks of opportunity. She also gains the benefits of the Two-Weapon Fighting feat, but only if all attacks are made with those weapons.

Also, you wouldn't believe the lack of non-pirate sword and pistol artwork for characters. I did find this though- Image for Arrack which, all things considered, is a pretty good match.


Arrack Stormbringer wrote:
Also, you wouldn't believe the lack of non-pirate sword and pistol artwork for characters.

Pinterest is great for this. Here is a starting image to help the algorithm find what you're after. The more you click on similar stuff, the more it'll narrow down what you like (If you didn't know this already :)).


Mythweavers sheet for Arrack

Personality:

Arrack is, according to Myer-Briggs,
a Virtuoso or ISTP-A, a label/grouping I agree with fairly well.

Arrack is very proud, defiant, and quick to act. He is adaptive and prefers to "improv" rather than plan. This is not to say he isn't a somewhat logical person. While he is easily angered, he is not easily frustrated. He has learned to better direct his anger, to let it focus him and heighten his reflexes. He is a very "in the moment" person as he is highly focused on "real" things, that is to say tangible things he can interact with or experience and tends to avoid/disregard intangible things. He is not fond of philosophical discussion nor terribly fond of morale dilemmas. To him, the proper Morale choice is what allows him and his tribe to both survive and thrive freely. Might makes right and those opinions of those who die have no relevance. Despite this, he does force himself to think back on things, as the past is a great place to learn lessons. Though, like the future, it is not something to sit and dwell on overly long. Lately, he has found himself wondering just how much change the technology he has seen in the land could change life in the future. He values adaptability over tradition, growth and change over stagnation.

personality questionnaire:

-What is your relationship to the gods and religion?

The gods truly care little for this world save for keeping their worshipers and slaves to themselves. My cares are more about the natural world, What is in front of me now. Let those that cannot do, talk and think on other things.

-What is your physical appearance, bearing, mannerisms, and quirks?

Arrac has a slightly bestial appearance. His eyes have taken a golden hue, his canines have grown, almost to a point of protruding should he wish. His hair is almost jet black and hangs down to his shoulders, he has a small beard, no more than an inch in length. While he has an imposing stature, he can be a merry man around those he trusts.

-Do you have an easy way with strangers?

Yes and no. If he sees them as useful, or strong. He will give them respect. If he sees them as weak or unable to fend for themselves he gives them contempt.

-Do you play well with others?

Again, yes and no. He is extremely independent, having survived the deserts of Numeira on his own for several years. And he dislikes those that he sees as a burden. As long as those with him provide a use, he will get along. Normally.

-What draws you to the life of an adventurer?
Wanderlust and a search for strength. He left his tribe on a quest to do two things. Rid the desert of the robotic menace as best he could, and to discover himself and his potential. After all, if he hopes to lead one day, he must prove he has the strength and wisdom required to do so. Otherwise, who would follow him?

-Do you identify with a particular animal or element?

Wolf, I see the wolf as a great example of how one should be. One should be able to provide and live in solitude. He should rely on no one but himself to survive. However, he should also accept the company of others, family strengthens and can make feats impossible alone simple together. Bonds of companionship can bring enjoyment to anything.

-What do you find creepy?

Aberrations literally don't sit right with me. Along with robotic creatures. He also dislikes thoughts on "life" and other philosophical topics as he finds such things unsettling. Anything he can't deal with physically or some problem he can't solve unsettles him.

-What specific goals do you have, if any?

His end goal is to take his grand fathers position as leader of the tribe upon his return and prove to them how important it is to adapt. Secondary goals are-
Make the land safer for them by removing robotic menace, outsider threats (technic league), and perhaps glean some small understanding of the strange weapons found in Numeria and how best he and his tribe can make use of them.

-Do the ends justify the means?

Yes, they do. Stand among the ashes of a trillion dead souls, and ask their ghosts if honor matters. Their silence, is your answer.

further personality building-

answer the following as your character would-
Loyalty, or Honesty?:
A: Loyalty. In a pack, you watch out for each other. Thats how you survive. If someone breaks that loyalty, it is a worst breach of trust than to lie.

Compassion, or Justice:
A: Justice can ring hollow. Compassion can save a life, Justice... Justice can't do that. And out here in the Desert, life is a precious thing.

Love, or Fear :
A: Love, Love, I believe, is fundamental in life. Without it, you lose understanding in many things. Love is what allows things to continue. Fear has its place, it can heighten ones awareness, give them a drive for something short term. But it can hinder as much as it helps. Love has its downfalls, but its strengths outweigh those. No Den mother fights as fierce as one with something to protect, after all.

Obedience, or free thinking:
Both have their place, however, if I must choose... Free thinking. One must learn to think for themselves, to make judgements based on their own experiences and knowledge. They should not base their perception on life on the words of others but should discover it for themselves.

Pride, or Greed:
Pride, I am proud of my accomplishments. My pride can be a source of strength. However, greed, can only bring about destruction of oneself. Excess desire of anything, can lead to dark paths.

Group, or Individual:
Individual, the worlds made of individuals, some are more important than others.

What is Right?, What is wrong?
Morality is... difficult to explain. In the natural world, Might makes Right, however there is also a tenderness to be had among the wild critters. I believe, one does what they can to survive, to get by. Its the way of nature. Some harm others to do this, some build each other up. At the end of the day, those who survive decide what is right and wrong. Those who die, get no say.

background:

Arrack was born to a "traditional" tribe of Kellid Barbarian within Numeria. The Tribe has been in decline, with both Arrack's grandfather, and his grandfather's father have been extremely traditionalist. With rites of passage for children to become men involving them besting an enemy with nothing but a knife, any weapons they crafted could be used. The clan has run afoul of beings of moving metal several times, and has lost many warriors because of this. Due to this, the tribe always destroys anything that they come across that holds any resemblance to those horrible metal monsters. Despite any use the items they destroy could hold. It was during Arrack's rite of passage, at the age of 14, that he encountered a mechanical spider creature in the shadows of a cavern. It was here he was almost killed, like so many others on their rites of passage, were it not for happenstance, luck, or fates intervention where he stumbled upon a weapon similar to those that the robotic creatures used. Thanks to it, he managed to not only survive but destroy the horrid metal spider. However, when he returned to his tribe with the weapon, praising its power, it was taken from him. He was later forced to destroy it despite his protests and many in the tribe would claim that it invalidated his rite of passage. However, their voices were quelled and Arrack, after destroying the piece of tech that had saved his life, was allowed to move into "manhood". Over the next few years, he would find a few more pieces here and their, always making use of them when he could, learning about them and their strengths and weaknesses before taking them to his tribe to be destroyed. It wasn't a lot, but he knew an immeasurable amount more than he had, or would have, had he taken them directly to his tribe. Eventually, he argued with his grandfather about the items he found. Arrack believed they should make use of the weaponry they found. That it could prove useful. His grandfather stated that reliance on the monstrosities weapons would lead to weakness. That nothing good could come from those monstrosities. That it was not tradition. The argument turned heated, and Arrack, fueled by anger imposed himself into self-exile until a time he could prove both his worth as leader and assume that mantle and when he could prove that the weapons of such an enemy could safely be used to protect the tribe and bring it back from the brink of eradication.

Years later, Arrack now stays near Torch. Where the recent uncovering of the deactivated robot both worries and intrigues him.

Rite of passage fight in depth:
After a hard fight, Arrack managed to best it, slamming his dagger into the center of the creature before collapsing to the ground out of breath. Yet, as he lay their catching his breath the monstrosity seemed to return to life, catching him off guard it slammed into Arrack's side, breaking ribs. Tired, wounded, and with no weapon, Arrack fled further into the cavern, where he tripped and stumbled upon a strange looking device. Moving purely on adrenaline and instinct, with no options left he picked the item up and smashed the robot with it. Leaving a small dent in the metal, but doing little else. Again, the mechanical spider slammed into Arrack's chest, sending him backwards. However, the force of the blow caused him to clench his fists involuntarily pulling the pistols trigger. Electricity arced from the item in his hand, hitting the mechanical spider and causing it to jerk around erratically as arcs of energy traveled across it. After a few moments of stunned awe, Arrack pointed the pistol at the creature again before pulling the trigger. Causing another arc of electricity to slam into the mechanical spider. He pulled it again, but nothing happened, he pulled the trigger a fourth time and once again nothing happened. He looked to the creature, which now had scorch marks from the lightning and saw its erratic jerking movements begin to slow. He rushed forward, grabbing the dagger still in-bedded in the robot spider and yanking it free. Suddenly, the robots movements stopped and their was an eerie stillness for a long moment before robot suddenly exploded, slamming him against the cavern wall and knocking him out. He awoke hours later, alive if injured and with more than one lesson to carry with him for the rest of his life.

Okay, I think he is more or less finished save finalizing equipment


Arrack Stormbringer wrote:

Quick Question, with elephant in the room feat tax, would I/could I gain the benefit of Improved two weapon fighting from this ability?-

Sword and Gun (Ex)

At 2nd level, when a raging savage technologist wields a one-handed firearm in one hand and a light or one-handed melee weapon in the other, she can make ranged attacks with the firearm without provoking attacks of opportunity. She also gains the benefits of the Two-Weapon Fighting feat, but only if all attacks are made with those weapons.

I'm going to say no, because while EitR does merge Improved and Greater Two-Weapon Fighting together, the base feat of Two-Weapon Fighting does still exist. If you do end up getting both TWF and Greater TWF, though, you would certainly be able to use the extra attacks as part of this feature, just like if you were making a regular full attack.


If I did pick up the TWF feat, would that make the ability redundant in that case as far as "benefits of two-weapon fighting" go similar to the rogues finesse training and weapon finesse feat?

I'm fine however way you decide to run it, I just wish to know for progression planning. Assuming I make it through selection of course.


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GM Losonti wrote:
RE: Kobolds: I'll allow it.

I hope you don't Chang your mind on that.


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A highly regarded expert wrote:
GM Losonti wrote:
RE: Kobolds: I'll allow it.
I hope you don't Chang your mind on that.

Haaaaaaaam, girl!


If all the ability did was give you Two-Weapon Fighting, I would just have it count as the feat, but it also essentially has Point Blank Master cooked into it (out of class and 2 levels early, to boot). That said, I'll think on it some more.


please do note, I'm not asking for anything, I'm just wanting to make sure I understand how things will be run. I am fine with needing to take TWF at level 7 to gain improved TWF with the ability. The only thing I'd maybe suggest is allowing it to then give me greater TWF at the appropriate level. (basically, a limited/day free feat)

Do note, I only gain this ability while raging. So its limited rounds per day either way.

I think the archetype will be on the weak side, especially likely compared to a AM SMASH barb or a gunslinger techie, but I'm interested in trying it out as I like the aesthetic and style better. And I'm hoping it won't be/I can make it work. At least while raging.


I think I'm going to withdraw from this. I should focus more on my own campaigns for now.

Best of luck to the rest!


Pencil in Doctor Rhaym Human Alchemist (Chirurgeon).

Gold: 3d6 ⇒ (2, 3, 4) = 9 x10 = 90gp starting money.

Unfinished.


Khoran of the Bone Bears

Description:

5’11, 188 lbs, a well muscled build, green eyes, brown hair going gray, short beard and mustache. The only clear clues to his aasimar heritage are that when he cries, his tears are multicoloured, and on his palm, he has a birthmark of Desna’s butterfly.

Demeanour:
He is quiet and studious. A devout man, in his tribal terms, he looks to the spirits for guidance. He is lonely, his aasimar lifespan (and lesser age resistance SLA) have resulted in him being isolated from a tribe that has disappeared… Since coming to civilization , he has become a bit of a scholar, he is quick to pull out a good bottle of wine, his pipe, and to lose himself in a book of any kind. Still, he has the ability to concentrate on a project, especially those involving scholarship or magic.

Background:

Somewhere in the heritage of the Bone Bear tribe (a minor Kellid tribe), there’s a celestial in the woodpile… When Kieron got Sethra with child, a legacy resurfaced; their son Khoran was a aasimar. That was 152 years ago…

He was raised in typical tribal fashion (survival, handle animal, perception), with his heritage leading him into a shamanic path. He learned at the feet of the elders, from leadership (Flagbearer feat) and dispute settling (diplomacy skill), through to the magic of the tribes (spellcraft, use magic device). He spent many years with the Rock Hawks.

His aasimar longevity (and his lesser age resistance SLA) though, has left him watching as his contemporaries aged to dust, sundering his bonds to his tribe. He is very thankful that the spirits were wise enough to send him a spirit guide that could match his longevity – an Ioun Wyrd – otherwise he would be very lonely. Intellectual curiosity has brought Khoran to Torch (stargazer trait), where he has learned civilized ways, but has not lost his connection to the spirits of the land. He still makes pacts with the spirits on a daily basis and his Ioun Wyrd is with him always.

Stats:

Makoa
CG Male Aasimar (Scion of Humanity)
Shaman 1 (Unsworn)
Init +2 = +2 (Dex)
Speed 30 ft
Darkvision 60 ft

Defense
AC : 16 = 10+2 (dex) + 3 (armor)+1 Natural Armor (familiar)
HP: 10 = 8+1 Con+1 FCB
Fort +1 = +0 Shaman 1+1(Con)
Ref +2 = +0 Shaman 1+2(Dex)
Will +5= +2 Shaman 1+3(Wis)
+2 vs compulsions (traits, net)
CMD : 12 =10 +0 (bab) + 2 (dex)
Acid resistance 5, Cold resistance 5, Electricity resistance 5.

Offense

BAB : +0
Melee: +2 Longspear (1d8+3) +0 Spiked Gauntlet+2 (1d4+2)
Ranged: +2 Sling
CMB : +2 = +0 (Bab)+2(str)

Spells Prepared

L0 (DC 14, 3) : Guidance, Stabilize, Daze
L1 (DC 15, 1+1):

Current Hexes: Combat Hypnosis

Stats
Str 14 = 14 (5 pts) -1 age (middle aged) +1 lesser age resistance SLA
Dex 14 = 14 (5 pts) -1 age (middle aged) +1 lesser age resistance SLA
Con 12 = 12 (2 pts) -1 age (middle aged) +1 lesser age resistance SLA
Int 14 = 13 (3 pts) +1 age (middle aged)
Wis 16 = 13 (5 pts) +2 Racial+1 age (middle aged)
Cha 15 = 12 (2 pts) +2 Racial+1 age (middle aged)

Feats : Flagbearer (1st),

Traits : Seeker (Social), Lonely(Drawback), Stargazer (IG, campaign trait), Birthmark (Faith)

Skills (4+2(int) /lvl) (Ranks, skill roll. NOT INCLUDING ACP)
Diplomacy (1, +6 = 1 rank +3 trained +2 cha),
Spellcraft (1, +6=1 rank +3 trained +2 int),
Perception (1, +8 = 1 rank +3 trained +3 wis,+1 trait)
Use Magic Device (1, +6 = 1 rank +3 trained +2 cha),
K nature (1, +6 = 1 rank +3 trained +2 int),
Survival (1, +7 = 1 rank +3 trained +3 wis)

Background Skills (2/lvl) (Ranks, skill roll. NOT INCLUDING ACP)
Handle Animal, (1,+6= 1 rank +3 trained +2 cha)
K Geography (1, +6 = 1 rank +3 trained +2 int)

Languages : Common, Hallit, Draconic,

Class Abilities:

Spells: A shaman casts divine spells drawn from the shaman spell list. A shaman must choose and prepare her spells in advance.
To prepare or cast a spell, a shaman must have a Wisdom score equal to at least 10 + the spell’s level. The saving throw DC against a shaman’s spell is 10 + the spell’s level + the shaman’s Wisdom modifier.
Like other spellcasters, a shaman can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table 1–9. In addition, she receives bonus spells per day if she has a high Wisdom score (see Table 1–3 in the Pathfinder RPG Core Rulebook).
Shamans commune with their spirit animals to prepare their spells. Each shaman must choose a time when she must spend 1 hour each day in quiet contemplation with her spirit animal to regain her daily allotment of spells. A shaman can prepare and cast any spell on the shaman spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily communion.
Orisons: Shamans can prepare a number of orisons, or 0-level spells, each day as noted on Table 1–9. These spells are cast like any other spell, but they are not expended when cast and may be used again.
Minor Spirit (Su): At 1st level, the unsworn shaman also forms a temporary bond with a minor spirit each day, granting her access to a shaman or witch hex of her choosing, but not a major hex or a grand hex. She must make this selection each day when she prepares her spells for the day. Until she changes the minor spirit, she continues to have access to the shaman or witch hex. At 2nd level, she can instead select a hex from one of her wandering spirits selected for that day. If she selects a witch hex, she treats her shaman level as her witch level, and uses her Wisdom in place of her Intelligence for the purpose of that hex.
She can make temporary bonds with two minor spirits (thus gaining two hexes) at 4th level, and with one additional minor spirit (and hex) every 4 levels thereafter. This ability replaces spirit and alters hex.
Spirit Animal (Ex): At 1st level, a shaman forms a close bond with a spirit animal tied to her chosen spirit. This animal is her conduit to the spirit world, guiding her along the path to enlightenment. The animal also aids a shaman by granting her a special ability. See the Spirit Animal section on page 47.
A shaman must commune with her spirit animal each day to prepare her spells. While the spirit animal does not store the spells like a witch’s familiar does, the spirit animal serves as her conduit to divine power. If a shaman’s spirit animal is slain, she cannot prepare new spells or use her spirit magic class feature until the spirit animal is replaced.

Race Abilities:

Medium: Aasimars are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Aasimars have a base speed of 30 feet.
Darkvision: Aasimars can see in the dark up to 60 feet.
Celestial Resistance: Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5.
Languages: Aasimars begin play speaking Common and Celestial. Aasimars with high Intelligence scores can choose from the following languages: Draconic, Dwarven, Elven, Gnome, Halfling, and Sylvan.
Scion of Humanity : Some aasimars’ heavenly ancestry is extremely distant. An aasimar with this racial trait counts as an outsider (native) and a humanoid (human) for any effect related to race, including feat prerequisites and spells that affect humanoids. She can pass for human without using the Disguise skill. This racial trait replaces the Celestial language and alters the native subtype.
Immortal Spark: Aasimars with this racial trait defy the powers of death. They gain a +2 bonus on Knowledge (history) checks and saving throws against death effects and can use lesser age resistance once per day as a spell-like ability. This racial trait replaces the skilled and spell-like ability racial traits.

Equipment (105 gp):

Weapons: Longspear (5 gp), Sling, Spiked Gauntlet (5 gp), sling

Armor:
Hide Shirt (20 gp)

Equipment
This will get finished up if selected

Spirit Animal:
Khoran’s spirit animal is an oddity, an Ioun Wyrd, that he found in the wilderness near some of the wreckage that dots Numeria…

This will be further developed if selected; I may select a familiar archetype

Special Abilities
Alertness (Ex): While a familiar is within arm's reach, the master gains the Alertness feat.
Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.
Share Spells: The wizard may cast a spell with a target of “You” on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar's type (magical beast). Empathic Link (Su): The master has an empathic link with his familiar to a 1 mile distance. The master can communicate empathically with the familiar, but cannot see through its eyes. Because of the link's limited nature, only general emotions can be shared. The master has the same connection to an item or place that his familiar does.
Deliver Touch Spells (Su): If a shaman is 3rd level or higher, her spirit animal can deliver touch spells or hexes for her. If the shaman and the spirit animal are in contact at the time the shaman casts a touch spell, she can designate her animal as the “toucher.” The spirit animal can then deliver the touch spell just as the shaman would. If the shaman casts another spell before the touch is delivered, the touch spell dissipates. If the shaman activates a hex, her spirit animal can be used to make the touch; she doesn’t have to be in contact with the animal to use this ability with hexes.
Speak with Master (Ex): If the master is 5th level or higher, a familiar and the master can communicate verbally as if they were using a common language. Other creatures do not understand the communication without magical help.
Speak with Animals of Its Kind (Ex): If the master is 7th level or higher, a familiar can communicate with animals of approximately the same kind as itself (including dire varieties): bats with bats, cats with felines, hawks and owls and ravens with birds, lizards and snakes with reptiles, monkeys with other simians, rats with rodents, toads with amphibians, and weasels with ermines and minks. Such communication is limited by the Intelligence of the conversing creatures.


1 person marked this as a favorite.

Here's an updated list:

CrusaderWolf - Xaerai Stormforge - LG Dwarf Gunslinger (Gun Tank/Techslinger)/Brawler (Steel-Breaker/Titan) - Robot Slayer (already chosen)

VoodooMonkey - Ratfolk Alchemist (Chirurgeon/Cryptbreaker/Wasteland Blightbreaker)

eriktd - Zelvin Baine - NG Half-Elf (Drow-Blooded) Wizard (Spellslinger)/Magus (Eldritch Archer/Spell Dancer) - Local Ties

Aldizog - Hekau - N Android Wizard (Spell Sage) - Local Ties

Blaydsong - Jac (revision) - CG Ratfolk Wizard (Metal Elementalist) - Skymetal Smith

Grumbaki - Varr Stormforge - Dwarf Occultist (Panoply Savant) VMC Magus - Numerian Archaeologist

The Archlich - Amon Toph - NG Android Investigator (Scavenger) - Numerian Archaeologist

snelss0 - Sona Tanaka - NG Android (Human) Ninja (Scout) - Local Ties

Dread - Keth Longstrider - NG Half-Orc Druid - Against the Technic League

Crisischild - Braxton Wynter - NG Human Fighter (Cyber-Soldier) - Local Ties

Sha'ir - Brue Stinea - CN Half-Orc Kineticist - Against the Technic League

Kayri_Khaos - Shesik - N Changeling (Sorrow-May) Ranger (Galvanic Saboteur/Trapper) - Robot Slayer

Ellioti - Ulix Marcellus - CG Human Cleric (Iron Cleric)/VMC Sorcerer - Stargazer

Dorian 'Grey' - Uhe Stonethorn - NG Dwarf Bard (Archaeologist) - Against the Technic League

Irnk, Dead-Eye's Prodigal - Van, who goes forth alone - NG Android Psychic - Against the Technic League

MauveAvengr - Krivh - CN Orc Barbarian (Elemental Kin/Numerian Liberator) - Robot Slayer

rorek55 - Arrack Stormbringer - N Human Barbarian (Savage Barbarian/Savage Technologist) - Robot Slayer

Camris - Doctor Rhaym - LN Human (Azlanti) Alchemist (Chirurgeon) -

pad300 - Khoran of the Bone Bears - CG Aasimar (Scion of Humanity) Shaman (Unsworn Shaman) - Stargazer

Patrickthekid -

joker 27 -

Laird_Thorne -


Things have definitely slowed down, but entries are looking good.


Yeah, we've got a lot of very cool submissions! Just as a reminder, for anyone still working on a character, don't feel too rushed, since there's still a week left.


Keeping a close eye and my usual lurking here :) I like the submissions too, it’s looking quite promising so far, slowing down or not.


A week. :(


The deadline is imposed by external circumstances, unfortunately. I'll want to be able to give everyone's characters the attention they deserve, but it's going to be hard to do that before November 4th.


Understandable. You gotta do what you gotta do.

Anticipation is a killer, tho. :P


Updated Doctor Rhaym: (Local Ties)

Crunch complete
Personality incomplete
Background incomplete


4 people marked this as a favorite.

Hey everyone! Just bumping this for two reasons.

1) Things have slowed down quite a bit since the initial rush, but I do want to remind folks there's a couple days left to submit a character or finish up any changes/additions to one you've already made.

2) If you are an American and can vote, please do so!


Two points well made. Happy to say that I’ve voted and it’s been counted. :)


2. Not an American...


I'm pretty happy with my submission.
And have already voted.


Thanks GM! Civic duty is underway, and I feel Amon is already finished - as much as I keep looking here and there to tinker the story and crunch.


I present Valen Alstar, Unchained monk with the Gunmetal Mystic archetype

Valen Alstar:

Valen Alstar
Male human (Keleshite) unchained monk (gunmetal mystic) 1 (Pathfinder Unchained 14)
LN Medium humanoid (human)
Init +2; Senses Perception +8
--------------------
Defense
--------------------
AC 16, touch 16, flat-footed 14 (+2 Dex, +4 Wis)
hp 10 (1d10)
Fort +2 (-2 vs the nauseated condition of a swarm’s distraction ability.), Ref +4, Will +4
--------------------
Offense
--------------------
Speed 30 ft.
Melee unarmed strike +3/+3 (1d6+1)
Ranged pistol +3 (1d8/×4)
Special Attacks flurry of blows (unchained), grit (4)
--------------------
Statistics
--------------------
Str 12, Dex 14, Con 10, Int 13, Wis 18, Cha 10
Base Atk +1; CMB +3 (+5 grapple); CMD 18 (20 vs. grapple)
Feats Agile Maneuvers, Combat Expertise, Deadly Aim, Gunsmithing[UC], Power Attack, Precise Shot, Rapid Reload, Unarmed Combatant
Traits alchemical adept, local ties, nimble fingers, keen mind
Skills Acrobatics +6, Craft (alchemy) +5 (+7 to craft alchemical items), Disable Device +7, Escape Artist +6, Knowledge (engineering) +6, Linguistics +2, Perception +8, Survival +5
Languages Androffan, Common, Goblin, Kelish
SQ deed: gunslinger's dodge, deed: quick clear, entomophobe, finesse weapon attack attribute, heart of the wilderness[APG]
Other Gear pistol[UC], 39 gp, 10 sp
--------------------
Special Abilities
--------------------
Agile Maneuvers Use DEX instead of STR for CMB
Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Deadly Aim -1/+2 Trade a penalty to ranged attacks for a bonus to ranged damage.
Deed: Gunslinger's Dodge (+2 AC/+4 AC prone) (Ex) Use 1 grit, immediately move 5 ft/drop prone to gain 1x/2x bonus to AC vs. ranged attack.
Deed: Quick Clear (Ex) While have grit, remove the effects of a misfire. Use 1 grit to do as move action.
Entomophobe -2 attacks vs vermin & -2 save vs the nauseated condition of a swarm’s distraction ability.
Finesse Weapon Attack Attribute Finesse weapons use Dexterity on attack rolls.
Flurry of Blows (Unchained) (Ex) As full-rd action, gain extra attacks with unarmed strike/monk weapons.
Grit (Ex) Gain a pool of points that are spent to fuel deeds, regained on firearm crit/killing blow.
Gunsmithing You can use a gunsmithing kit to craft/repair firearms and ammo.
Heart of the Wilderness +0 Negative Hp required for death increases by listed amount, +5 on CON checks to stabilize.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Rapid Reload (Pistol) You can reload fast with one type of Crossbow or Firearm.
Unarmed Combatant Always considered armed, no attack of opportunity on grapple attempts.
--------------------
The early years of Valen's childhood, and even the fact of his true name are shrouded in mystery even to him. The first memories he has are, at the age of 6, of running through the back alleys of Smokeside in Alkenstar City, being chased by older children as part of a gang initiation. Catching up with him, they beat him to the brink of death and his last sight was the leader standing over him grinning. This might have been the end for him, were it not for the interventions a kindly monk and healer by the name of Valencia who came across his battered body and nursed him back to health. Over the next few years he worked with her, helping those unable to travel outside of Smokeside for curative magics and learning to defend himself without weapons. He grew to see her as a mother and even took a form of her name as his own to honor her. It all came crashing down just before his sixteenth birthday however.

Coming home after Valencia had sent him to tend to a family stuck in the wastes and needing medical assistance. He had taken them some curative "potions" and aided them to the best of his ability before returning. Upon his return however, he found Valencia's home destroyed with no sign of her. He soon spoke with the Shieldmarshal who had looked into the incident and discovered that for some reason, she had been mobbed and killed before her home had been looted and burned. Losing his mother-figure in such a way brought up old feelings of anger and resentment and he began a true crusade against those who even remotely might have knowledge of what had happened. Constantly having to be reigned in over the next several months, the Shieldmarshal he had made friends with offered Valen an opportunity he couldn't pass up. Valen would have a shot at becoming a Shieldmarshal, but only if he straightened up, learned to use the firearms that were so prevalent in the Grand Duchy, and keep himself out of any incidents.

Valen quickly agreed, and over the next couple of years, began to do just that. He became frustrated from time to time, almost ready to give up on the dream when he came across a scroll upon one of his visits to the Temple of Brigh which detailed using the teachings of Irori to guide one's path to creating and using firearms (or at least that was how Valen saw it). He quickly took the lessons Valencia had taught him and adapted them to make use of the fireams he had been trying to master. On Valen's twentieth birthday, Shieldmarshal Olthos visited him (at Valen's behest) to see just how far he had come. Impressed, Olthos' expression turned serious as he informed Valen that he would soon be leaving for the town of Torch in Numeria so that he could provide assistance for a tinker-wizard named Khonnir Baine. Disappointed, but understanding, Valen said farewell and thought no more of it as he knw that he would see the older man again. To his surprise, several months later, he received a message from the Shieldmarshal which asked him to come to Torch. It seems that Olthos had discovered some connection between the Technic League and Valencia's death all those years ago.

Without hesitation, Valen headed for Torch and the hope of finally settling the mystery on why his mentor and mother (as he saw it) were killed. Unfortunately, byt the time he arrived he found out that Olthos had journeyed with Khonnir into the depths beneath Torch, only to not return. for the last few weeks, he has been trying to discover a way to investigate himself, but as he runs out of time due to a lack of finances, he's debating what his next step will be.

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yes, go vote! And remember, no vote, even one for 3rd party, is a wasted vote!


1 person marked this as a favorite.

@ Laird Thorne : Gunmetal Mystic? Where is that from?


I dropped off my ballot yesterday! Hooray for meeting the bare minimum of my civic duties. :)

I might as well update the list here with the couple of changes.

CrusaderWolf - Xaerai Stormforge - LG Dwarf Gunslinger (Gun Tank/Techslinger)/Brawler (Steel-Breaker/Titan) - Robot Slayer (already chosen)

VoodooMonkey - Ratfolk Alchemist (Chirurgeon/Cryptbreaker/Wasteland Blightbreaker)

eriktd - Zelvin Baine - NG Half-Elf (Drow-Blooded) Wizard (Spellslinger)/Magus (Eldritch Archer/Spell Dancer) - Local Ties

Aldizog - Hekau - N Android Wizard (Spell Sage) - Local Ties

Blaydsong - Jac (revision) - CG Ratfolk Wizard (Metal Elementalist) - Skymetal Smith
Grumbaki - Varr Stormforge - Dwarf Occultist (Panoply Savant) VMC Magus - Numerian Archaeologist

The Archlich - Amon Toph - NG Android Investigator (Scavenger) - Numerian Archaeologist

snelss0 - Sona Tanaka - NG Android (Human) Ninja (Scout) - Local Ties

Dread - Keth Longstrider - NG Half-Orc Druid - Against the Technic League

Crisischild - Braxton Wynter - NG Human Fighter (Cyber-Soldier) - Local Ties

Sha'ir - Brue Stinea - CN Half-Orc Kineticist - Against the Technic League

Kayri_Khaos - Shesik - N Changeling (Sorrow-May) Ranger (Galvanic Saboteur/Trapper) - Robot Slayer

Ellioti - Ulix Marcellus - CG Human Cleric (Iron Cleric)/VMC Sorcerer - Stargazer

Dorian 'Grey' - Uhe Stonethorn - NG Dwarf Bard (Archaeologist) - Against the Technic League

Irnk, Dead-Eye's Prodigal - Van, who goes forth alone - NG Android Psychic - Against the Technic League

MauveAvengr - Krivh - CN Orc Barbarian (Elemental Kin/Numerian Liberator) - Robot Slayer

rorek55 - Arrack Stormbringer - N Human Barbarian (Savage Barbarian/Savage Technologist) - Robot Slayer

Camris - Doctor Rhaym - LN Human (Azlanti) Alchemist (Chirurgeon) - Local Ties

pad300 - Khoran of the Bone Bears - CG Aasimar (Scion of Humanity) Shaman (Unsworn Shaman) - Stargazer

Laird_Thorne - Valen Alstar - LN Human Unchained Monk (Gunmetal Mystic) - Local Ties

Patrickthekid -

joker 27 -


pad300 wrote:
@ Laird Thorne : Gunmetal Mystic? Where is that from?

Originally from Flaming Crab’s Advanced Archetypes for the non-unchained version (https://www.d20pfsrd.com/classes/core-classes/monk/archetypes/flaming-crab -games-monk-archetypes/gunmetal-mystic/ )

I proposed some modifications for the Unchained version and our illustrious GM was intrigued enough to let me build it out. :)


A bit of a late entry and one that comes with a question: Would you allow a Wyrwood?
I'd be taking the Living Machine alternate racial trait to get rid of the biggest possible problems that a construct PC might pose.

I'd be taking the Numerian Archaeologist trait. Basic idea being that my char woke up from stasis all alone and thinks he might come from space (he doesn't as he was made by the Azlanti, but he doesn't know that)

Liberty's Edge

;) only if your character can only say "I am Groot"

sorry had to be said


Cuàn wrote:

A bit of a late entry and one that comes with a question: Would you allow a Wyrwood?

I'd be taking the Living Machine alternate racial trait to get rid of the biggest possible problems that a construct PC might pose.

I'd be taking the Numerian Archaeologist trait. Basic idea being that my char woke up from stasis all alone and thinks he might come from space (he doesn't as he was made by the Azlanti, but he doesn't know that)

proceed


Dread wrote:

;) only if your character can only say "I am Groot"

sorry had to be said

If I'd made a low int Ghoran I'd probably go with something like that, though I would make his vocabulary a little bit wider. Saying his name would be more like a catchphrase in that case.

None of that applies to my Wyrwood though.

I grabbed the Alien Origins trait for him, though strictly speaking he doesn't qualify. The entire idea here is that he is convinced it's true (and he has the associated item, further cementing this belief) and acts based on that conviction.

My character can be found here, though he is still under construction. He's an Unchained Rogue using the Numerian Scavenger archetype.
Contemplating a possible future move into Arcane Trickster, but I'll let that depend on group composition and gameplay.

I got a bit carried away with the background so here is a TLDR:
- My character's first complete memory was a rude awakening by a man who bought him at an auction.
- Said man used some sort of magic collar to control him despite my character being a free-willed construct.
- When the man died my character was passed on to the man's son, who in turn gave it to his own son as a toy.
- The boy called my character 'A starman', from which my character distilled his name Astarman.
- When the boy grew up he abandoned Astarman.
- The father then sold Astarman to a gnome named Thibalt who came all the way from Numeria to get him.
- Upon arrival back in Torch Thibalt removed the collar, setting Astarman free.
- Since then Thibalt has functioned as my character's mentor and they have been excavating several surface area ruins together.

Background:
He remembers next to nothing of when he came into existence. All he remembers was some sort of workshop with odd lighting, two types of humanoid figures, either ones that looked like him or figures with masked faces and an odd buzzing noise. Then it all goes blank.

His next memory is of being inside some vast hall with a lot of shouting and people sitting on benches, raising small objects and a figure talking really fast whenever one of the objects is raised. Then things go blank again.

That was the last blank.

The very first memory of what came after the last blank, or what started his life proper, was of pain. Pain as something around his neck area jolted him out of his stasis by force. The human man, though he wasn't sure how he knew what either of those were, barked orders and his body obeyed. Through it all it was like he was a passenger in his own body, getting all the sensory input, even if it was dulled, but he was powerless to act as his body moved on impulses that came from the collar around his neck.

He had no idea for how long this all continued but he did see the man change. The hair went grey and then the hair left the man and then the man left.
In his place came a new man, one who looked very similar to the first one but who looked a bit dishevelled and with a much softer face. When the man appeared he held a bracelet that looked similar to the collar around to the collar that commanded. The new man then commanded him to follow and he did, though still confused by the new man's insecurity. He was brought before a little man who was playing with some kind of round thing covered in odd scribbles. Then the new man called the little man, naming him 'Hector'. Hector called the new man 'Daddy'.
Daddy then started telling Hector about how granddad, whoever that was, had had a robot that came from Numeria and before that from among the stars. Daddy then pointed at him and gave the bracelet to Hector, telling the little man that with that the robot would obey his every command. Hector jumped up and shouted "It's a starman! I have my own starman!" before hugging Daddy. Astarman. Now he had a name.

Hector played with him almost everyday. He'd say that Astarman was an alien, coming to Golarion from some far of planet to do something and always héd use that odd, round thing Astarman saw Hector with the very first time he laid eyes on him. What it did differed though. If Astarman came to abduct people, or cows for some reason, the round thing was used to track his targets. If he came to secretly observe the people it was used to make him invisible. And if he came to make friendly contact it was a translator to deal with some weird language consisting of beeps, boops and blorps.
It was all a bit better than with the first man and Hector was nicer, most of the time at least. He did carve something on the bottom of his right foot and that had hurt.

As time passed by Hector grew bigger while Daddy got grey like the man before. As Hector got bigger he spent less time playing with Astarman. Instead he just stood in a corner, the round thing clenched in one hand. Sometimes he couldn't see anything as fabric was draped over his head. Other times he could see Hector doing somethings to other humans, ones that looked a bit like younger versions of the one Hector had called 'Mom'. It was confusing.
First there were different ones of those other humans and then it was the same one every time. Then it changed again but the new one stuck. Then Hector was packing things in crates, but he didn't pack Astarman.

Instead Daddy came to find Astarman in the now otherwise empty room, bracelet in hand, followed by another much smaller man with blue hair. It was an adult though and not a human, a Gnome. Upon seeing Astarman the Gnome's eyes lit up and then he exchanged a small but heavy looking bag for the bracelet. Then the Gnome commanded him to walk out of the house. This initially confused Astarman as he had never been outside the house before. Then he was ordered to climb on top of a wagon before a sheet was draped over him.

When the sheet was removed, after a long and bumpy ride during which they changed vehicle several times, Astarman once more found himself in a laboratory. The Gnome said his name was Thibalt then proceeded to inspect him, making odd noises and shaking his head when he discovered the name scratched into his foot. Thibalt then made some sort of goo that was part glue and part sawdust which he then used to fill the cuts. He then further inspected Astarman and started rubbing him all over with a piece of cloth that gave of a very strong scent. When the Thibalt was done Astarman's entire body looked a lot better. He looked as new.
Thibalt wasn't done yet though. The next step appeared to be the removal of the collar. It took a very long time but eventually the thing came off and with it the dullness left his senses and a flood of stimuli almost overwhelmed him.

After he calmed down Thibalt started explaining things to him. They were now in Numeria in a place called Torch having travelled from Taldor. There he had bought Astarman from a man whose father had bought Astarman at an auction. The man, who Astarman understood to be Daddy, had initially given him to his son, Hector, but Hector had gotten married and moved out and no longer wanted his old toy. The man was convinced that Astarman had come from Numeria as his father was a collector of Numerian artefacts but Thibalt had no clue where he came from exactly as he was of a make he did not recognise. Then again, the same was true for the odd compass like thing he came with so maybe they belonged together? But that was not all. Thibalt had realised that Astarman was a free-willed construct controlled by some sort of device and he had now removed that device so he was free and if he please wouldn't kill Thibalt. Astarman nodded in consent. The Gnome sighed in relief.

The months after were different. For the first time he did things not because someone commanded him to but because he wanted to. Sure, Thibalt still gave commands but that was because Astarman was still learning and to keep him out of danger and more importantly, followed the commands because he wanted to and not because he had to. For the first time he had a choice.

Starting Gold: 4d6 ⇒ (4, 6, 5, 3) = 18x10 is 180 gold, that's nice.


I would like to withdraw my application for the spot.


Approaching the moment! :) Lots of good applications already, but I believe we still have time to get a couple more.


After posting his background yesterday I can now say that Astarman is now fully done.


Brom of the Tiger Lords

Build:

Spoiler:

Brom
Kellid Human CG Unchained Rogue (Numerian Scavenger)

AC 18
HP 10
Init +5
BAB +0, CMB +0, CMD 13 (+2 deft maneuvers)

Sickle +3, d6 S trip (1d6 sneak attack)
Dagger +3 d4 19-20 10' P or S (1d6 sneak attack)
4 Javelins +3 d6 30' P (1d6 sneak attack)

Str 10
Dex 16
Con 14
Int 14
Wis 10
Cha 14

Feats:
Deft Maneuvers (B), Technologist (B), Noble Scion (Scion of Numeria), Dodge

Traits:
Wary of Danger (+2 on intiative), Stargazer

Skills:
Acrobatics +5 (1 rank, +3 class, +3 dex, -2 armor)
Bluff +6 (1 rank, +3 class, +2 cha)
Disable Device +7 (1 rank, +3 class, +3 dex)
Diplomacy +6 (1 rank, +3 class, +2 cha)
Knowledge Dungeoneering +6 (1 rank, +3 class, +2 int)
Knowledge Engineering +3 (1 rank, +2 int)
Knowledge Geography +6 (1 rank, +3 trait, +2 int)
Knowledge History +3 (1 rank, +2 int)
Knowledge Local +6 (1 rank, +3 class, +2 int)
Perception +4 (1 rank, +3 class)
Perform Dance +6 (1 rank, +3 class, +2 cha)
Stealth +5 (1 rank, +3 class, +3 dex, -2 armor)
Sense Motive +4 (1 rank, +3 class)
Use Magic Device +6 (1 rank, +3 class, +2 cha)

Chain Shirt
Sickle
Dagger
Javelins 4
Thieves Tools

Background

Spoiler:

Brom is from a prominent family in the Tiger Lords tribe of Numeria and has ranged from the realm of the Mammoth Lords to the River Kingdoms. He was present at the mercenary negotiations at Pitax and drunk and danced himself senseless at their successful conclusion. He enjoys a good scrap but what really captures his imagination are the stories of the Rain of Stars, the wonders of skymetal men and artifacts, and the creepiness of creatures from the beyond. As a good Numerian Kellid he publicly shuns strange technology, but privately he considers the problem the corrupt Technic League and not the underlying Skymount technology. He finds himself devouring every scrap of lore he can dig up on the ancient technology and related star beings.

Brom is quick, lean, and fit from his years as a mercenary scout and skirmisher in the River Kingdoms. His black hair is kept cut short and there is a twinkle in his eyes as he endeavors to explore the wonders of the world, particularly those in his ancestral lands.

Build considerations

Spoiler:

Build is a rogue leveraging the most Kellid and Numeria appropriate things I could find to create a character who wants to explore tech and fit in with the Golarion rules and culture elements.

Example of prior pbp

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