
Eyve |

As an Android with no memory of her past or purpose, Eyve could easily pick up firearms proficiency for ranged combat flavoring it either as "I have no idea what this is or why I know how to use it, but apparently I do" or suppressed/erased memory unlocked, triggered by handling a technological weapon.
I really dig the fun you can have with RP for an Android

Zenser Highheart |

Thanks for the explanation. I suppose the plus there is that Zen won't really care about what weapons he has, so no worries about guns. Since he is going the buff/aid another/assault leader path. Hopefully it's not just guns and someone can get a massive chain sword or something.
I have a kobold in another campaign who is working with an android assassin. She's fun. Also terrifying.

Zenser Highheart |

Violant wrote:I'll have to think about it, but I'll get back to you soon about that.
Heh, two kineticists in a row.
Hahaha. I was thinking of pitching an aetherkineticist who had a passion for taking things apart and putting them back together.
Might have to rethink my plans....
Go with a kinetic knight or w/e it is called? Wind blade!

Ythiel |

Would a Firebrand gunslinger fit well within the AP?
I know the Techslinger archetype would have been an obvious choice, but it doesn't mesh well with the way I wanted to roleplay the character :)

Violant |

Would a Firebrand gunslinger fit well within the AP?
I know the Techslinger archetype would have been an obvious choice, but it doesn't mesh well with the way I wanted to roleplay the character :)
Yeah the more I hear from you guys, and the more I go over the AP, the more likely I feel to make this Commonplace guns, so yeah this person'd fit well enough!

Violant |

Dotted
TheWaskally
PatrickTheKid
Pad300
Read Heat
Dotted with ideas
Ythiel: Gnome Firebrand Gunslinger
Oauchitonian: Eldritch Archer Magus
bigrig107: Oread Geokineticist
Ogre_Watts64: Goblin Gunslinger
Rosc: Aetherkineticist
Character Sheets
Luke_Parry: Gregory Leichardt Male Half-Elf Oracle of Time
Aldizog: T-872 "Hekau" Male Android Spell Sage Wizard
Mark Thomas 66: Eyve Female Android Bralwer
RDKnight: Penka Borsay Female Human Chirurgeon-Crypt-Breaker-Dimensional-Excavator Alchemist
Rabscuttle: Grezzag Male Half-Orc Fighter
SqueezeMeNow: Zenser High Heart Male Halfling Archaeologist Bard
John Woodford: Zeldones Male human aerokineticist
And given interest, yes! I am officially making this a commonplace guns campaign, but keep in mind that tech weapons aren't readily available. You'll have to find those.

Zinli Steelworker |

Hi Chapel! Hi rdknight! :)
Thanks for your answer, GM! Here's my completed submission (hopefully wihout any mistakes!) It's also in the character's profile.
Gnome, Gunslinger (Firebrand) (1)
Alignment: CG
Hair: Parakeet Green
Eyes: Lilac
Deity: Cayden Cailean
Init: +3; Perception +7
Favored Class: Gunslinger (+1 Skill)
Languages: Common, Gnome, Sylvan, Orc
Special Abilities:
Master Tinker:Gnomes experiment with all manner of mechanical devices. Gnomes with this racial trait gain a +1 bonus on Disable Device and Knowledge (engineering) checks. They are treated as proficient with any weapon they have personally crafted. This racial trait replaces defensive training and hatred.
Gnome Magic: 1/day—dancing lights, ghost sound, prestidigitation, and speak with animals. The caster level for these effects is equal to the gnome's level. The DC for these spells is equal to 10 + the spell's level + the gnome's Charisma modifier. (DC 14)
Illusion Resistance: Gnomes get a +2 racial saving throw bonus against illusion spells or effects.
Obsessive: +2 on Craft (weapons) checks.
Keen Senses: Gnomes receive a +2 racial bonus on Perception skill checks
Nimble: gains a +1 dodge bonus to AC while wearing light or no armor. Anything that causes the gunslinger to lose her Dexterity bonus to AC also causes the gunslinger to lose this dodge bonus.
Weapon Familiarity: Gnomes treat any weapon with the word “gnome” in its name as a martial weapon.
Grit (Ex): (Charisma Modifier: 3 points at the start of each day)
Critical Hit with a Firearm: Each time the gunslinger confirms a critical hit with a firearm attack while in the heat of combat, she regains 1 grit point. Confirming a critical hit on a helpless or unaware creature or on a creature that has fewer Hit Dice than half the gunslinger's character level does not restore grit.
Killing Blow with a Firearm: When the gunslinger reduces a creature to 0 or fewer hit points with a firearm attack while in the heat of combat, she regains 1 grit point. Destroying an unattended object, reducing a helpless or unaware creature to 0 or fewer hit points, or reducing a creature that has fewer Hit Dice than half the gunslinger's character level to 0 or fewer hit points does not restore any grit.
Wild Card (Ex): A firebrand uses her Charisma instead of Wisdom to determine the number of grit points she gains at the start of each day and to determine the DCs of her gunslinger deeds. A firebrand treats direct hits with her bombs as firearm attacks for the purpose of regaining grit (see the bombs ability on page 5). This ability works in all other ways like the gunslinger’s grit class feature.
Deeds:
Dragon Fire (Ex): A firebrand is a master of the volatile substance known as dragon’s breath. At 1st level, as a swift action, the firebrand can spend 1 grit point to add her Charisma modifier to the DCs of all dragon’s breath cartridges (Ultimate Equipment 42) she fires until the end of her turn. Her attacks with dragon’s breath cartridges misfire only if a 1 is rolled on two or more of the damage dice.
Gunslinger's Dodge (Ex): At 1st level, the gunslinger gains an uncanny knack for getting out of the way of ranged attacks. When a ranged attack is made against the gunslinger, she can spend 1 grit point to move 5 feet as an immediate action; doing so grants the gunslinger a +2 bonus to AC against the triggering attack. This movement is not a 5-foot step, and provokes attacks of opportunity. Alternatively, the gunslinger can drop prone to gain a +4 bonus to AC against the triggering attack. The gunslinger can only perform this deed while wearing medium or light armor, and while carrying no more than a light load.
Quick Clear (Ex): At 1st level, as a standard action, the gunslinger can remove the broken condition from a single firearm she is currently wielding, as long as that condition was gained by a firearm misfire. The gunslinger must have at least 1 grit point to perform this deed. Alternatively, if the gunslinger spends 1 grit point to perform this deed, she can perform quick clear as a move-equivalent action instead of a standard action.
------------
DEFENSE
------------
AC: 17, touch 15, flat-footed 13 (+2 Armor, +3 Dex, +1 Size, +1 Nimble)
HP: 11
Fort: +3
Ref +5
Will +1 (/+3 against emotion, fear, and illusion spells or effects)
------------
OFFENSE
-----------
Spd: 20 feet
Melee:
Gnome Pincher (+1/1d4/x2)
Ranged:
Dragon Pistol (1d4/ Range 20 feet/ Misfire 1-2 (5 feet)/ Capacity 1/ x4)
30 Bullets, 20 Black Powder Doses, 2 Alchemical Cartridges (Dragon’s Breath)
----------------------------
Equipment and Money
---------------------------
Starting Money: 300 PO
Combat gear:
Defense: Leather Armor
Offense: Gnome Pincher, Dragon Pistol, 30 Bullets, 20 Black Powder Doses, Alchemical Dragon’s Breath Cartridges (2)
Other possessions: Artisan's Tools (Common), Alchemist Kit, Blanket, Bedroll, Bottle of Applejack, Finely Crafted Goggles, Gunsmith's kit, Flint and Steel, Lantern (bullseye), Masterwork Backpack, Oil, lamp (3), 2 Powder Horns (20 Doses), Silk Rope (50 ft), Soap, Trail Rations (2)
Spare Money:
PP: 0
GP: 43
SP: 4
CP: 1
Other valuable:
Carried Weight: 49,5 lbs
Encumbrance:
0-33 (38) lbs: Light Load
34 (39)-66 (76) lbs: Medium Load
67 (77)-100 (115) lbs: Heavy Load
-------------
Statistics:
--------------
Str 10
Dex 17
Con 13
Int 12
Wis 12
Cha 16
Base Attack: +1; CMB: +0, CMD: 13
Feats:
Low-Light Vision
Armor Proficiency, Light
Simple Weapons Proficiency
Martial Weapons Proficiency (+ gnome weapons)
Gunsmithing (If you have access to a gunsmith’s kit, you can create and restore firearms, craft bullets, and mix black powder for all types of firearms. You do not need to make a Craft check to create firearms and ammunition or to restore firearms.)
Technologist (You are considered to be trained in any skill used against a technology-based subject. If the skill in question requires training to use even against non-technological subjects, you must still have ranks in that skill in order to gain the benefit of Technologist.)
Traits:
Unblemished Barrel : Your skill with firearms speeds your repair of such weapons. You gain a +1 trait bonus on Craft (alchemy) and Craft (weapons) checks, and it takes you only 30 minutes to remove the broken condition from a firearm.
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.
Friend in Every Town: You have no problem making friends and learning information from them wherever you go. You gain a +1 trait bonus on all Knowledge (local) checks and Diplomacy checks. Diplomacy is always a class skill for you.
Drawback:
Impatient: You love leaping into battle at the earliest opportunity, and it frustrates you to wait for others to act. You can’t delay or ready actions, and if you are the last of your allies to act in a round of combat, you take a –1 penalty on ability checks, attack rolls, saving throws, and skill checks.
Skills: 6 (Base 4/ +1 Int/+1 Bonus FC)
Acrobatics: +7
Craft (weapons): +8
Craft (alchemy): +6
Knowledge (engineering): +6
Knowledge (local): +6
Perception: +7
Languages (4): Common, Gnome, Sylvan, Orc
Zinli’s father is one of the rare Mendevian Crusaders who survived long enough to actually get a chance to retire. After decades of defending the world against the horrors of the Sarkoris Wastes, even the thrill of waging a hopeless battle in the thick of action started to wear off. Almost overnight, he changed tack, decided to leave his position to become a blacksmith, and deserted at the first opportunity by jumping onto the first wagon sent for Mendev to gather supplies for the Crusaders. Once he had left the Worldwound behind him, it was surprisingly easy to sneak away to Numeria without much more equipement than the clothes on his back, a light purse and a couple of weapons. He missed neither his Crusader armour nor his homeland.
Gnomes can be remarkably adaptative when fighting off the early symptoms of the Blight, and Panabemi Steelworker proved no exception. Enamoured with the harsh beauty of Numeria and the rare metals it offered to a budding bladesmith, he threw himself body and soul into his new obsession, making fast progress. While on an apprenticeship on Torch to familiarise himself with skymetal, he met and fell in love with Kei Cutterwamble, stubborn owner of one of the only bakeries open in Numeria, and living testament to gnome determination in the face of impossibility.
Zinli remembers almost nothing of her early childhood in Torch, except for the smell of pastry dough coming out of her mother’s ovens, and the nights she spent painfully trying to stay awake long enough to get to see her father when he came home. Her clearest memories are of when Panabemi would take her to see the gigantic smithies where he worked, and the ever-burning violet flames that fascinated her.
When she reached the age of seven, her parents decided to go their own ways. Having completed his apprenticeship, Panabemi wished to establish his shop in a more recluse part of Numeria, where there would be less competition, and Kei categorically refused to give up on her bakery. It was decided that Zinli should follow her father, for her early interest in smithery meant she probably wouldn’t be as happy if she stayed a baker’s daughter.
It proved to have been an excellent decision -the older Zinli got, the more her interest in her father’s job deepened, to the point of obsession. Soon, Panabemi would let her observe him for hours as he crafted elaborate weaponry, talking her through the procedure while she hanged on his every word. As a teenager, she began assisting him in his smithy; and on the single occasion she stayed a few months at her mother’s place in Torch, before the inevitable collapse of her bakery, she would never miss an opportunity to climb atop the hill to see the violet flames melt and twist the skymetal into elaborated weapons -prompting the other smiths to half-jokingly refer to her as their future apprentice.
When Zinli came of age and it became evident that she would pursue a career as a blacksmith, her father decided to gift her one of the few souvenirs he had kept from his time as a Crusader: a battered and broken dragon pistol, found on a battlefield, and apparently beyond repair. But the Steelworkers were not known to give up when faced with an impossibility.
While she moved from city to city in Numeria, perfecting her craft under the guidance of the best weaponsmiths she could find, Zinli devoted all of her free time on working on the worn-out pistol, pulling it apart to rebuild it once again, moving intricate pieces by the hair’s breadth, gently coaxing it into its former glory. She learned how to craft bullets and black powder. She painstakingly practised her shooting on empty bottles, dealt with more misfires than the average person could endure without throwing their hands in frustration, and still, patiently, little by little, fixed, replaced, tested, and tinkered, until the pistol could finally (but more or less accurately) hit its target.
Armed with this new piece of technology, Zinli established herself in her beloved Torch, working at the same smithies as her father did in the hopes of mastering skymetal one day -but with one slight variation: one day, Zinli promised herself, she would learn how to craft firearms, and open up her own shop filled with technological marvels. She has already started to get acquainted with the delicate, strange pieces of machinery created by Numerian technologists, in hopes to combine those new learnings with what she already knows about metalworking.
Optimistic, enthusiastic and prompt to smile, Zinli is quickly thrilled by something she hasn't experienced before -especially if it involves doing pretty cool things with her gun. Very curious and light-minded by nature, she shows patience and diligence only when something interests her greatly, to the point of getting hyper-focused on a project: she can easily spend hours glued to a smithy or an alchemist’s lab to get something right. When not working, Zinli is highly sociable, and her love for games and a good drink has earned her many a friend – mostly in taverns.
Few things can frighten her, and Zinli is astonishingly nonplussed by her daily dealings with highly unstable, potentially explosive weapons. She carries enough black powder on her person to blow up herself -and, potentially, others- to smithereens at the slightest mistake -something that seems to delight rather than worry her. A risk-taker to the core, Zinli is impulsive enough to alarm most non-gnomes with her highly dangerous lifestyle -and, amazingly, she has occasionally proven capable of making even gnomes feel uncomfortably unsafe around her. Many in Torch still remember the day she caused a fire in a tavern after a fellow blacksmith teased her into ‘proving’ her pistol really worked on a drunken dare, earning her the nickname ‘Firecracker.’

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I'm not sure I would, just mulling the thought. As for why, coolness? :p
The archetype doesn't get a gun like the gunslinger so I fully expect it could be a while before that sword and pistol style would come into play. Leaving that stuff aside, the archetype is still a good two-hander with a greatsword.

Violant |

Yeah, was just wondering why you'd give up a skill-monkey-healer-alchemist with three archetypes for someone that's essentially just a barbarian with a gun, that doesn't even get a gun initially.
Just my two cents, do what you wish. I'm surprised that so many people are interested in such an old campaign, though.

Zinli Steelworker |
1 person marked this as a favorite. |

Unrelated, but I'm having fun reading through everyone's backstories, and I swear I hadn't planned for our characters to have a common experience with baking of all things, rdknight! But the coincidence is really funny!

Zelvin Baine |

Hi Violant! This is the character I played in the same ill-fated campaign that Hekau was in. I can easily scale him back to level 1 as well. He's a Spellslinger wizard combined with an Eldritch Archer magus, which I see some others are considering as well-- apologies for basically coming up with the same build if that's what happened!

Violant |

Hi Violant! This is the character I played in the same ill-fated campaign that Hekau was in. I can easily scale him back to level 1 as well. He's a Spellslinger wizard combined with an Eldritch Archer magus, which I see some others are considering as well-- apologies for basically coming up with the same build if that's what happened!
Might I ask how long that campaign lasted?

ObsessiveCompulsiveWolf |

Zelvin Baine wrote:Hi Violant! This is the character I played in the same ill-fated campaign that Hekau was in. I can easily scale him back to level 1 as well. He's a Spellslinger wizard combined with an Eldritch Archer magus, which I see some others are considering as well-- apologies for basically coming up with the same build if that's what happened!Might I ask how long that campaign lasted?
According to Hekau in this post upthread, they made it part way through Book 1.
You can find the campaign thread HERE

Zelvin Baine |

Might I ask how long that campaign lasted?
As ObsessivelyCompulsiveWolf so helpfully said, we got about halfway through the first book, which took almost two years (Nov 2020 to Oct 2022!). For the record, I played in another play-by-post game of Iron Gods before that (with a similar character concept, though a very different build), which had a little bit faster pace and we made it to the very beginning of book three in about a year and a half. The last time I played I assured the GM I wouldn't use any out-of-character memories to inform my character choices, and I think they were satisfied. The AP has been out long enough now that I think it's hard to find many Pathfinder players who haven't been spoiled on at least a few things, although I'm pleased to say that I still don't know anything at all about what happens in the later books.

Alyn Muloya |
1 person marked this as a favorite. |

This is my first time doing PbP (or posting on the forums at all!) so I hope I'm doing this right, but I'd like to toss my techslinger's hat in the ring! It's far from my first campaign, so I'm confident I can manage the difficulty I've heard Iron Gods has, but I might take some time to warm up to the format.

Zeldones |

I was also in an Iron Gods campaign--joined partway through Book 1 and played into the very beginning of Book 3, I think. It died three years ago. I should point out, though, that the GM heavily modified it. All of the PCs were kobolds, the GM scaled everything down for us (as it were...), and we tended to choose less community-minded solutions, let's say, to problems. IIRC, we killed Khonnir Baine instead of rescuing him.

Violant |

Yeah mine will be slightly modified, but please don't try to kill Baine.
By modified I mean commonplace guns, adding a gunsmith NPC here or there, changing some held weapons to give you guys more guns than just the same few types. So on.
Nothing like making the party all kobolds and killing Baine. Some of you even adopted the last name, that would be a very, very unwise idea.

Violant |

Dotted
TheWaskally
PatrickTheKid
Pad300
Read Heat
Dotted with ideas
Oauchitonian: Eldritch Archer Magus
bigrig107: Oread Geokineticist
Ogre_Watts64: Goblin Gunslinger
Rosc: Aetherkineticist
Character Sheets
Luke_Parry: Gregory Leichardt Male Half-Elf Oracle of Time
Aldizog: T-872 "Hekau" Male Android Spell Sage Wizard
Mark Thomas 66: Eyve Female Android Bralwer
RDKnight: Penka Borsay Female Human Chirurgeon-Crypt-Breaker-Dimensional-Excavator Alchemist
Rabscuttle: Grezzag Male Half-Orc Fighter
SqueezeMeNow: Zenser High Heart Male Halfling Archaeologist Bard
John Woodford: Zeldones Male human aerokineticist
WynerSt0rm: Alyn Muloya Female Techslinger Gunslinger
eriktd* : Zelvin Baine Male Half-elf Spellslinger Wizard / Gunslinger (waiting to downlevel)
Ythiel: Zinli Steelworker Female Gnome Firebrand Gunslinger

Urgrin the Younger |

Hey, this is Rosc. I made a quick little sheet for my kineticist. I'll touch it up at some point in the near future.
Urgrin the Younger, Son of Urgrin, always had an interest in seeing how things worked. It amused his parents when he took his toys appart and attempted (with mixed results) to put them back together again. But while he had a passing interest in traditional dwarven crafts, his creative spark was truly lit when a traveling merchant with exotic goods from Numeria.
The lad was enraptured with the whirring mechanical oddities, but lacked the riches to purchase them. They became his obsession, and his parents' pride grew to frustration as he took less and less interests in the works of his people. He would even spark several arguments after referring to them as 'primitive' in comparison to the foreign wonders that featured in his studies.
Two things happened around the same time, two things that Urgrin strongly considers to be connected. First, he found faith in Brigh, a goddess that he feels appreciates his innovative spirit. Soon after, he began to develop telekinesis. As he would put it, "Seeing the blueprints of the world and making my own modifications."
Looking to explore his craft and his newfound abilities away from the stifling mountain homes, he prepared to travel to Numeria. His parents were supportive of his ambitions, with his father appreciating his desire to travel the world and his mother encouraging him to make the best of his supernatural talents wherever he might be needed.
He's since arrived in the city of Torch, where he made fast friends with Khonnir Baine. He currently practices his craft and his magic in tandem, hoping to develop some kind of advantage that might help protect the town from the exploitative Technic League.

Zenser Highheart |
1 person marked this as a favorite. |

I was also in an Iron Gods campaign--joined partway through Book 1 and played into the very beginning of Book 3, I think. It died three years ago. I should point out, though, that the GM heavily modified it. All of the PCs were kobolds, the GM scaled everything down for us (as it were...), and we tended to choose less community-minded solutions, let's say, to problems. IIRC, we killed Khonnir Baine instead of rescuing him.
I have a very deep love of kobolds, and I am genuinely sorry I wasn't playing in that game. Though I'm not the best at playing evil. Apathetic neutral is about my best.