Violant's Iron Gods (Inactive)

Game Master Violant

Maps

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Dark Archive

GM Violant wrote:
Well, @CrusaderWolf, you have your chance! One of our members, our triple-archetype Alchemist Penka, has gone MIA. I'll be opening up recruitment for a 3rd level character, with 2nd level WBL, since the party will just have reached 2nd level when they presumably resurface.

This is very strange, because I'm in another game with the missing player and they are posting normally.


I did email them to ask a few weeks ago? If they were to withdraw from just this campaign, I'd assume that they would have told me.

Dark Archive

GM Violant wrote:
If they were to withdraw from just this campaign, I'd assume that they would have told me.

That would be the appropriate/polite thing to do for sure.


Sir Longears wrote:
GM Violant wrote:
If they were to withdraw from just this campaign, I'd assume that they would have told me.
That would be the appropriate/polite thing to do for sure.

They have also left some of their other campaigns (and posted it)

Grand Lodge

Looking at Galvanic Saboteur or a Slayer using this profile. I'll see if I can get it done by the end of this weekend.


I'll re-submit Gregory (Half-Elf Oracle of Time 3).

(Updated to Level 3, with Level 2 wealth.)

Dark Archive

I would like to submit

Uwe von Roth:

-------------------
Male Aasimar [Garuda Blooded] Steel Hound Inquisitor 3
N Medium Outsider (Native)

Init +6 ; Senses Perception +7 (+8 vs Traps)

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Defense
--------------------
AC 18, touch 14, flat-footed 14 (+4 armor, +4 Dex)

hp: 30 (3d8+6 Con+3 FC +3 Toughness)

Fort +3, Ref +7, Will +4

Defensive Abilities: Celestial Resistance

--------------------
Offense
--------------------
Speed: 30 Ft

Melee: Rapier +6 (d6+1 ;18+ x2) or Spiked Gauntlet +6 (d4+1; x2)

Ranged: Pistol +6 (d8 ; x4; 20 ft) or Pistol +4 / 4 (d8 ; x4; 20 ft)

Special Attacks:

Spell Like Abilities (CL 3 ; Concentration +3)
1/day- See Invisibility

Extracts (CL 3; Concentration +6)
Prepared Level 1 : [4] CLW, Shield x2, Tears to Wine

Formulae List 1: Comprehend Language, Cure Light Wounds, Endure Elements, Longshot, Shield, Tears to Wine, Touch of the Sea

--------------------
Statistics
--------------------
Str 12, Dex 18, Con 14, Int 16, Wis 12, Cha 8

Base Atk +2 ; CMB +3; CMD 17

Racial Abilities:
Celestial Resistance: Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5.

Skilled: +2 Acrobatics, Fly

Spell Like Ability: Cast See Invisibility 1/day

Darkvision: Aasimar have darkvision 60 ft. (they can see perfectly in the dark up to 60 feet.)

Class Abilities:
Weapon and Armor Proficiency: Steel hounds are proficient with simple weapons, plus the rapier, the sap, and one type of firearm selected at 1st level. They are proficient in light armor, but not shields. This replaces the investigator’s weapon and armor proficiencies.

Alchemy: Investigators are highly trained in the creation of mundane alchemical substances and magical potion-like extracts.
When using Craft (alchemy) to create an alchemical item, an investigator gains a competence bonus equal to his class level on the skill check. In addition, an investigator can use Craft (alchemy) to identify potions as if using detect magic. He must hold the potion for 1 round to attempt such a check.

Like an alchemist, an investigator prepares his spells by mixing ingredients and a tiny fraction of his own magical power into a number of extracts, and then effectively casts the spell by drinking the extract. These extracts have powerful effects, but they are also bound to their creator. Extracts behave like spells in potion form, and as such their effects can be dispelled by dispel magic and similar effects, using the investigator’s level as the caster level.

An investigator can create only a certain number of extracts of each level per day. His base daily allotment of extracts per day is given on Table: Investigator. In addition, he receives bonus extracts per day if he has a high Intelligence score, in the same way a wizard receives bonus spells per day.

When an investigator mixes an extract, he infuses the chemicals and reagents in the extract with magic siphoned from his own magical aura. An extract immediately become inert if it leaves the investigator’s possession, reactivating as soon as it returns to his keeping—an investigator cannot normally pass out his extracts for allies to use. An extract, once created, remains potent for 1 day before losing its magic, so an investigator must reprepare his extracts every day. Mixing an extract takes 1 minute of work.

Creating extracts consumes raw material, but the cost of those materials is insignificant—comparable to the valueless material components of most spells. If a spell normally has a costly material component, that component is expended during the consumption of that particular extract. Extracts cannot be made from spells that have focus requirements; extracts that duplicate divine spells never have a divine focus requirement.

An investigator uses the alchemist formulae list to determine the extracts he can know. An investigator can prepare an extract of any formulae he knows. To learn or use an extract, an investigator must have at least an Intelligence score equal to 10 + the extract’s level. The saving throw DC for an investigator’s extract is equal to 10 + the extract’s level + the investigator’s Intelligence modifier.

An investigator may know any number of formulae. He stores his formulae in a special tome called a formula book. He must refer to this book whenever he prepares an extract. At 1st level, an investigator starts with two 1st-level formulae of his choice, plus a number of additional formulae equal to his Intelligence modifier. At each new investigator level, he gains one new formula for any level that he can create. An investigator can also add formulae to his book just like a wizard adds spells to his spellbook, using the same costs, pages, and time requirements. A formula book costs as much as a spellbook. An investigator can study a wizard’s spellbook to learn any formula that is equivalent to a spell the spellbook contains. A wizard, however, cannot learn spells from a formula book. An investigator can also learn formulae from another investigator’s or an alchemist’s formula book (and vice versa). An investigator does not need to decipher arcane writing before copying that formulae.

Inspiration 5/day: An investigator is beyond knowledgeable and skilled—he also possesses keen powers of observation and deduction that far surpass the abilities of others. An investigator typically uses these powers to aid in their investigations, but can also use these flashes of inspiration in other situations.

An investigator has the ability to augment skill checks and ability checks through his brilliant inspiration. The investigator has an inspiration pool equal to 1/2 his investigator level + his Intelligence modifier (minimum 1). An investigator’s inspiration pool refreshes each day, typically after he gets a restful night’s sleep. As a free action, he can expend one use of inspiration from his pool to add 1d6 to the result of that check, including any on which he takes 10 or 20. This choice is made after the check is rolled and before the results are revealed. An investigator can only use inspiration once per check or roll. The investigator can use inspiration on any Knowledge, Linguistics, or Spellcraft skill checks without expending a use of inspiration, provided he’s trained in the skill.

Inspiration can also be used on attack rolls and saving throws, at the cost of expending two uses of inspiration each time from the investigator’s pool. In the case of saving throws, using inspiration is an immediate action rather than a free action.

Trapfinding: An investigator adds 1/2 his level to Perception skill checks made to locate traps and to Disable Device checks (minimum 1). An investigator can use Disable Device to disarm magical traps.

Packing Heat: At 2nd level, the steel hound gains both the Amateur Gunslinger and Gunsmithing feats as bonus feats. He also gains a battered gun identical to the one gained by the gunslinger.
This ability replaces poison lore use .

Poison Resistance +2 : At 2nd level, an investigator gains a +2 bonus on all saving throws against poison. This bonus increases to +4 at 5th level, and to +6 at 8th level. At 11th level, the investigator becomes completely immune to poison.

Investigator Talent: At 3rd level and every 2 levels thereafter, an investigator gains an investigator talent. Except where otherwise noted, each investigator talent can only be selected once.
Investigator talents marked with an asterisk (*) add effects to an investigator’s studied combat or studied strike. Only one of these talents can be applied to an individual attack, but the decision can be made when the damage is dealt..

A complete listing of investigator talents can be found here: Investigator Talents

The steel hound can select the Extra Grit or Rapid Reload feats in place of an investigator talent.

Rapid Reload: See Feats

Keen Recollection: At 3rd level, an investigator can attempt all Knowledge skill checks untrained

Trap Sense +1: At 3rd level, an investigator gains an intuitive sense that alerts him to danger from traps, granting him a +1 bonus on Reflex saving throws to avoid traps and a +1 dodge bonus to AC against attacks by traps. At 6th level and every 3 levels thereafter, these bonuses increase by 1 (to a maximum of +6 at 18th level).

Traits
Against the Technic League: You gain a +2 trait bonus on all damage rolls made against targets you know are associated with the Technic League.

Reactive: You gain a +2 trait bonus on initiative checks.

Feats:
Toughness: You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when you gain a level)

Rapid Shot : When making a full-attack action with a ranged weapon, you can fire one additional time this round at your highest bonus. All of your attack rolls take a –2 penalty when using Rapid Shot.

Amatuer Gunslinger: You gain a small amount of grit and the ability to perform a single 1st-level deed from the gunslinger deed class feature.

At the start of the day, you gain 1 grit point, though throughout the day you can gain grit points up to a maximum of your Wisdom modifier (minimum 1).

You can regain grit using the rules for the gunslinger’s grit class feature. You can spend this grit to perform the 1st-level deed you chose upon taking this feat, and any other deed you have gained through feats or magic items.

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.

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

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

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

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

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

Rapid Reload: The time required for you to reload your chosen type of weapon is reduced to a free action (for a hand or light crossbow), a move action (for heavy crossbow or one-handed firearm), or a standard action (two-handed firearm). Reloading a crossbow or firearm still provokes attacks of opportunity.

Skills: Acrobatics +10 [3], Craft (Alchemy) +12 [3], Disable Device +12 (+13 vs Traps) [3], Knowledge: Arcana +7 [1], Knowledge: Dungeoneering +7 [1], Knowledge: Engineering +9 [3], Knowledge: Geography +7 [1], Knowledge: History +7 [1], Knowledge: Nature +7 [1], Knowledge: Planes +7 [1], Knowledge: Religion +7 [1], Linguistics +9 [3], Perception +7 (+8 vs Traps) [3], Sense Motive +5 [1], Spellcraft +7 [1]

Languages: Common, Celestial, Draconic, Sylvan, Dwarven, Androffan, Varisian, Necril

Combat Gear: Rapier (20 gp, 2 lb), Spiked Gauntlet (5 gp,1 lb), Starter Pistol ( 0 gp, 4 lbs), 100 Alchemical Cartridges (120 gp, 10 lbs- 84 shots in bag), Chain shirt (100 gp, 25 lb)

Gold: 624 Silver: 9 Copper:

--------------------
Tracked Resources
-------------------- Weight
Traveler's Outfit 1/1 5
Bandolier 2/2 - 1 gp
MW Thieves Tools 1/1 2 100 gp
Gunsmith’s Kit 1/1 2 15 gp
50 ft rope* 1/1 5 10 gp
Grappling Hook* 1/1 4 1 gp
Waterskin* 1/1 4 1 gp
Backpack, Common* 1/1 2 2 gp
Bedroll * 1/1 5 0.1 gp
Formulae Book* 1/1 3 Free
*= Carried in a backpack.

Total Weight 79 lbs lbs light 43 or less/ 44 -86 medium / 87-130 heavy
—--------------------------------------------------------------------

Background:

Uwe’s dad was a smith working with the strange technology found around Torch. One day a scavenger brought him a strange piece which he purchased to work on. After spending several days experimenting with the piece, Uwe came to visit him and see how he was doing. While he was there some members of the Technic League came and tried to take the items away. Uwe’s dad refused to part with it as he was fascinated by what it might do. The men were deeply unhappy, but with Uwe and several other smith’s around they opted to depart rather than make a scene. That night Uwe’s dad was attacked on his way home and killed in a “mugging”. The strange device was missing. There were no witnesses, but Uwe is sure that the Technic League was behind the theft. He began investigating the league and looking for a way to break their power over Torch.

What does he bring?:

Uwe is a skill monkey that can deal with traps and bring a lot of knowledge skills to the group. He brings some ranged damage and a variety of utility spells that can assist with the dangers that the group runs into.


I’ll be submitting Eve an android alchemist (gun chemist/mind chemist) using this alias.

I hope to have the fluff and crunch done tomorrow.

I do have one question: is variant multi-classing (VMC) allowed? It is from pathfinder unchained, Rules link


@Uwe, Steel Hounds are investigators, but otherwise it looks good!

@Eve, yes you can VMC. I don't know much about Unchained other than the class changes, as well as VMC since my first PC ever is a Wizard VMC Oracle, so I know how it works. Keep in mind you might be feat starved depending on your build. What would you VMC into?

Dark Archive

Yeah, I meant Investigator.


Finished
Kraldor - Degnax - Half-elf Psychic 3
Skiv Scrapclaw - Codanous - Ratfolk uRogue [numerian scavenger] 3
Gregory Leichardt - Luke_Parry - Half-Elf Oracle of Time 3
Uwe von Roth - Malinor. - Aasimar Investigator [Steel Hound] 3

Not finished
Ouachitonian - Magus
Kul'Theraka - Ironpereti - Slayer/Ranger [Galvanic Saboteur]
Eve - G-unit - Android Alchemist [Mindchemist, Gunchemist] VMC ???

And for the record, the party consists of:

Alyn Muloya, Techslinger [currently sick, but plans to return]
Zelvin Baine, Spellslinger/Eldritch Archer Magus
Hekau Baine, Spell Sage Wizard
Khonnir of the Bone Bears, unsworn Shaman
Grezzag, Fighter

with a departing member in Penka (Crypt Breaker/Dimensional Excavator/Chirurgeon), so we had two non-dedicated healers and are down to one.


I’m looking at magus for VMC. The ability to enchant weapons on a 3/4 bab class might be worth it. Maybe….. But like you said I’ll be a bit feat starved and feats are really valuable on ranged builds (although the elephant in the room feat tax might help a bit).

Anyway, thanks for your quick response.

Silver Crusade

Pathfinder Lost Omens, Starfinder Roleplaying Game Subscriber

Hey hello, I definitely missed that @ on Tuesday and didn't check the forums yesterday for work reasons. I've sat here for an hour discarding ideas for this one and can't think of anything that isn't overlapping the existing party, so I'm going to bow out this round.

I appreciate the invite though!


Worth noting that the alchemist we have lost would also have been our trap expert; I am pretty sure that at least some traps we encounter will be magical, not technological, and so the Trapfinding ability is useful.

Traps sometimes are designed so that setting them off with summons is a very bad idea. It's a solution that I never use.


I can concur, not everything in the AP is technological, but you could (at least in my ruling) pick magical trap disabling back up if you dip into a class that has trapfinding without the restriction on magical traps.

Can't wait to see what everyone comes up with, and sorry you couldn't come up with something, CrusaderWolf!

The Exchange

Yeah I was more looking at the skill monkey, trap finding aspect of y'alls alchemist for my application.

The scavenger losing magical traps seemed like an unfortunate but necessary thematic loss. Its certainly not the best of archetypes but I wanted to stay on theme versus just going with whats strongest.

I didn't make the connection that they were one of the off healers. But i mean, I could always UMD a wand lol


Hekau wrote:
Traps sometimes are designed so that setting them off with summons is a very bad idea. It's a solution that I never use.

How about disabling them with bombs? ;) (Don't take that too seriously, I'm a bit disappointed at that ability, to be honest - there's no way my attack bonus will ever be competitive with an invested Disable Device skill, so that won't be too different from using summons - it's worse even, given the bombs limited range.).

I have been tinkering with Nethisa's concept for the last couple of days. Still missing known formulae, languages and equipment, but she should otherwise be complete.

Backstory:

Nethisa does not clearly recall much of her childhood before she was taken in as a slave to the Technic League. Most of it comes with half forgotten dreams, depicting scenes of shouting, sadness and violence. And while she would inevitably wake up in tears at such dreams, they now also serve to bolster her resolve: she is sure she was taken forcefully by the League, instead of having been handed over for being unwanted. She'll just have to pay back all the suffering they inflicted on her tenfold.

Life as a young tiefling slave was excruciating, and Nethisa probably wouldn't have been able to bear it if it was not for Anna, a kind follower of Nethys who had been captured during her studies of some of Numeria's ruins. She was surprised at the birthmark on the back of her right hand, as she told Nethisa it perfectly matched Nethys symbol, and was probably the inspiration for her name. She thayght the young tiefling about many subjects, from her religion to the basis of magic and alchemy. Nethisa had a bright and curious mind and took in as much as she could. And with the basic concepts in mind, she started paying more attention to what their captors were doing, especially when it came to alchemy, unearthed technology, or mechanical devices, hoping to further her learning from them, as well and praying that same knowledge would give her the means to escape.

Opportunity struck as she was carelessly left to tend to an alchemist's supplies. As the camp lay in chaos after a "mysterious" explosion, Nethisa managed to free herself and the rest of the small group of slaves and make their escape. With nowhere else to go, she followed Anna back to her group, and with her help and of her fellow colleagues, further developed her alchemical and technological knowledge, both to sate her ever growing desire for knowledge, and hoping to one day strike back at the League and prevent them from harming anyone else like they did her.

When news came about the troubles in Torch, she volunteered to investigate, suspecting the League of being involved.

Appearance and Personality:

Her pink skin, bright red eyes, long horns and flexible tail leave no margin to doubt the demonic influence in Nethisa's blood. She has long, flowing dark hair and tends to favor clothes that will let her more easily blend in with her surroundings and move on unseen, knowing many will mistrust her solely based on her appearance.

Assuming they're uncovered, a series of linked, intricate tattoos can be seen running from her left cheek, around her neck and over her shoulder, ending on her right hand. Attentive onlookers will recognise the one on her cheek as a mark of slavery at the hands of the Technic League, while the other end, on her right hand, looks like Nethys holy symbol.

With a sharp and curious mind, Nethisa is always looking for new things to learn, and is particularly fascinated by the technological marvels found around Numeria.

She prefers to listen to others rather than speaking herself, unless it's a topic she is quite knowledgeable in and the other party is actually interested in learning from her. Otherwise, she tends to be very careful with other people, knowing most will mistrust her just based on her blood, and also knowing full well just how cruel people can be.

She tends to avoid speaking of her past, preferring to leave it just her being part of a group of Nethysiam archaeologists exploring Numeria secrets. If the topic of slavery or the Technic League is brought up, however, barely restrained anger can be seen burning in her eyes.

And she holds out a sliver of hope that by travelling Numeria, she'll be able to uncover where she's from and reunite with her family.

Stat Sheet:

Nethisa
Tiefling Alchemist ( Sacrament Alchemist / Trap Breaker) 3;
Neutral Medium Outsider(native)
Init: +4 Senses: Perception +7

=================================================
DEFENSE
=================================================
AC 19, touch 14, flat-footed 15
hp 21 (8 +1 Con, 5+1 conx2)
Fort +4, Ref +7, Will +2

Resistance: cold 5, electricity 5, fire 5
=================================================
OFFENSE
=================================================
Speed 30 ft.
Melee
Dagger +6 (1d4 19-20)
Cestus +6 (1d4 19-20)

Ranged
Light crossbow +6 (1d8 19-20),
Bomb +7 (2d6 +5 (7 splash) ),
Acid flask +7 (1d6+4 (5 splash)

Spell-like Abilities: Darkness 1/day

Extracts per Day (CL 3; (4/0/0/0/0/0))
Extracts Prepared
1st-
Extracts Known:
1st-

=================================================
STATISTICS
=================================================
Str 11, Dex 18, Con 12, Int 18, Wis 12, Cha 8
Base Atk +2; CMB +6; CMD 16
Feats Brew Potion; Precise Shot; Technologist; Throw Anything;

------

Skills (8 + 2 background per level - 24 ranks, 6 background ranks)

Craft(Alchemy) +10 (+13 to craft) (3 background rank, 3 class, 4 int, (+ 3 competence));
Craft(Mechanical) +8 (1 rank, 3 class, 4 int);
Disable Device +13 (3 rank, 3 class, 4 dex, 2 competence, 1 trap)
Heal +5 (1 rank, 3 class, 1 wis)
Knowledge (Arcana) +10 (2 rank, 3 class, 4 int, 1 trait);
Knowledge (Dungeoneering) +5 (1 rank, 4 int);
Knowledge (Engineering) +11 (3 background rank, 3 class, 4 int, 1 trait);
Knowledge (Local) +5 (1 rank, 4 int);
Knowledge (Nature) +8 (1 rank, 3 class, 4 int);
Knowledge (Planes) +5 (1 rank, 4 int);
Knowledge (Religion) +5 (1 rank, 4 int);
Linguistics +5 (1 rank, 4 int);
Perception +7 (3 rank, 3 class, 1 wis);
Sleight of Hand +8 (1 rank, 3 class, 4 dex));
Spellcraft +10 (3 rank, 3 class, 4 int));
Stealth +9 (3 rank, 4 dex, 2 race);
Survival +5 (1 rank, 3 class, 1 wis));

Traits Against the Technic League (+2 damage), Birthmark, Mathematical Prodigy (Engineering)
Drawback Mark of Slavery
SQ Alchemy; Bomb +2d6; Divinely Inspired Alchemy; Faithful; Sacramental Cognatogen; Trapfinding; Discoveries: Infusion;
Languages:Common, Androffan, Abyssal,
Equipment
Money:

Armor: Masterwork Chain Shirt, Masterwork Buckler
Items:


I don't see your discovery at level 2? Other than that, it looks good.


Sorry, it's all the way down on the SQ section: I'm taking Infusion as the level 2 discovery.


Hopefully this is enough of Gaelyn to get into things. I really like him. He was SO proud of himself for finally activating his Force Field; he went to go show off, but then suddenly no one knew where Khonnir could be found, not even Gaelyn's "sister" Val ...

No gear purchased as yet

GAELYN FLEXXT:

Gaelyn
Half-elf psychic 3 (Pathfinder RPG Occult Adventures 60)
CG Medium humanoid (elf, human)
Init +1; Senses low-light vision; Perception +10
--------------------
Defense
--------------------
AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 17 (3d6+3)
Fort +2, Ref +2, Will +7; +1 insight bonus vs. spells from the MINDTECH discipline, +2 racial bonus vs. transmutation spells and spell-like effects, -1 penalty vs. fear spells and effects
--------------------
Offense
--------------------
Speed 30 ft.
Melee mwk silver elven curve blade +2 (1d10-2/18-20)
Special Attacks: phrenic amplifications (biokinetic healing, Force Field), phrenic pool (6 points)
Spell-Like Abilities (CL 3rd; concentration +5)
3/day—detect psychic significance [OA]
1/day—Alter Self (specific human, drow, or elf form)
Psychic Spell-Like Abilities (CL 3rd; concentration +5)
1/day—detect thoughts (DC 13)
Psychic Spells Known (CL 3rd; concentration +5)
1st (6/day)—TECHNOMANCY, identify, mind thrust I[OA] (DC 13), mindlink [OA], recharge innate magic[ARG]
0 (at will)—detect magic, mage hand, prestidigitation, read magic, telekinetic projectile [OA]
Psychic Discipline MINDTECH
--------------------
Statistics
--------------------
Str 8, Dex 12, Con 12, Int 14, Wis 19, Cha 14
Base Atk +1; CMB +0; CMD 11
Feats Disciplinary Devotee [OA], Exotic Weapon Proficiency (elven curve blade), Psychic Adept[OA], Psychic Sensitivity[OA]
Traits ancestral weapon (numeria), dangerously curious, local ties
Skills Bluff +2 (+3 vs. humanoids), Diplomacy +2 (+3 vs. humanoids), Intimidate +8, Knowledge (engineering) +8, Knowledge (TechLeague) +7, Lore (Brigh) +7, Perception +10, Sense Motive +10, Spellcraft +8, Use Magic Device +8; Racial Modifiers +2 Perception
Languages Androffan, Dwarven, Elven, Kelish
SQ elf blood, expanded awareness, patient insight, perfect [HA], secret shame
Other Gear mwk silver elven curve blade, 90 pp, 100 gp
--------------------
Special Abilities
--------------------
Biokinetic Healing (Su) When cast linked spell from trans school, spend 1 phrenic pool to regain 2hp/spell level.

Force Field (Su) (Occult Realms pg. 12): As a swift action, you can spend 1 point from your phrenic pool to activate a force field of raw psychic energy that provides you with a number of temporary hit points equal to 5 + your psychic level (maximum 10 temporary hit points). If you spend 2 points from your phrenic pool, the force field provides a number of temporary hit points equal to 10 + your psychic level (maximum 20 temporary hit points). The force field lasts for a number of minutes equal to your psychic level. If you spend 3 points from your phrenic pool, the force field lasts for twice as long, and it provides fast healing 2. Once the temporary hit points are depleted, the force field disappears and you cannot reinstate it for 24 hours. You must be at least 3rd level to select this discovery.
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Mindtech – (Source Occult Realms pg. 13) - Phrenic Pool Ability: Wisdom
You are innately tied to and can communicate with electronic machinery and similar technological objects, through which you can funnel your psychic power like flowing water. You can amplify and focus your psychic energies using the technology that surrounds you— even certain kinds of technology that might not be obvious to others.
Bonus Spells: technomancy (1st), protection from technology (4th), irradiate (6th), malfunction (8th), lightning arc (10th), destroy robot (12th), memory of function (14th), prismatic wall (16th), time stop (18th).

Discipline Powers: Your powers relate to uniting technology with psychic energy.
Synergized Energy (Su): Whenever you use a battery (Technology Guide 39), a generator (Technology Guide 62), or the ability described in the psychic battery psi-tech discovery (see above) to restore charges to any piece of technological equipment, you regain 1 point in your phrenic pool. The maximum number of points you can regain in your phrenic pool in this way per day is equal to your Wisdom modifier.

Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Patient Insight (Ex) When making Heal, Knowledge, Sense Motive or Survival chk, spend 1 phrenic pool, roll 2x take higher.
Perfect +1 to bluff and diplomacy vs. humanoids and +2 vs. transmutation spells.
Phrenic Pool (6/day) (Su) Pool of points you can use to modify psychic spells as they're cast.
Secret Shame -1 to save vs. fear effects and to DC to demoralize you. If immune to fear, lose imm but no penalties.


As promised he is my submission. Android alchemist (gun chemist/mindchemist) vmc rogue. Let me know if you have any questions.

Edit: still have some coin to spend.

Crunch:

ΞVΞ
Female Android Alchemist (gun chemist/mindchemist) vmc rogue -3
Init +4; Senses Darkvision, low light vision ; Perception +8 (+9 vs traps),
--------------------
Defense
--------------------
AC 18, touch 14, flat-footed 14 (10 base, +4 dex, +4 armor)
Hp 21 (3d8 + 3 con)
Fort +4
Ref +7
Will +1
Special defense: +4 vs mind-affecting, paralysis, poison, and stun; immune to fatigue, exhaustion, disease, sleep, emotion, morale
--------------------
Offense
--------------------
Speed 30 ft.
Melee Dagger +6 (1d4/ 19-20x2)
Ranged MW Pistol +7 (1d8[x4])
Special attacks: Alchemical ordnance 2d6+4 fire; cartridge savant +1 dc +4 damage
Alchemist Extracts Prepared (CL 3rd; concentration +7) 
. . 1st—cure light wounds [x2], heightened awareness, shield
Extracts Known adhesive spittle, anticipate peril, cure light wounds, expeditious retreat, heightened awareness, reduce person, shield, true strike,
--------------------
Statistics
--------------------
Str 10, Dex 18, Con 12, Int 19, Wis 10, Cha 8
Base Atk +2
CMB +2
CMD 16 (10 base + 2 BaB + 0 str + 4 dex)
Feats precise shot (1st level), gunsmithing (class bonus),
Skills 11 ranks/ level(4 class, 4 int, 1 fcb, 2 background)
Acrobatics [+7] (3 rank +4 dex)
Craft (Alchemy) [+10, +13 Craft] (+3 BGrank +4 int +3 class +3 comp)
Disable Device [+12] (3 rank +4 dex +3 class +1 trait +1 comp)
Knowledge (Arcana) [+12] (1 rank +8 int +3 class)
Knowledge (Dungeoneering) [+9] (1 rank +8 int)
Knowledge (Engineering) [+11] (3 BGrank +8 int)
Knowledge (Geography) [+9] (1 rank +8 int)
Knowledge (History) [+9] (1 rank +8 int)
Knowledge (Local) [+9] (1 rank +8 int)
Knowledge (Nature) [+12] (3 rank +8 int +3 class)
Knowledge (Planes) [+9] (1 rank +8 int)
Knowledge (Religion) [+9] (1 rank +8 int)
Linguistics [+10] (3 rank +4 int +3 class)
Perception [+8] (3 rank +3 class +2 race)
Spellcraft [+8] (1 rank +4 int +3 class)
Stealth [+7] (3 rank +4 dex)
Use Magic Device [+10] (3 rank +4 int +3 class)
ACP -1
Languages Common, Androffan, Hallit, Azlanti, Dwarven, Giant, Abyssal, Sylvan
Favored Class Alchemist
Traits local ties (campaign), pragmatic activator (magic), touched by the sky (region), betrayed(drawback)
Combat Gear MW pistol (free +300gp), Dagger (1gp)
Other Gear chainshirt (100gp)
Wealth 599gp

--------------------
Special Abilities
--------------------
Ability Scores: Gain +2 dex, +2 int,-2 cha.
Alchemical Ordnance 7/day, DC 15 A gun chemist is adept at using his know-how to infuse his ammunition with volatile chemicals and his own magical reserves for 2d6+4 fire damage once per round.
Cartridge Savant Alchemical Cartridge increases DC by +1, increase Alchemical Cartridge Damage by Intelligence modifer (+4).
Alchemy +3 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Armor Proficiency (Light) Can use Light Armor without penalty.
Betrayed Roll twice and take the worse result on sense motive checks.
Cognatogen adds +4 to a mental & -2 to a physical attribute, and +2 nat. armor for 30 minutes
Constructed : Counts as both humanoid and construct. +4 vs mind-affecting, paralysis, poison, and stun; immune to fatigue, exhaustion, disease, and sleep.
Deadly Aim -1/+2 Trade a penalty to ranged attacks for a bonus to ranged damage.
Emotionless Never gain morale bonuses and immune to fear and emotion effects. –4 penalty on Sense Motive checks.
Exceptional Senses: Gain darkvision 60 feet, lowlight vision and a +2 racial bonus on Perception checks.
Extracts DC 15 Create spells in potion form.
Gunsmith Gain a battered gun identical to the one gained by a 1st level gunslinger, as well as the Gunsmithing feat (including the ability to restore his battered gun as if he were a gunslinger). As a standard action, the gun chemist can expend one use of his alchemical ordnance to remove the broken condition from a single firearm he is currently wielding, as long as that condition was gained from a misfire.
Gunsmithing You can use a gunsmithing kit to craft/repair firearms and ammo.
Infusion Create an extract can be used by anyone but takes up a slot until used.
Favored Class Bonus (alchemist): +3 skill points
Local Ties (Disable Device): +1 trait bonus on disable device and you are treated as if you possessed the Technologist feat for the purposes of resolving checks associated with that skill. If you gain the Technologist feat, your trait bonus for the selected skill increases to +3.
Nanite Surge +6 Once per day as an immediate action, gain a bonus equal to 3 + character level on any one d20 roll. Upon activation her circuitry-tattoos glow with light equivalent to that of a torch for 1 round.
Perfect Recall When making a Knowledge check, he may add his Intelligence bonus on the check a second time.
Pragmatic Activator You may use your Intelligence modifier when making Use Magic Device checks instead of your Charisma modifier. 
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Swift Alchemy You can construct alchemical items in half the normal time.
Touched by the Sky Able to stabilize a dying creature with a touch as a standard action.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.
Weapon Proficiency (Simple, Exotic (Firearms)) Can use simple and firearm category weapons without penalty.

Ten minute background:

*************************
10-minute Background
*************************

Step 1: Background and Concept elements (at least 5) (history, description, personality) 

1. (Description) Eve is exactly 2 meters tall, to three decimal places, and lanky, with a lithe but well-muscled build. The willowy woman has an emotionless, yet hauntingly beautiful face that always looks like she is about to pass judgment on those around her. The android’s features are proportionate and pleasing, she possesses a straight nose and a full mouth, while her large, unblinking, electric blue eyes, appear to miss little. Eve’s bronze skin shimmers metal-like and is covered in a grid-work of softly glowing lines which extend into her hair in softly glowing rings that stand in stark contrast to the dark locks of her multi-braided hair. The wiry long-limbed woman dresses practically in dark breaches, shirt, and hooded cloak that is almost always pulled up to conceal her alien heritage. Eve’s chest is crisscrossed with bandoliers while various pouches, vials, and paraphernalia hang from her belt with a pistol prominently displayed on her right hip.
2. (Personality) Eve comes across as cold and sardonic. The woman is direct and to the point, not kind nor cruel, just logical. The android is impeccably tidy and clean, and is meticulous about her gear keeping it organized and pristine. The android often gives advice in a synthetic monotone voice.
3. (Background) It has been two years since Eve’s renewal and she is still figuring things out. As a result she is highly curious, always wanting to understand the why behind things and always asking questions.
4. (Background) Eve has a keen interest in archeology, technology, and exploring the ruins of Numeria. She recently encountered a pseudo philosophy-superstition called religion and wants to understand it better.
5. (Background) She approaches most tasks, including social interactions, as an engineer would. Logically and as a puzzle to be solved.

Step 2: Goals (one character, one player)


1. (Player) To see Eve’s emotional development.

2. (Character) To crack the code and better assimilate into society by developing relationships.

Step 3: Secrets (one known, one unknown)
1. (Known) She secretly worships the black powder aspect of Cixyron


2. (Unknown) The Technic League has a bounty on her head for unauthorized access to tombs.

Step 4: People (at least two allies/friends and one adversary)


1. (Ally) Khonnir Baine - a middle-aged councillor in torch who has recently disappeared. He is the owner of the foundry tavern and former member of the technic league. He always showed interest in the young android and was willing to lend a helping hand to her.
2. (Ally) Kagur Blacklion - is a Kellid warrior of the Blacklion tribe and is the daughter of the chief. Eve finds this angry and volatile woman very interesting and wishes to study her more.

1. (Adversary) name tbd - someone who tried to make a slave of Eve when she was freshly renewed.

Step 5: Three Memories, Mannerisms, or Quirks
1. (Memory) Eve returned to Torch to find everything in disarray. Khonnir was missing and the town’s purple flame extinguished. The change and disorganization was almost enough to drive the android away.

However, it was also a problem to be analyzed and solved but her thoughts keep returning to Khonnir. Causing her to wonder what is this emptiness inside me. Is this what in known as sadness? She quickly dismissed the thought and tried to focus on the problem at hand.
2. (Memory) The light glow a her circuitry and the soft hum of nanites were distracting her as Khonnir was teaching her a new alchemical recipe. The man had quickly become her mentor upon her arrival in Torch. Earning her trust.
3. (Memory) Eve fled under the cover of darkness from the man who had befriended her. What she took for kindness hid his malicious intent and she barely escape his kidnapping attempt. Why would someone want to steal or own another being, she wondered as she pressed on toward the flaming beacon of Torch in the distance.

Role(s):

1. Trap disabler - thanks to vmc rogue and the local ties trait she will be able to handle both magical and technological traps.
2. Off healer - the infusion discovery will allow her to hand out healing extracts to party members. Also, her high use magic device will allow her to use a wand of cure light wounds.
3. Off buffer - the infusion discover will also allow her to hand out extracts to party members.
4. Knowledge monkey - mind chemist allows her to add her intelligence bonus twice to knowledge checks.
5. Combat - primarily built for range where she should shine.

Grand Lodge

Getting closer. Hope to have it done this evening.


Nethisa should be complete, although I will happily switch the known extracts around if there's anything the party wants more (either as daily infusions or potions to brew and hand out).


Ooooh. Will have to consider updating Zen after I get back home.

Grand Lodge

I updated my stats to 3rd level, accidentally deleted my backstory though lol I will repost that tomorrow when I have time

Kraldor Iveha

Chaotic Good Medium Half-Elf Psychic 3;

Init: 5; Senses: Perception: +8

Languages: Common, Elven, Celestial, Abyssal, Infernal, Draconic, Dwarven, Goblin, Orc, Gnome

Defense:

AC: 12, touch: 11, flat-footed: 11

Hp: 12

Fort: 1, Ref: 0, Will: 8

Armor: Haramaki: AC:+1 MaxDex:- Penalty:0 W:1lbs

Offense:

Speed: 30 ft.

Melee: Unarmed strike: to hit:+0 dmg:1d3-1

Ranged: Light crossbow: to hit: +2 dmg:1d8 crit:19-20/x2 rng:80ft wt:4lbs

Psychic spells known (CL 3; concentration +8)

1st (6/day)- Deja Vu (DC 16); Ill Omen (DC 16); Mind Thrust I (DC17);

0th (at will)- Dancing Lights (DC 15); Detect Magic (DC 16); Ghost Sound (DC 15); Prestidigitation (DC 15); Telekinetic Projectile (DC 15);

Attunement spells: See list here, 1 spell per level known

Base Atk: +1; CMB: +0; CMD: 11

Stats:

Str: 8, Dex: 12, Con: 10, Int: 20, Wis: 16, Cha: 8

Feats:

Extra Amplification: Requirements: Phrenic amplification class feature.
You gain one additional phrenic amplification. This can't be a major amplification.

Spell Focus: Illusion: Add +1 to the DC for all saving throws against spells from Divination Magic

Class Features:

Detect Thoughts: a psychic can use detect thoughts as a spell like ability once per day. They can also expend any unused spell slots of first level or higher to cast detect thoughts. If they do so, they use the level of spell slot expended to determine the Will save DC.

Expanded Awareness: as a move action you can focus on your senses and gain one of the following sensory abilities: Blindsense (10ft), Darkvision (30ft), Low-light vision, or scent. This new sense last 1 round per psychic level, You can use this ability a number of times per day equal to your Wisdom Modifier.

Knacks: cantrips, basically.

Patient Insight: When you attempt a Heal, Knowledge, Sense Motive, or Survival check, you can spend 1 point from your phrenic pool to roll the check twice and take the higher result.

Phrenic Pool (wisdom): A psychic has a pool of supernatural mental energy that they can draw upon to manipulate psychic spells as they cast them. Current pool: 3

Written in the Stars: An esoteric starseeker can spend 1 hour each night in quiet contemplation of the stars to attune themselves to a constellation of the Cosmic Caravan, Gaining knowledge and new spells from it. They gain one bonus constellation spell slot for each spell level they can cast, and they can prepare a spell associated with their attuned constellation into that spot.

Phrenic Amplifications: Overpowering Mind: The psychic can spend 2 points from their phrenic pool to increase the Will save DC of the linked spell by 1

Mind Touch: The psychic can spend 1 point from their phrenic pool to probe 1 target’s mind if that creature is affected by the linked spell.

Psychic Disciplines: Enlightenment

Racial Features:

Dual Minded: +2 to will saving throws

Mismatched: -2 reflex, +4 racial bonus to initiative
Multitalented: 2 favored classes and +1hp or +1sp to when taking a level in either

Elf Blood: count as both Elves and Humans for any effects related to race

Elven Immunities: Half-elves are immune to magic sleep effects and gain +2 racial bonus vs enchantment spells and effects

Skills:

Knowledge (arcana) +11; Knowledge (dungeoneering) +11; Knowledge (nature) +11; Knowledge (planes) +11; Knowledge (religion) +11; Linguistics +11; Perception +7; Sense Motive +7; Spellcraft +11;

Equipment:

10x Bolt(s), crossbow, 1lb; 10x Chalk, -; 5x Rations, trail, 5lb; Backpack, masterwork, 4lb; Bedroll, 5lb; Flint and steel, -; Waterskin, 4lb;

Pp: 0 Gp: 906 Sp: 3 Cp: 0

Carrying capacity: 26lbs (30lbs with mw backpack)

Grand Lodge

I think it is complete. I may change the archetype but keep the same backstory. Undecided if the changes are useful or not.

I kept spells so with a wand he could assist with healing, out of combat. He also has heal so with some healing kits he can help deal with disease and injuries in the evening.

Grand Lodge

Will you allow any race to take Fortune Finder? It was catfolk specific when it came out.


I'll say it has to be restricted to catfolk, sorry.


Unfortunately, I am going to withdraw from this recruitment. My irl group informed me that this AP was next on our list and I don’t want to spoil it.

Anyway, best of luck with the recruitment and your games!

Regards,

- G


I seem to have terrible luck with Gunchemists, apparently. Good luck with your IRL game coming up!

Grand Lodge

Apologies now Kraldor is complete, my brain was still busy from building a ridiculous high level character and work lol here is the finished product, backstory included

Kraldor Iveha

Chaotic Good Medium Half-Elf Psychic 3;

Init: 5; Senses Perception: +8

Languages: Common, Elven, Celestial, Abyssal, Infernal, Draconic, Dwarven, Goblin, Orc, Gnome

Defense:

AC: 12, touch: 11, flat-footed: 11

Hp: 12

Fort: 1, Ref: 0, Will: 8

Armor: Haramaki: AC:+1 MaxDex:- Penalty:0 W:1lbs

Offense:

Speed: 30 ft.

Melee: Unarmed strike: to hit:+0 dmg:1d3-1

Ranged: Light crossbow: to hit: +2 dmg:1d8 crit:19-20/x2 rng:80ft wt:4lbs

Psychic spells known (CL 3; concentration +8)

1st (6/day)- Deja Vu (DC 16); Ill Omen (DC 16); Mind Thrust I (DC17);

0th (at will)- Dancing Lights (DC 15); Detect Magic (DC 16); Ghost Sound (DC 15); Prestidigitation (DC 15); Telekinetic Projectile (DC 15); Read Magic (DC 16); Grasp (DC 16); Sift (DC 16);

Attunement spells: See list here, 1 spell per level known

Base Atk: +1; CMB: +0; CMD: 11

Stats:

Str: 8, Dex: 12, Con: 10, Int: 20, Wis: 16, Cha: 8

Feats and Traits:

Feats: Extra Amplification: Requirements: Phrenic amplification class feature.
You gain one additional phrenic amplification. This can't be a major amplification.

Spell Focus: Divination: Add +1 to the DC for all saving throws against spells from Divination Magic

Traits: Child of Two Peoples (race): +2 will against charm and compulsion effects
Disillusioned:+2 will against emotion and fear effects

Class Features:

Detect Thoughts: a psychic can use detect thoughts as a spell like ability once per day. They can also expend any unused spell slots of first level or higher to cast detect thoughts. If they do so, they use the level of spell slot expended to determine the Will save DC.

Expanded Awareness: as a move action you can focus on your senses and gain one of the following sensory abilities: Blindsense (10ft), Darkvision (30ft), Low-light vision, or scent. This new sense last 1 round per psychic level, You can use this ability a number of times per day equal to your Wisdom Modifier.

Knacks: cantrips, basically.

Patient Insight: When you attempt a Heal, Knowledge, Sense Motive, or Survival check, you can spend 1 point from your phrenic pool to roll the check twice and take the higher result.

Phrenic Pool (wisdom): A psychic has a pool of supernatural mental energy that they can draw upon to manipulate psychic spells as they cast them. Current pool: 3

Written in the Stars: An esoteric starseeker can spend 1 hour each night in quiet contemplation of the stars to attune themselves to a constellation of the Cosmic Caravan, Gaining knowledge and new spells from it. They gain one bonus constellation spell slot for each spell level they can cast, and they can prepare a spell associated with their attuned constellation into that spot.

Phrenic Amplifications: Overpowering Mind: The psychic can spend 2 points from their phrenic pool to increase the Will save DC of the linked spell by 1

Mind Touch: The psychic can spend 1 point from their phrenic pool to probe 1 target’s mind if that creature is affected by the linked spell.

Psychic Disciplines: Enlightenment

Racial Features:

Dual Minded: +2 to will saving throws

Mismatched: -2 reflex, +4 racial bonus to initiative
Multitalented: 2 favored classes and +1hp or +1sp to when taking a level in either

Elf Blood: count as both Elves and Humans for any effects related to race

Elven Immunities: Half-elves are immune to magic sleep effects and gain +2 racial bonus vs enchantment spells and effects[

Favored Class Bonus (human): 1 additional spell per level, must be 1 level lower than highest known

Skills:

Knowledge (arcana) +11; Knowledge (dungeoneering) +11; Knowledge (nature) +11; Knowledge (planes) +11; Knowledge (religion) +11; Linguistics +11; Perception +8; Sense Motive +7; Spellcraft +11;

Equipment:

10x Bolt(s), crossbow, 1lb; 10x Chalk, -; 5x Rations, trail, 5lb; Backpack, masterwork, 4lb; Bedroll, 5lb; Flint and steel, -; Waterskin, 4lb; Mask with symbol of Desna, 1lb;

Pp: 0 Gp: 906 Sp: 2 Cp: 0

Carrying capacity: 26lbs (30lbs with mw backpack)

Backstory:

Kraldor Iveha was born into a lower class farming family on the outskirts of Daggermark. His father, Caladrel, was an elf and his mother, Clemity was a human. When Kraldor was born he didn’t get the typic look of a half elf, unfortunately for him. He was born all mixed up, one ear an elves the other a human, one eye larger than the other and full colored to be aqua with no visible sclera while the other was slightly smaller, with the typical whites around the eyes and a hazel iris. He also had one arm and leg that was longer than the other. Because of his deformities he was kept away from the outside world and the few times he did ventured out, he was bullied and shunned. His family still loved him dearly though despite his deformities. One day when Kraldor was about 6 years old, his family was out in their field when a beast attacked, as the night got later he worried as he hadn’t seen his parents return yet. He ventured out into the field only to find the torn apart bodies and horrified faces of his parents. He ran (limped) to find anyone he could, but all he got was cold stares and laughter. Growing number by the minute trying to cope with what he saw he just sat and cried until he could cry no more. Minutes turned to hours and hours to days, but still nobody stopped to help. Slowly starving lying in the slums he slowly started turning off his emotions. By the time he was so weak he could no longer move, a member of the Desnian church happened to pass by and take pity on him. Taking him with them to the church, they fed him and nursed him to health, all the while he stayed silent, numb to the world with the sight of his parents haunting him. As he stayed there even when he didn’t talk much, one particular priestess would talk to him and teach him about the goddess Desna. The more he listened the more he resonated with the teaching and he started to slowly open up to priestess. As he started to learn about Desna he began to look to the sky more and more and contemplate life and what he wanted to do with his. The more he stargazed the more he formed a connection and he felt powers awakening with him. He talked to the priestess about it and she told him his powers sound like he might be a psychic, not a typical one but a psychic for the most part. He thought about it for a few days and decided he wanted to try and go out into the world and end his seclusion in the church. He commissioned and over size robe and mask from the church both bearing the symbol of Desna and began working on his powers and slowly trying to enter the outside world again. Once he worked up the courage he began taking small jobs for the church while he honed his powers, but always taking the time to go contemplate on the stars. One day he got a revelation as he looked to the stars and he suddenly received more power from them. He didn’t understand where it came from so he tried the next night and again he received additional power. He thought to himself that it must be a sign from Desna to become more than he is now. Thus he began adventuring more and more for the church, no longer just taking small jobs but larger ones as well to become better and in turn spread Desna’s teachings further and help more people.


Looks good on a quick pass-through! I hope to close recruitment by Wednesday so I can give the players a bit of time to choose who'll replace our Alchemist.

Grand Lodge

Ok, went with Ranger Wilderness Medic and switched out a level for Hunter Patient Ambusher. This gives him healing ability up front plus an animal companion. Wilderness medic will allow him to use a healer's kit to reduce the severity of several conditions later on to include blindness. A good skill based character with standup combat capability, good survivability (AC & HP), plus a little healing.


1 person marked this as a favorite.

Current submissions, and recruitment closes at end of day Wednesday, EST.

Finished
Kraldor - Degnax - Half-elf Psychic 3
Skiv Scrapclaw - Codanous - Ratfolk uRogue [numerian scavenger] 3
Gregory Leichardt - Luke_Parry - Half-Elf Oracle of Time 3
Uwe von Roth - Malinor. - Aasimar Investigator [Steel Hound] 3
Kul'Theraka - Ironpereti - Aasimar <Rogarou-flavored> Ranger 2 [Wilderness Medic] / Hunter 1 [Patient Ambusher]
Nethisa - Pancakes - Tiefling Alchemist [Sacrament Alchemist / Trap Breaker] 3
Gaelyn Flexxt - Evindyl - Half-elf Psychic 3

Not finished
Ouachitonian - Magus
SqueezeMeNow- Zenser Highheart (Bard)


Alright, the person who'll be replacing our alchemist is Uwe von Roth, the investigator. You can report to discussion whenever you'd like, and the party should be going back soon to pick you up!


Congratulations Uwe! Have a good game, everyone!

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