| Karina the Bard |
Yeah, I'm going with "give this Occult Caster as much Electricity as is possible." So we're getting a sixth member, from the messages?
... Please don't tell me he's in the cave, otherwise the "bard" of the group has some explaining to do XD
| Alpha-47 |
Ehh my wife could be interested. She loves playing barbarians and numeria is a setting with barbarians a plenty
| MasterOfPuppets |
| 1 person marked this as a favorite. |
Hi there - I shot DoctorEvil a DM last night and he mentioned there's (possibly) an available slot for this game? I'd love to join though it's been a WHILE since I've played pBp.
I've got an Automaton Thaumaturge I could play? The concept has been rattling around mny brain for quite some time. I've been reading backward and the last fight looks like it was really rough! I was thinking the Thaumaturge's Esoteric Knowledge and weakness exploitation could help, and I can make the character fairly tanky to boot.
| Alpha-47 |
Ah yeah its either way, she'd be down to play but looks like we're maybe adding a few new folks as it is? I think if Stonig, master of puppets and my wife all joined we'd be up to 7 folks.
| MasterOfPuppets |
Sure thing!
He has had many names over the centuries, but at current he calls himself The Diligent Tangent. You're welcome to try to shorten that, somehow; he's easy. It's a name he gave himself, after all, for he doesn't remember his original name. And he's gone by many names, over the centuries.
Diligent Tangent is an Automaton, one of an untold legion of magical and mechanical beings instilled with an actual soul that once belonged to a mortal citizen of the Jistka Imperium. He, like many others, were built to serve as elite construct warriors for the Imperium in its great war against the nearby Kingdom of Osirion. Diligent, specifically, was created as a Protector and a Utility - he wields esoteric trinkets imbued with great magic, and is himself capable of creating and utilizing spells of any Tradition and wielding all Four Essences: Matter, Spirit, Mind, and Life.
However, the Automatons entered the conflict far too late to make a true tactical difference in the conflict. Jistka lost and utterly collapsed; in the chaos that followed, the Imperium fell to ruin and the constructs were left to fend for themselves as they were able.
Diligent Tangent no longer had a purpose. He had been taught that fulfilling his purpose gave him value. He needed a purpose to have value... so he set off into the world to find one.
He's been many things, both humble and important. A doorman. A cook. A bartender. A cart-pusher. A combat medic. A tinkerer. On and on, through the years, the decades, the centuries, Diligent Tangent has wandered Golarion and met many different kinds of people, but has never stayed in one place very long. Though he strives to be affable and friendly and make himself indispensable, Diligent is ever looked upon with mistrust and regarded with suspicion wherever he goes - both because he is a thinking machine, and because some believe he has a true, hidden purpose that might bring harm to them.
He seeks to learn more about the mortal races and his own existence prior to his Transformation - which he does not remember - so that he can better coexist in a world that no longer needs him for his original purpose.
His travels in the last 10 years took him through Numeria - and there he stopped, for something puzzling started happening to him. He began to experience visions, and thoughts, and memories that were not his. Fragments of knowledge that he did not remember collecting flitted in and out of his mind - some true, some clearly false, and others? Uncertain. And the closer he got to the Flame in the town of Torch, the more he experienced these things. They were not necessarily painful or disorienting, but... interesting. Intriguing. He wanted to know more.
So, he settled down there. The locals, used to seeing uncanny constructs and unfathomable technologies, were not in the least boggled by a hulking robot with a single glowing eye. At least it was an amiable fellow. Diligent Tangent, who by that point had some rudimentary skills in mechanics and clockwork repair (after all, he required regular repairs from time to time, and these talents were useful), apprenticed himself to a local gearsmith and learned the trade. He was a most excellent student, and learned quickly; by the time Diligent's master retired some 8 years later to spend more time with his grand-children, Diligent was more than ready to inherit the man's repair workshop and provide crucial mechanic services to Torch.
There he's remained. For some reason, Diligent Tangent cannot bring himself to move on from Numeria. He feels like something here is key and essential to understanding his purpose, and so he pays close attention to the strange stirrings and half-real, half-imagined data that flits in and out of his consciousness here in Torch. Perhaps an opportunity will present itself to enter the Hill, and try to determine what it is about this place that draws him to it?
&&&
Here's a link to my Pathbuilder build - I've got him built as a level 3 Mage Automaton Thaumaturge.
I've taken the Amulet as my first Implement. Since the party's going to be gaining a Guardian, and 6 party members is a lot of people for one defender to cover for, I felt the Amulet's Adept reaction would be helpful as a secondary damage soak.
I'm choosing to regard his Esoteric Lore as the sum collective of all the experience and knowledge Diligent has gained over centuries of life. He has lived a very, VERY long time, and as a result I feel like he potentially brings a very interesting and unique perspective to the party. He knows a little about a LOT of things. The rest is probably extremely incorrect, though he might THINK he knows and sounds fairly convincing.
| MasterOfPuppets |
Sorry, kind of lost my train of thought in that last post because it was so late. Open to thoughts, suggestions for improvements or additional things you'd like to see! This guy is LITERALLY 7000+ years old and has seen the rise and fall of cultures, civilizations, and been around since basically a couple hundred years after Earthfall.
It would be almost impossible for me to summarize such a huge amount of time and experiences for the guy, and it's entirely likely he's forgotten and re-learned and forgotten again so many skills, experiences and memories. Most automatons by this point have gone inert or completely lost their sense of selves and lucidity trying to retain their personality and personhood for this long. Not to mention the danger of forming deep attachments with beings who are, in contrast, in their lives for the relative equivalent of a few minutes' worth of their lifetime. But I'd be happy to develop and expand on any specifics or stretches of time, or major events Diligent Tangent would have been around for.
It's kind of a unique and interesting challenge. I thought elves were old but they're like infants compared to these guys.
| DM DoctorEvil |
I might be missing something with your Pathbuilder, but were do the extra skills come from? I show you two skill points overspent. Trained in Arcana, Occultism, Nature, Religion from class and then 3 +INT (which is zero). And gettin Arcana and regional lore from Traveler.
You have 11 skills trained, and I think it should be nine.
Also, these guys have so far under-earned WBL, so you'll have to start with the average gold they have obtained which is rounded up to 30gp. Looks like you have spent more in equipping so far.
| MasterOfPuppets |
I might be missing something with your Pathbuilder, but were do the extra skills come from? I show you two skill points overspent. Trained in Arcana, Occultism, Nature, Religion from class and then 3 +INT (which is zero). And gettin Arcana and regional lore from Traveler.
You have 11 skills trained, and I think it should be nine.
Also, these guys have so far under-earned WBL, so you'll have to start with the average gold they have obtained which is rounded up to 30gp. Looks like you have spent more in equipping so far.
In addition to 3+INT skills, Thaumaturges also get Trained in Arcana, Occultism, Religion, and Nature out of the box, as well as the Esoteric Lore skill. My background gives me Engineering Lore and Crafting. I also have the Automaton Lore feat, which gives me Automaton Lore and 2 other skills.
3 Base + 5 Class + 2 Background + 3 Automaton Lore = 13 Total
I'll adjust my wealth accordingly, I was going by standard Wealth by Level here.
| DM DoctorEvil |
Automaton Lore gives you, along with the Automaton Lore, Arcana and Crafting specifically, but you already have Arcana from the Class. It does not allow for 2 unidentified skills. And Traveler background calls for a regional lore (empires) and Arcana specifically; again, you already have Arcana.
I understand about standard WBL, sorry but the group is well behind that curve so far, and I hate for you to come in late but better equipped than those who have been working through the story so far.
| * _ Drake _ * |
To help clear possible confusion.
It does not allow for 2 unidentified skills.
The rules explicitly state it does give 'free skill slots' for such double-upped (and tripled-upped) trained skills (at character creation). But it is not stated in (all/any?) of the backgrounds, class skills sections, but rather in the Skills chapter.
In Player Core, in the first page of the Skills chapter:
A character gains training in certain skills at 1st level: typically two from their background, a small number of predetermined skills from their class, and several skills of your choice granted by their class. This training increases your proficiency ranks for those skills to trained instead of untrained and lets you use more of the skills’ actions. Sometimes you might become trained in the same skill from multiple sources, such as if your background granted training in Survival and you took the ranger class, which also grants training in Survival. Each time after the first that you’d become trained in a given skill, you instead allocate the trained proficiency to any other skill of your choice—though if the skill is a Lore skill, the new skill must also be a Lore skill.
Pathbuilder automatically generates the 'free skill slot choice' with the exception of (I think) of not ensuring a doubled-up lore skill gets a 'lore-only' free trained skill slot that is generated (and instead just generates a generic free trained skill slot).
| * _ Drake _ * |
MoP: Cool character concept.
I see you took Ignition for your innate cantrip.
A suggestion (thematically-based) is potentially taking live wire instead of ignition. It could be a tiny piece of his body that flies out to strike someone. With your Crafting and Automaton Lore being how you ensure such 'loose wires' are easily replaced or your automaton frame regenerates such 'minor damage'.
The engima muse bard fits/expands your character concept quite well.
| MasterOfPuppets |
DoctorEvil, my gold and equipment have now been updated for the lower total.
Thanks Drake! Much appreciated on the rules clarification.
I hadn't seen Live Wire, it looks neat but I think I'm going to stick with Ignition. I was a little shy of taking an electric cantrip since Karina has Electric Arc and Ignition upgrades to a d6 of damage in melee. The damage for Live Wire appears to also upgrade every 2 spell levels (+2) instead of every spell level (+1) so it feels like the increases are a bit wonky.
| DM DoctorEvil |
DoctorEvil: Not a big deal, but I just noticed that I appear to be getting the Dubious Knowledge skill feat from both my Traveler background and my Thaumaturge class (i.e. duplicated). Any chance I can retrain one of those instances to some other skill feat?
'
Unlikely. You can change your background to something else still if you wish.
| Diligent Tangent |
MasterOfPuppets wrote:DoctorEvil: Not a big deal, but I just noticed that I appear to be getting the Dubious Knowledge skill feat from both my Traveler background and my Thaumaturge class (i.e. duplicated). Any chance I can retrain one of those instances to some other skill feat?'
Unlikely. You can change your background to something else still if you wish.
Sounds good - I'll change it to Mechanic. Chances are good he's had to be a pretty dab hand at fixing himself over the last 6000-odd years.
| Diligent Tangent |
DoctorEvil: Just saw a skill feat called Read Psychometric Resonance - link here.
It's Uncommon but it looks really, really neat and gives off a ton of Thaumaturge flavor, e.g. reading emotions, echoes of past events and people, and psychic residue on objects and using it to learn more about Torch and the very very strange ruins the party has found.
I could replace my Esoteric Lore Assurance skill feat with this if you approve? It could be very handy for added story beats and cool stuff that might not otherwise come up.
Plus you'd have a fun opportunity to poke me with psychic damage because I plan to do it a LOT! :P
| DM DoctorEvil |
DoctorEvil: Just saw a skill feat called Read Psychometric Resonance - link here.
It's Uncommon but it looks really, really neat and gives off a ton of Thaumaturge flavor, e.g. reading emotions, echoes of past events and people, and psychic residue on objects and using it to learn more about Torch and the very very strange ruins the party has found.
I could replace my Esoteric Lore Assurance skill feat with this if you approve? It could be very handy for added story beats and cool stuff that might not otherwise come up.
Plus you'd have a fun opportunity to poke me with psychic damage because I plan to do it a LOT! :P
this is fine with me. Only don't be disappointed if most items don't give off much resonance.
| Stødig "Thunderer" Veinfinder |
I do not recall offhand. Should Diligent Tangent and I choose a campaign trait from the Player's Guide for thematic/NPC connection purposes?
The campaign traits from the player's guide that can easily fit with Stødig's backstory are:
each spoiler has both a copy and pasted full campaign trait and how it can apply to Stødig. Local Ties is not needed to know and do business with Khonnir. Numerian Archeologist is not needed to gain the Androffan langauge as I selected it for the bonus language Stødig took for gaining one from his Int modifier and he is more a scavenger than an archaeologist, so the one that I like the most is skymetal smith, which includes a request for you to decide if it you will allow it.
You have ties to a prominent local in the town of Torch—the missing wizard Khonnir Baine. If you’re a wizard, alchemist, or other scholarly type, he may have been your tutor or teacher. If you’re of a more martial bent, Khonnir could instead have been a friend or business
associate of your mother, father, or patron. He may even have been your adoptive father, in which case you likely have a bond of friendship or rivalry with his adopted daughter Val (your GM has more information on her in this case if you wish to know more for your character’s background). Your association with Khonnir has given you insight into how technology works. Choose Disable Device or Knowledge (engineering). You gain a +1 trait bonus on checks with this skill, and it is a class skill for you. In addition, you are treated as if you possessed the Technologist feat for the purposes of resolving checks associated with that skill. If you gain the Technologist feat, your trait bonus for the
selected skill increases to +3.
Stødig could be a business associate of Khonnir Baine, with Khonnir being one of the first people in Torch that Stødig offers to sell some of the Numerian objects he finds during his scavenging before he starts his journey back home to the Bellows in Alams, Andoran. As Stødig is not trained in Thievery nor Engineering Lore, this one is not as good as the other campain traits, aside from the business transactions connection with Khonnir.
Numeria is a land ripe for archaeological exploration, since so many of the strange technological dungeons have been either avoided by the superstitious barbarian tribes or have been locked down by the Technic League, leaving many of them untouched and ripe for exploration. You’ve studied the strange language associated with these eerie technological ruins, and are eager to start exploring them—you suspect that Torch’s namesake is in fact part of a larger buried ruin, and you hope to enter these ruins and learn their original purpose by exploring the caves below town. You gain Androffan as an additional language. In addition, you possess a knack for technological items; when you use a timeworn technological item, roll twice when determining any glitches the item might cause and choose which result to use as your actual result. Talk to your GM for more information about resolving glitches.
Stødig knows Androffan, so he has that benefit of this PF1E campaign trait already (using normal PF2E character creation). As he has been scavenging for Numeria for salvaged Numerian metal and items for decades, it could explain him having experience with how such items work (regarding potentially having better chance to gain more advantageous glitches when they glitch on him).
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.
With your permission Stødig could pay 1/100th the cost of a 1 bulk item made out of standard grade starmetal (which is 350 or 400 gold/bulk) for a object that has neglibile weight (at a cost 3.5 or 4 gold I would pay out of 9.34 gold left after purchasing his starting gear). The starmetal bauble that would be one he would have decided to keep for himself would have been a inubrix for its ability to partially and harmlessly 'dissapear' into his his armor, shield and metal weapons. Working with 400 gold/bulk for an object made from standard-grade (i.e. object is only composition can be as low as 25% inubrix) and you allow me to have Stødig start with a non-mechanically benefit negligible item made from inubrix for 4 gold, the item he either crafted at the Torch (years ago) or found during his salvaging. The item being a signal whistle (with the non-mouth blowing end of the whistle where the inubrix part of the whistle is, which allows the tip of the whistle to 'merge' and 'pass through' metal, as per the special properties of inubrix. A signal whistle costs 8 copper and has neglible bulk. If you approve that he has one that is partially made from inubrix for an additional 4 gold (for a total cost of 4 gold and 8 copper) I will create a custom item and add it to my pathbuilder sheet. Stødig would not attempt to sell the whistle, but use it as a signal whistle and occasionally be fascinated by how the skymetal tip of the whistle can meld into other metals. If you do approve this request, which is your preference: he found it or he used the flames of Torch to craft a tiny fragment of inubrix he found as part of his scavenging to make his whistle?
| Stødig "Thunderer" Veinfinder |
@Diligent:
Stødig has been making seasonal journeys north to Numeria from Andoren for the past few decades, and has been doing business in Torch for years, selling some of his scavenged Numerian salvage and taking some to his the dwarven family and friends in the Bellows district of Almas, Andoren.
Is this Diligent's first time in Torch?
If yes, would you like to have Stødig and Diligent to have met during his recent travel back in Numeria? Stødig would have mentioned what he travels north for (Numerian salvage and starmetals) which could be the reason Diligent decided to accompany him, as it might have been a while since Diligent heard something that might be similar to his origins (if you like that idea).
| Stødig "Thunderer" Veinfinder |
@GM: One of Stødig's sacks is partially-filled with salvaged Numerian bits and pieces, which he leaves with Sanvil. Stødig has 9.34 gold at start of campaign, so is it okay to say he had 3.34 gold when he arrived in Torch and that Sanvil gives wants all the pieces in the sack and gives Stødig 6 gold for the lot of them? This will match up to both Stødig's starting wealth you gave us and make thematic sense for the story.
| DM DoctorEvil |
@GM: One of Stødig's sacks is partially-filled with salvaged Numerian bits and pieces, which he leaves with Sanvil. Stødig has 9.34 gold at start of campaign, so is it okay to say he had 3.34 gold when he arrived in Torch and that Sanvil gives wants all the pieces in the sack and gives Stødig 6 gold for the lot of them? This will match up to both Stødig's starting wealth you gave us and make thematic sense for the story.
Perfect