Numerian Charcters: What archetypes & themes work?


Lost Omens Campaign Setting General Discussion

The Exchange

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I've been wanting to build a Numerian character of late. Specifically a 'theme' set of characters that I can use for various games.

So thinking about it I've got some ideas what might thematically work in a country so touched by the Starfall. But I'm curious about any other good thematic choices that would work using Core/APG/UM? Archtypes, etc.

Lets say Bard: Obviously the Detective and and Dirge Bards are great choices. Maybe the Sandman archtype.

I'm having issues with a good Ranger type. Urban doesn't work because a LOT of Numeria is wild country, dangerous construct/aberration filled country, but still.

The Blight Druid would be a home I think.

Star, Aberration, Chaos, and Fate bloodlines should have no problem.

Metal School Wizard is almost a must.

I have NO idea what to do with a summoner really.

Clerics are all across the board here, still trying to figure out good good/flavor choices.

An Oracle of the Dark Tapestry seems to be a almost perfect fit.

Still pondering Rogues and Fighters from there.

Almost all the Barbarian types would work.

So, tell me what you think would be a good mix?


When I made a Numerian character, I went back and read some Conan short stories for ideas. I say broodlord and synthesist are good archetypes for numerian summoners. As a synthesist you create a personal eidolon look like a numerian construct by applying different evolutions to either make a beast or humanoid entity. As a broodlord you canb go either making little aberrant beasties or making numerian construct scouts, personally like the idea of it. Also alchemist is a nice class to play, it allows a little mad science to enter the game as your alchimist swallows extacts and produces magical effects that seem strange. If your races has natural weapons I suggest the savage warrior fighter archetype, it looks pretty good. Almost any ranger archetype would work, though trapper or infiltrator would probally work better and maybe even guide if ou play that role.

I'll give you an example of how I used clerics in a game I ran that was nmerian based, a cult of Rovagug discovered a large beast inside a numerian vault likes set of ruins which they believed resembled their gods children and by that notice they began to attempt to patch up repairs so they could fufill their masters wish to destroy all in a savage frenzy. My players had so many days to stop the cult and to shut down the vault permenently.


My character for Kingmaker was sent by the Technic League. A psion/shaper with homebrew axiomite-like grafts/symbionts. He isn't religious like Conan, sometimes gives respects to the Eldest of the First World.


classes with Savage archtypes.(namely fighter and brabarian)

The Exchange

Thanks for the feedback. The Savage archtypes are perfect. Good call. I'm debating if any other Wizard schools fit too.

Numerian, what ruleset for Psionics are you using?


TheLoneCleric wrote:

Thanks for the feedback. The Savage archtypes are perfect. Good call. I'm debating if any other Wizard schools fit too.

Numerian, what ruleset for Psionics are you using?

The last numerian technic league wizard I made for a friend was a transmuter whose transmutation spells were themed around changing one material to another though touch, his back story was he was a test subject of a numerian implant but wasnt given a full dose and the transmutation spells were aided by the substance they injected into his body that in the end were nanobots circulating in his system. It played out well and both of the focused schools for it mix well with numerian wizards.

Also psionics are a good idea, I've been using the pathfinder ruleset by Dreamscarred Press. Soulknife is a cool class to skin as a numerian, mindblades are just blades made from solid energy and psion(shaper)astral constructs are raw plasma made solid just as pyrokinetictist use unstable plasm to create their effects. Psionics is the art of the mind, and has always been a thing for super science to be mixed with so why not do it?


TheLoneCleric wrote:


Numerian, what ruleset for Psionics are you using?

3.5 Shaper made a bit more powerful to balance the rest of the party, using some abilities from Alchemist, Artificer (Eb) and 2e psionics as an inspiration.

I've seen the book by Dreamscarred Press, was disappointed cause it's a poor-looking Expanded Psionics Handbook, just copy-paste, no originality.

We've decided that primitive looking robots don't fit the setting's image, e.g. with visible electronic circuitry. Nanotechnology is hidden, appears mystical, almost like magic. And there are no guns with bullets, lasers appear like the scorching ray or similar.


If I were running or playing a campaign based in Numeria I'd be sorely tempted to introduce the Gearmen as a race; using Rite Publishing’s Ironborn of Questhaven as their basis.


Alchemist (especially cryptbreakers) work well for Technic league too. I refluff the strafe and breath weapon bomb discoveries as a laser and a flame thrower myself. Vestigial arm makes a good refluffed cybernetic. I've used that to fashion the Technic league as being like tech priests from warhammer 40k myself.

Black Blood oracles work well too.

The Exchange

Ya I thought about Black Blood myself.

Shadow Lodge

In the Inner Sea World Guide it suggests Magi as Numerian classes. Just imagine that Technic League captain slinging spells and you have it.


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I had a player run a evolutionist summoner as a numerian breeder of sorts. Ran well and he his eidolon constantly looked like a mutated abmination and every level it became so much worse in appearence and abilities. Though he agreed to skin it after critters he killed in the parties adventure.

As pointed out the Magus is refered to in the ISWG Numeria section. I can see metal oracle, beastmasters, artificers or urbanist both of which make weird gizmo.Also armor bonded prestige class is something I think can be reskinned to a numerian style foe technic league meelee or weird experimental nanotech type. Maybe even a sorcerer with veredent boodline whose the result of genetic mutation induced by mi-go surgeons. If you want a sort of bloated mutated looking caster go for the bloatmage prestige class, a dab of tasty bloodlines.


Numerian wrote:
TheLoneCleric wrote:


Numerian, what ruleset for Psionics are you using?

3.5 Shaper made a bit more powerful to balance the rest of the party, using some abilities from Alchemist, Artificer (Eb) and 2e psionics as an inspiration.

I've seen the book by Dreamscarred Press, was disappointed cause it's a poor-looking Expanded Psionics Handbook, just copy-paste, no originality.

We've decided that primitive looking robots don't fit the setting's image, e.g. with visible electronic circuitry. Nanotechnology is hidden, appears mystical, almost like magic. And there are no guns with bullets, lasers appear like the scorching ray or similar.

Dreamscarred has come out with some new stuff since then, and I think it's an improvement from the first book. They introduced the Aegis, the Vitalist, and the Tactician. I think they are really fun psionic classes.


Something else to look into is construct armor from the ultimate magic book. With my above Technic League I have them equipped in alchemical golem armor and they have clockwork soldiers to work with too, (however the numbers of both of this are rather small all in all -- the clockwork soldiers require specific remote control devices that take actions to use in combat). The surrounding jungles are filled with some pretty nasty stuff as well (rogue robots, abominations, weird barbarians, nasty natural traps, radiation leaks, etc).

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