Smoke and Shadow: A PF PbP in Southern Numeria


Gamer Connection


The Set-up: Fierce devotion to Erastil and a loathing of the dark practices of the technic league unites the people of Iadenveigh, an isolated town in southern Numeria. They persecute any users of technology who dare to enter their village, and many have found to their cost that Iadenveigh's definition of 'technology' is dangerously vague. Now, however, it seems they have angered something more than an ill-informed gunslinger or alchemist.

Unnaturally fast zombies have begun preying on outlying farmsteads and woodcutter's lodges. Those few that have been slain have had their minds hollowed out and replaced by complex clockwork devices that reek of necromantic magic. A number of brave souls have ventured into the forests many days to the east looking for the source of the blight and a handful have made it back. They bring disturbing news – the mysterious Choking Tower has erupted with activity, and strange machines are tearing apart the forest around it.

Luckily for the people of Iadenveigh they are not defenceless. The river that seperates them from their overun farmlands is guarded by a troop of mercenary wizards who's spells have thus far kept the town itself safe. The town council, however, cannot afford to pay them to go on the attack. The packs are slowly becoming hordes, and so a call has gone out for further soldiers of fortune who are strong, cunning and – most importantly – affordable.

Tone: The aim is to bring the trappings of the old Iron Kingdoms campaign setting to Glorian. The steam-tech will be slowly introduced as the party discovers the mysteries of the Choking Tower, and if all goes well will eventually lead to vehicles and other player-designed machinery. Magic vs technology (or more accurately, magi-tech) will be a key theme.

Character Creation: Characters will begin at level 1, with stats bought with a 20 point buy. They will have maximum starting wealth. All classes and races in the Core rulebook and the APG are permitted. I'm looking for six players able to post at least once a day – on tuesday I'll pick the six pitches that would give a well-balanced party with interesting roleplaying dynamics (though if you all outdo yourselves I may have to roll for it!).

Knowledge (engineering) will be more useful than usual in this storyline. Undead, constructs and humaniods of various kinds will be the main antagonists. Numeria sees mercenaries from all over the inner sea and beyond heading for the worldwound, so almost any backstory is workable. Characters can know each other prior to the game if you wish, or they could be strangers.


Mark me down as a possible - are you open to Ultimate Magic archetypes?


Sure, I'll allow Ultimate Magic content too


I'll stat up a Wizard with an ultimate goal to get a set of construct armor from page 114 in Ultimate Magic.

Probably a Gnome, but I need to let the concept percolate a little before committing on race.

If you're willing I'd like to investigate the Word-casting option in Ultimate Magic. I'll do all the groundwork behind the scenes to make it simpler, and as a wizard it should be a bit more streamlined than a spontaneous caster. Would that be ok?

Liberty's Edge

Working on a concept. Firearms sound perfect for the setting. Consider gunslingers, or should I make a fighter with the EW (firearms) proficiency?

The Exchange

I'm thinking either a Magus, or possibly an Alchemist. I dunno. I'll think something up, and post it.

Paizo Employee Developer

I've got an interesting cleric concept I think could fit. I'll write it up.


Ok, have settled upon a Gnomish Wizard (Metal Elementalist). Backstory and final character choices will be done later, but this is the base skeleton.

Crunch:
Str: 9, Dex: 12, Con: 12, Int: 17, Wis: 12, Cha: 14
Alternate Racial Traits: Academician, Gift of Tongues, Magical Linguist.
Spell / Word selection pending decision on Words of Power - but will be electricity / language / creation focused.
Feats / Traits / Skills: TBC

Shadow Lodge

I'd like to put in for this, I love Iron Kingdoms and this sounds like fun.

Damrang Flintforge:

Dwarf Ranger (Trapper) 1
STR 18 DEX 10 CON 14 INT 10 WIS 13 CHA 8
Traits: Grounded, Warsmith
Feats: Power Attack
Favored Enemy: Constructs
Quick Bio: Born in Iadenveigh Damrang is a trapper for the town. With the recent predations by the undead and constructs he has decided to answer the call for a hunting party to put an end to the predations.

Paizo Employee Developer

I've changed from cleric to oracle, but the idea's the same. Male Gnome. Metal Mystery. Melee-capable. Wasting Curse.

Fiz Sappercap was always considered a bit touched in the head, even by other gnomes. He was exceptional at taking things apart, and never really cared to put them together again. This grew worse as Fiz seemed to gain a horrible wasting sickness, but apart from his diseased appearance, it never seemed to bother him.

In fact, it seemed a boon. Fiz could understand metal in a way no one else could. He could wear armor without bothering to train himself how. He could wield many weapons in that same way. Further, he could cast spells without prayer or training. It was as if the layers of skin that fell off were holding back this magical might.

Recently, Fiz decided to direct his wanderings to Numeria. He claimed visions sent by whatever it is that grants him his powers have deemed that he should be there for something. If he knows what that something is, he isn't saying.

Numbers so far:

N Male Gnome Oracle (Metal)
Small Humanoid (Gnome)
STR 14 / Dex 12 / Con 16 / INT 10 / WIS 08 / CHA 16
Skills: Appraise / Disable Device
Feats: Undecided, likely Combat Casting
Uses positive energy (bonus spells are Cure)


1 person marked this as a favorite.

Agh, looks like we have two metal mystery applicants. Meet Odol Nightshard, dwarf of Tar-Kazmukh who has narrowly escaped his former master and arrived in Iadenveigh seeking funds to either continue his flight or to stay in Numeria.

Full Background:

Odol was born in the dwarven settlement of Tar-Kazmukh in the northern reaches of the Five Kings Mountains. He was an intensely curious youth with a great thirst for knowledge and loved to meet all the scholars and wizards that came to visit the libraries of Tar-Kazmukh. He heard many tales in his youth, but one of his favorites came from a wizard that had spent time in Numeria and told amazing tales of the metal mountain known as the Silver Mount in Starfall and the miraculous metal men.
In time, Odol spent more and more time studying and he came to dream of joining the Blue Warders of Tar-Kazmukh. He found ways to sneak into the stacks to learn more and remembering the tales of metal men sought out knowledge of their crafting. He never discovered those secrets, but did learn much about constructs and their strengths and weaknesses and considered the fame that would be his were he to become the first wizard to uncover the secrets of making the metal men.

But, it was not to be. Continuing to seek out knowledge, Odol learned the hard way why the tattooed counter sigils of the Blue Warders were so important. Odol accidentally unleashed terrible arcane magics that nearly slew him and shattered his left leg. When he awakened, he found his dreams of becoming a Blue Warder were dead and so was his left leg. They would never accept an apprentice with the casual disregard for their rules that Odol had shown.

Odol gradually recovered, but came soon to realize that his leg would never be the same. Remembering the tales of the metal men, he resolved to leave Tar-Kazmukh and journey to Numeria to see if he could uncover the secrets there and perhaps find a way to help his leg.

Arriving in Numeria, Odol put the same tenacity that had served him so well in uncovering the secrets of the libraries of Tar-Kazmukh. It didn't take long to discover the secrecy and dangers of the Technic League. He recognized he would have to be even more cautious.

Eventually, Odol managed to work his way into the employ of one of the arcanists of the Technic League. But, again his curiosity got the best of him and late one night, he snuck into his master's workshop to tinker with some of his master's work. For the second time, Odol managed to accidentally unleash powers beyond his control. But, this time, he found his mind opened to a connection with the gods that he had never felt before. Unfortunately, he found that he had also destroyed his master's artifact. Knowing the terrible danger he was in if he were caught, he fled to the south of Numeria and a town named Iadenveigh.

Odol has just arrived in Iadenveigh and with mixed feelings about what to do next. He fears the potential repercussions of his actions and the possibility that his master will track him down knowing that his life would be forfeit. But, he also remains intensely curious about the strange artifacts of Numeria and would like to uncover their secrets. Having exhausted most of his funds, he knows that he needs money whether he is to flee to the south or remain in Numeria. The call for help in Iadenveigh seems to be the answer to his needs.

Stats and copy of background in profile.

Sovereign Court

Enginehouse:

Told you it would pick up overnight ;).


I like the idea of this game quite a bit. I'd like to submit for consideration a Paladin of Sarenrae who is curious about how things work. The idea of a holy paladin wielding some kind of two-handed technological terror (I'm thinking a chainsaw greatsword with lightning arching along the serrated edges) just brings a smile to my face.

Here's the crunch I'm considering:

The Curious Paladin:

Str 18 (after human bonus)
Dex 10
Con 14
Int 10
Wis 10
Cha 14

HP: 13
Initiative +2

Skills: Diplomacy +6, Knowledge: Religion +4, Knowledge: Arcana +1 and Knowledge: Engineering +5.

Feats: Power Attack, Furious Focus

Traits: Mathematical Prodigy, Reactionary.

Weapon: Greatsword +5 (2d6+6 19-20/x2) or Power Attack +5 (2d6+9 19-20/x2)

Saves: Fort +4, Ref +0, Will +2

Smite Evil: +2 to hit, +1 to damage

So far as tactics, Salvin is a front-line fighter who will try to tank once he gets the ability to heal himself as a swift action. If you don't like him with K: Engineering, he can still be curious about how things work and take Use Magic Device via a trait instead.

Salvin always was curious about how various spells and devices worked. He tinkered with items while fixing them up in his parents' shop. He also loved to poke around in anything he could find, including the weapons and gear of the Sarenrae clergy who frequented his family's shop.

One of the priests caught him playing with a scimitar Salvin was supposed to be sharpening. Rather than scold the child, he pointed out flaws in the child's sword form. The boy started spending more time around the temple while still working for his family. He learned about the Dawnflower and eventually entered into her service as a paladin.

Salvin's curiosity about how things and people work has sent him all over the Inner Sea looking for things of interest while protecting anyone he could from unrepentant and unrelenting threats. Now he's come to Iadenveigh to help its people, repeal the twisted abominations and understand more about the region and its wonders.

Now, I know there are certain fears about paladins in play for some people. This character would care very much about keeping people and places safe and not about policing personal behavior. Also Salvin believes he can uphold his code of honor while using legitimate tactics such as ambush and feints.

Obviously, he won't care for torture or being evil for its own sake. He'll simply be honest and forthright in his dealings with others, and hope his companions do the same. If they don't, he won't lecture them or punish them. It's his code, not theirs.


Mark me up as interested also - will probably go with an Inquisitor of Erastil (Preacher archtype)... a former son of Iadenveigh come home after spreading the word and faith of Old Deadeye.

See him as a Luddite crossed with Solomon Kane lol

Hopefully the teamwork feats he picks up with aide our cause against these accursed fell mechanisations...

Will fire up a full concept and crunch sometime today :)


Oh, by the way, each character may start with two traits. I knew I forgot something

Mark Sweetman wrote:

I'll stat up a Wizard with an ultimate goal to get a set of construct armor from page 114 in Ultimate Magic.

...

If you're willing I'd like to investigate the Word-casting option in Ultimate Magic. I'll do all the groundwork behind the scenes to make it simpler, and as a wizard it should be a bit more streamlined than a spontaneous caster. Would that be ok?

Construct armor is a very cool premise, I'd be more than happy to make that available. Word casting sounds a bit more complex, but it looks to me like an ideal system to represent any spellcasting machinery that I may put into the game since it breaks magic down into general purpose components. I'd be up for giving it a try.

Boomwrangler wrote:
Consider gunslingers, or should I make a fighter with the EW (firearms) proficiency?

I have my reservations about the class but I'll allow it since it will fit nicely with the tone of the game. No other UC classes though I'm afraid, I'd like to stick with published material for the most part.

Remember that carrying a firearm will get you lynched in Iadenveigh. You'll need a good reason for seeking work there. On the other hand, taking stupid risks is a class feature of gunslingers isn't it?

There are a lot of good ideas on show so far, I'm going to have my work cut out choosing between them.


Okay have started pulling together my Inquisitor of Erastil. Here's the basics - loads more crunch and flavour to come:

Obadiah Hludhamm:

Obadiah Hludhamm
Male Human Inquisitor of Erastil (Preacher archtype) 1
XP: 0
LG Medium Humanoid
Favoured Class: Inquisitor

STATISTICS
______________________________________________________________________
STR 14 5 14
DEX 14 5 14
CON 12 2 12
INT 10 - 10
WIS 14 5 +2 16
CHA 13 3 13

Racial Qualities
Skilled: +1 skill point per level.
+2 to one ability score: Wis.
Bonus Feat: TBC

Class Abilities
Inquisition: Am thinking valor or Conversion Inquisition?
Judgement:
Monster Lore:
Orisons:
Stern Gaze:

Obidiah is a local lad, grew up on on of the outskirting farms and his family were known as fervant followers of Old Deadeye. He's returned to aide his hometown, needing no coin but by the graces of Erastil he'll destroy these fell mechanisations. I'll play him with a Northern English accent and he'll be simple man; a luddite,firebrand, and fervant defender of his town and the wilds.

More t' come lads...

Feedback and comments appreciated [know there's not much as yet!]

Shadow Lodge

Background for Damrang.

Spoiler:

Damrang was born in the town of Iadenveigh and has lived their his entire life. As one of the town's few dwarves he always felt a bit outcast and so took to spending more time on the outskirts of town, wandering the safe areas around the town.

A worshiper of Erastil, Damrang was taught the way of the bow as part of his youth, although he never was any good at it he was always taught by his father to use any weapon available to him in defense of the town against the constructs which so frequently plague it. Although he carries the longbow still, it is the axe given to him by his father that he values most, and there is nothing he loves more than using it to smash his opponents to pieces.

It was an attack by one of these constructs that convinced Damrang to take up the life of a ranger, patrolling the wilds around town for any more creatures that would do it harm. Although nobody close to him was killed in the attack that set him on this path, he realized just how easily it could have been his family that fell under the mechanical blades of the monstrosity.

Damrang is used to keeping his own company but understands the need for others to work together in defeating the creatures that threaten his home. Lacking a sense of humor or most social skills due to his time in the wild, he still harbors a genuine faith in people. Of average height and weight for a dwarf, it is his completely shaved head and beard that cause most people to stop and stare.

Hearing the call for a group to take the fight to the enemy, Damrang signed on quickly. His hatred for the Technic League and their machines finally has an outlet, and he is eager to save his town.


Enginehouse - appreciate the consideration re: Words of Power.

I haven't time left tonight, but will start grinding out the crunch and fluff tomorrow.


Balodek wrote:
he was always taught by his father to use any weapon available to him in defense of the town against the constructs which so frequently plague it.

For those of you hailing from Iadenveigh, here's a bit more information on the combat experience available in the surrounding areas:

The undead creatures that have overun the east only appeared in the last few months, and they are not true constructs. Until then Iadenveigh was a safe region by the standards of Numeria. What's more, these new attackers do not bear the hallmarks of Technic League creations. League machinery is all about intricate patterns on silvery metal and never shows any traces of magic, whereas the horrible machines in the heads of the zombies consist of brass cogs and needles and have auras of all to familair necromantic magic. That's what's got the townfolk scared - they've pretty much got the Technic League figured out, but this is obviously a new threat which they've seen fit to bring in outside help to counter (I'd be interested to know Obadiah's thoughts on that).

However, the Technic league often send down Gearsman brute squads to retrieve fugitives and thieves who hoped to find shelter in the town (Odel being a prime example). This is how the locals can practice fighting constructs, since more often than not the gearsmen are sent back in pieces.

Luckily for the townsfolk these squads are invaribly sent by individual technic adepts seeking to settle personal vendettas. The league punishes them for losing the precious constructs rather than sending ever-stronger punitive forces to attack Iadenveigh. Despite the isolated town's outspoken hatred of them the Technic League doesn't view them as worth the cost of crushing them - possibly because they know this cost will be quite high.

What's more, there are 'wild' constructs hidden in the shards of wreckage that dot the surrounding region. These are not as powerful as true gearsmen - they are often clearly badly damaged - and never seem to leave the shards. However, some residents of Iadenveigh take it on themselves to find and destroy these wretched machines to deny them to the Technic League's treasure hunters.

Shadow Lodge

Anything specific in my write-up you think I should change EngineHouse? I tried to keep it fairly generic and it sounds like the specific information you revealed should still work with what I've written, but I will make modifications to anything you think wouldn't be correct.


No, it's all good. I was just concerned that I'd given the impression that Iadenveigh's attackers were both constructs and undead in the 'character creation' section, and wanted to clear up exactly what is going on in the region. Also, now that I see there's interest in hailing from Iadenveigh I wanted to provide a bit more material to work with.


Submitting Jonqua Belthan LN Male Human Monk (Monk of the Four Winds)

Jonqua had spent many years traveling since he left the monastery, constantly looking for new ways to test his skills out in the real world. His whole life had been learning the ways of the brotherhood; its specific teachings of letting the world around him influence his every move, learning from nature, refining it, until he was as one with it.

He had seen many lands in his travels, fought many an opponent. During this time he heard the call sent out by the lone town in Numeria. Jonqua knew this would be his greatest test. What better way to test his true mastery of the natural flow of the world than by defending a town from the antithesis of his every ideal. Jonqua entered Iadenveigh knowing he would be facing a challenge like no other he had seen to-date.

*Build write up to follow.


Black Dow's Inquistor of Erastil; Obidiah Lhudham. Crunch mostly done, in-depth background to follow tomorrow...


After spending some time in the trenches trying to nut out the Words of Power system - I'm tossing it back on the 'nice but convoluted' pile and focusing on a conventional Wizard instead.

The system has potential and a bunch of options built in, but starts making the gears in my head grind too much when I try and nut out exactly how everything meshes.

So I will be working on Ephvhailorindrinkbitzle Falkonvilland as a 'standard' Gnomish Metal Elementalist Wizard

Partial Backstory:
'Vhailor' grew up in the great Gnomish metropolis of Brastlewark, apprenticed to one of the alchemical craft houses there. He whiled away his days brewing and concocting and his nights in study to become a mage like his dead old papa. After an unfortunate incident involving a squirrel, a mango and a vat of unstable catalyst - his master decided his time would be better spent away from the workshop.

He was sent off to deliver some supplies and equipment to the far off River Kingdoms - to the Gnomish enclave at Jovvox. A fresh supply of alchemical doodads and thingybobs for Kellywells to wrest into his newest exotic creations. While en-route he was intruiged by the world and after delivering the supplies decided to abscond from his master's employ.

Hearing of the strange mechanical monsters of the Technic League, Vhailor decided it was worth a look and wound up in Iadenveigh

Basic Crunch:
Str: 9, Dex: 12, Con: 12, Int: 17, Wis: 12, Cha: 14
Traits: Brastlewark Businessman, Etymologist
Alternate Racial Traits: Academecian, Gift of Tongues, Magical Linguist
Skills: Craft (Alchemy), Knowledge (Arcana, Engineering, Planes), Linguistics, Spellcraft
Feats: Scribe Scroll, Combat Casting

Shadow Lodge

Summary of submission so far, apologies if I missed anyone:
.
.
.
.
.
Mark Sweetman Ephvhailorindrinkbitzle Falkonvilland Gnome Wizard (Metal)
Boomwrangler Gunslinger?
Edgar Lamoureux Magus or Alchemist?
Balodek Damrang Flintforge Dwarf Ranger (Trapper)
Alorha Fiz Sappercap Gnome Oracle (Metal)
michaelane Odol Nightshard Dwarf Oracle (Metal)
Desriden Salvin Human Paladin
Black Dow Obadiah Hludhamm Human Inquisitor (Preacher)
Jonasty1031 Jonqua Belthan Human Monk (Monk of the Four Winds)


I would like to present Gregory Leichardt, a LN Half-Elf Inquisitor of Brigh, The Whisper in Bronze, for consideration.

A full-crunch write-up is available via his page, but I will reproduce his fluff here.

Let me know what you think :-)

Appearance:

Gregory is tall and lean, with long, spiky brown hair, and a flowing beard that almost seems to be made from twigs. Although nominally human, the slight points to his ears and the subtle prominence of his cheek bones hint at a distant Elven ancestor. That aside, his skin is quite tanned, and he is usually surrounded by a faint earthy aroma. He has a deep, resonant voice, and a thick, back-country accent.

Background:

Gregory Leichardt comes from a long line of fiercely independent hill-folk. His family were devout followers of Erathis, who disdained the ‘creature-comforts’ of modern civilization, preferring a simpler, more self-sufficient existence.

Gregory, however, railed against the insular nature of his family; he longed for the all too infrequent occasions when some traveler would pass through his clan's territory, and provide stories of the world beyond.

When he came of age, Gregory made the fateful decision to forsake his family, and seek his fortune in the outside world; he hitched a ride with a traveling Dwarven merchant, and ended-up in Starfall. Much to his surprise (and dismay), he discovered that the wider world was full of horrors, as his family had predicted; however, it was also full of wonders...

Despite some misgivings, he eventually signed-on as an enforcer for the Technic League, specializing in retrieving rogue devices, or thieves, that had escaped into the wilderness; in exchange, he was happy to bask in whatever crumbs of knowledge his jealous masters were willing to part with.

Hearing of the problems besetting Iadenveigh, Gregory was immediately dispatched to see what could be gained from the situation - a strong source of new technology, nowhere near the Silver Mount, is something that should be investigated, assessed, and assimilated, after all...


Balodek wrote:

Summary of submission so far, apologies if I missed anyone:

Very useful. Thanks

I'm going to decide on a party in six hours time. I'll be choosing mostly on the basis of backstory, so a character bio and class choice is all you need by then. There'll be a few more days before the crunch becomes relevent. If anyone needs a few more hours just give me a shout.


EngineHouse - just putting together the backstory for Obidiah right now, should have it up in an hour or so.


Backstory up, but I've put it here for ease:

Background:

Obidiah Hludham was born 22 seasons past on a farm, on the outskirts of the Numerian village of Iadenveigh. Life there was hard, but simple; family, toil and trade... Such were the tenants of Old Deadeye that the Hludham’s had lived and died by for generations.

The family were well thought of, strong and righteous, who gave thanks to their community and god in equal measure. Obidiah’s father was, like Old Deadeye, a stern patriarch but whose hearth wisdom was always given freely. He grew up happy and recognised the value of a strong back, strong mind and strong faith.

Each month the family would welcome to their hearth itinerant priests and rangers of Erastil. Obidiah would spend countless hours willingly listening to their wisdom, watching their skills and learning their ways. His family recognised that Old Deadeye’s arrow flew strong and true within their son, and that their god’s litany came easy to his lips. Soon at festivals and holidays while priests gave their blessings, it was young Obidiah who would have the elders nodding as he spoke passionately with wisdom beyond his years.

As months became years, Obidiah’s father gave him increasing leave to travel with the priests and occasional ranger, adding his homilies to their dealings with the community of Iadenveigh and beyond. Always mindful of the threat of the Technics, but always trusting of Erastil’s intentions for him, Obidiah split time between the family farm and his new calling; his father’s copy of The Parables of Erastil never far from his hand or heart.

These occasion trips took him away for a week or two, but Obidiah always returned to hearth and home safe. Until one day hearth and home were stolen from him...

Three months ago the Lhudham farm was one of the first to be attacked by the foul clockwork dead from the Choking Tower. Despite a strong defence, his family and home fell to the abominations and when Obidiah returned from his latest trip this first true test of his faith nearly broke him.

For over a week he was tended to by the Iadenveigh healer’s who feared that, while his heart was strong, his mind was broken. Yet in the end it was not magic, nor poultice that healed the young man. Faith and words... the tenets of Old Deadeye brought him back: Family, farming, hunting and trade.

A simple man, with simple faith and a simple calling; Obidiah would avenge his family. He would cultivate the devotion to Erastil and hatred of machines and grow strong on that harvest. He would hunt the source of this clockwork aberrant and ensure the ledger is balanced for his family’s dead souls. Family, farming, hunting and trade.


"If you find yourself in need of a quick sword and a knack for dealing death, the name 's Ryker Heinkien. You lookin' for someone to do the deed up close and personal well, me my flacata got that handled. You want controlling things from a distance opening up space for you spell slingin' types I can handle that, too. I see you have a lot of fellas who can handle themselves alright in fight, but when the cards are down and you need a pro in toe to toe, ain't no one in the world gonna give a fighter like me a run for the money."

Ryker Heinkein

Fighter 1

Backstory:

Hailing from Taldor, Ryker came up under one of the most prestigeous fencing masters in the country, but he soon came to realize the short comings of the sword when faced against longer weapons in certain situations. Quickly adapting his style to serve on both fronts, Heinkien developed skill with luceren hammer and flacata. Having heard the call for the dogs of war, Ryker quickly sought out the quickest route toward Numeria to test his skill against the beast of this strange land.

I can have a more in depth backstory up if find yourself in need of a fighter type for this little foray into Numeria.


Here's the build for Jonqua. Most everything is done, just a few minor things to finish if he's accepted.

Jonqua Belthan mechanics:

Jonqua Belthan
Male Human Monk (Monk of the Four Winds) 1
LN Medium Humanoid (Human)
Init +3; Senses Perception +6
--------------------
DEFENSE
--------------------
AC 15, touch 15, flat-footed 12 (+3 Dex, +2 Wis)
hp 13
Fort +3, Ref +5, Will +4
--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee Unarmed +2 (1d6+2/x2) or Flurry of Blows +1/+1 (1d6+2/x2)
Ranged TBD
Special Attacks flurry of blows
--------------------
STATISTICS
--------------------
Str 14, Dex 16, Con 12, Int 12, Wis 14, Cha 11 (human bump to Dex)
Base Atk +0; CMB +2; CMD 17
Feats Elemental Fist, Deflect Arrows, Toughness
Skills Acrobatics +7(1 rank), Climb +6(1 rank), Escape Artist +3, Intimidate +0, Knowledge: history +5(1 rank), Knowledge: religion +1, Perception +6(1 rank), Sense Motive +2, Stealth +7(1 rank), Swim +6(1 rank)
Languages Common, Sylvan
Gear TBD (will compelte once accepted)
--------------------
SPECIAL ABILITIES
--------------------
Unarmed Strike: Unarmed attacks = lethal and do 1d6 damage.
Elemental Fist: 1/day, 1 attack get +1d6 of acid, cold, electricity or fire damage.
Fav class hp


Right, here's the party who will be seeking out the Choking Tower:

Black Dow (Obadiah Hludham) - Iadenveigh-born Inquisitor

Balodek (Damrang Flintforge) - Iadenveigh-born Ranger

Mark Sweetman (Vhailor Falkonvilland) - Metal Elementalist Wizard

Desriden (Salvin) - Paladin of Saenrae interested in Numerian machinery

Luke_Parry (Gregory Leichardt) - Technic League agent and Inquisitor of Brigh

michaelane (Odel Nightshard) - Technic League fugitive and Orcale of Brigh

I'm aware that's not a group who would volunteerily go adventuring together under normal circumstances. However, once you cross the river you're going to be sharing a lot of adversities. I think your clashing ideologies will make for interesting character development rather than a disfunctional party. I hope. Apologies to everyone who I didn't include. There were good ideas all round. If this runs smoothly, watch this space for more steam-flavoured goodness.

The IC and OOC posts will be up in a few hours.


Excellent good :)

Will look to update my character and profile on the OOC and IC threads when I get up come morning time (my time).

Looking forward to it.


Thanks on selecting me and well done to everyone else [old and new faces - Dibb's Kaul says hur.] looking forward to this game...

EngineHouse quick question regarding traits - do we get any? Notice some builds have included a couple, while I couldn't see mention of them by yourself.

Cheers BD


Scratch the traits comment - just spotted we get 2 :)


Profile created and updated.


Well, a few hours turned into twelve. I've got a nice long opening post to make up for it though. Have at it!

IC thread

OOC thread

Community / Forums / Gamer Life / Gaming / Gamer Connection / Smoke and Shadow: A PF PbP in Southern Numeria All Messageboards

Want to post a reply? Sign in.
Recent threads in Gamer Connection