Character Idea Assistance for Iron Gods


Advice


Hey, amigos. I have been a part of Iron Gods for a little while now. I am in Lords of Rust currently, but that doesn't really matter right now.

What I need from your bountiful brains is a character concept and/or class to bring to the table. Currently, we have a Half-Orc Barbarian who is retraining into Cyberwarrior Fighter so they can become a robot-thing. who knows why he wants it; he just does. We also have a Changeling Druid who's mother is from beyond the stars. She adventures to find her and slay her for past transgressions. AND lastly, we have a Gebite Arcanist/Agent of the Grave trying to become a Mummy Lord.

Where did I fit in all this? I was a MoMS Monk/Sacred Fist Warpriest of Asmodeus following the fighting style of the Golden Erinyes. There was a scrap golem that the GM misread... He accidentally used a Clockwork Golem and it functioned like a woodchipper when you throw a buffalo in it. Disable Construct shut the beast down, but not before it made sausages out of my character. So that is where I need you guys to come in and help me round this off. We are missing a blaster and a little bit of tanking (the barbarian is a new player.) Any cool character concepts to give a guy a slight push?


I always loved the Winter Witch PrC, but we all know it is hard to work with.


You also seem to be missing a skills based character. I say go slayer for another front-liner and someone who can help with certain skills.


I was thinking something like a Rogue or Inquisitor. Slayer is pretty good fit. Any ideas on how to implement that with a story though? I am pretty dry on martial stories.


Looks like there is a pureblade archetype for the Slayer that comes from Numeria. Android Pureblade could be pretty awesome.


You don't have to write up his story as a martial. Write him up as a skills guy who just happens to know how to fight well.


Any inquisitor could have been sent by their god/church to investigate what is stirring in the area. Not quite as tanky as a slayer, but good in combat (depending on the build) skllls and spells.


I've been working on IO7 Irving Reed, a Pureblade Slayer, the last hour or so. I dipped one level for Techslinger so I could use the firearms the party tends to sell. The build is a little wonky as I usually go the spell casting route, but I have pretty steady abuse of the Ranger Combat Style Talent handling much of the heavy lifting.

ACTUAL Semi-Spoiler for Lords of Rust:
I am hoping the GM will allow me to introduce him as one of Marrow's more recent acquisitions like Whiskifus or whatever that captive's name is. It is doubtful she would have passed up the opportunity to put artificial life under the knife. Could have assisted her in "upgrading" her Rust Risen, and it gives me a reason to travel with the party for a little while until bonds are formed.


Thanks for the tips. I still have quite a bit of story to work on. Where he had awoken, why he hunts aberrant life, etc.


Dirge Of Hubris wrote:
Thanks for the tips. I still have quite a bit of story to work on. Where he had awoken, why he hunts aberrant life, etc.

You awaken amid a systems failure. The whole ship is having a meltdown and with only moments to spare you have to disconnect before identity upload could be complete. The complete. You can't remember exactly your purpose, just a sensation that unnatural things must be destroyed. Your pod had writing on it stating "Special Security Force," but what does that mean? What enemy were you designed specifically to fight?

Perhaps this gun you found will help you remember.

EDIT: I'm planning on playing a sacred fist with a 2 level dip in MoMs once my groups Iron Gods game starts. Not looking for spoilers, but any advice from someone who's already lived it would be appreciated. :)


Shane LeRose wrote:


EDIT: I'm planning on playing a sacred fist with a 2 level dip in MoMs once my groups Iron Gods game starts. Not looking for spoilers, but any advice from someone who's already lived it would be appreciated. :)

All the way into Lords of Rust, you will not have any problems. Dangerous things will use touch ac (not your problem) or fortitude saves (Probably not your problem.) Grapple is not present. Mostly lots of skills checks. I am trying to think of one piece of advice to help you out, but honestly, the Sacred Fist is going to already have it covered. Don't be ashamed to go in and out during the Dungeon Crawl. It is designed for it. OH! Magic and technological equipment is moderately rare. You will get all of your wealth in clumps and generally in one large item that most people can't use. That was a real hang-up for me at first.


I think out of all the APs I have played so far, Iron Gods has been the most kind. Nothing like the Hunters lodge in Reign of Winter... So mostly I would say, think first and don't press buttons that are not labeled.

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