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It's finally here, the Iron Gods sanctioning for Pathfinder Society. So, what do we do? Well now we play!
Who doesn't love mixing SciFi and fantasy into one mish mash of gaming fun? OK, not a small number, but we don't care about them, because we do love it!
I'm going to be running the Iron Gods adventure path in Play-By-Post Campaign mode, granting chronicle sheets as we reach the appropriate points in the story. The chronicles will be for standard, non-core, PFS play.
I will be using Google Docs for encounters and maps.
I will leave submissions open until 11:59PM GMT -7, January 31st. Obviously since this is PbP, there isn't a strict start time, but I will notify everyone chosen by midnight the night of February 3rd, and will post the intro after I have notified you all.
Now, let's get to the crunch!
First off, Paizo only. No 3pp
Class: Any
Race: Any, no race creator
Alignment: No evil
Ability Scores: 25 Point Buy
Traits: 3, one must be from the IG Player Guide, no drawbacks for extra
Starting Gold: Max for your class
Hit Points: Max at first, roll each level after. One reroll each level if you roll below average
Misc: No Leadership for simplicity's sake. VMC is allowed. It's PbP, so you have the time to use Sacred Geometry if you want to use it
No other alternate or sub character options, such as Words of Power.
We will be using fractional bonuses for BAB and Saves, and leveling by milestone instead of experience.
Backgrounds aren't necessary, but would be good. If some of you know each other beforehand, then awesome!
This is by no means my first time GMing, nor my first PbP. However, it is my first time GMing PbP. I will hold myself to a minimum of one post per day (exception for encounters when players are up, even then I'll almost always chime in), and will probably do more. I do ask that, with the exception of weekends where we all know things come up, you try to post minimum once per day. I'm always willing to adjust to whatever pace the party seems to be going at.
I'll roll initiative for everyone, and put everyone into order. Consecutive player turns will be grouped together, as will consecutive enemy turns. Everyone in a block can act in any order, whoever posts first, acts first. During combat, I am more strict with posting frequency. I'm fine if people take time to post, but if it's been a long time waiting for you to take a turn (no exact time, but always at least 24 hours), I may bot you based on what it seems your plan has been so far. I will never delay your turn, and penalize the party because of unforeseen circumstances.
If I missed anything, or you have any questions or issues, let me know and I'll answer ASAP
Now, power on your androids, rev up your chainsaws, and let's play some Iron Gods!

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I have no idea what Andrews selecting criteria is. So I'll start with telling you all a bit about myself as a person.
As a tabletop player, I've played from AD&D up. Lots of 3.5. Some 4. Lot of shadowrun. Some Vampire the Dark ages. Some Vampire the Masquerade.
Pathfinder only got me really active when I discovered PFS. It fit much better into my life. I had graduated and gotten a job, and suddenly had nearly not enough time.
Being able to fit a story into an evening fit really well, and seeing a need for a GM, I started to seriously GM.
I lurk a lot on the PFS paizo boards too.
These days I GM a lot more then I play. I GM a Jade regent campaign, and I often GM one of the local weekly PFS tables. I am close to finishing emerald spire with a party (I am the GM).
I currently play in a Kingmaker campaign. We are looking to blow new life into our Shadowrun group.
Since you need other hobbies then tabletop gaming, I also LARP a lot. It gets me fresh air ;)
From a perspective for this PbP campaign: I would be able to make at least two posts a day (one in the morning, one in the evening).
One thing to consider is that I will most likely be in a different time zone then the rest.
I live in europe, and will be at least 5 hours ahead of you all, if not more. This is usually not much of a problem, but can be annoying if everyone is setting a nice pace, and I cant contribute, because its the middle of the night for me.
For player charactres: I have no idea about class yet. I prefer to play something I have not played before as that is the most fun for me. Apart from that, I am perfectly fine with filling holes in the party.
If all races are allowed, I would LOVE to play a Ratfolk. They are my favorite fantasy race.

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Awesome intro Woran.
RE: Posting frequency and time zones - that's a similar frequency to what I expect I'll be doing. A check before going to work, another after (maybe one or two during the day during combat). No problem with being in a separate time zone, 'tis part of the PbP world. In my experience, PbP is very hard to make so fast paced that a night, and even some of a day, would cause a problem in pacing. I guarantee it won't play a role in choosing players.
Not much in the way of selection criteria. Really it will come down to which characters look like they'd mesh best both together, and with the campaign in general. Obviously I'm hoping to see at least one character that has some tech-based choices (Androids, Tech archetypes, etc.). Overall though, short of coming in with a character that is clearly built to cause problems, individually no character is going to have a noticeable leg up on any other.

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Hello! I'm very interested in joining in! I've played a lot of PbPs (feel free to check out my many aliases if you like... LOL) and I have written for a few of Paizo's Player Companion books.
I am generally able to post multiple times per day (usually between working on stuff at work, and then at least once in the evening as well). I also really enjoy roleplaying, so I'm sure my character will have some sort of fun character quirks.
Having fractional BAB makes me want to try a multiclass character, and I want to do a tech skill monkey. Perhaps something also including the Nanite bloodline sorcerer. Not sure yet, but I'll work on it over the next few hours when I'm not shoveling feet and feet of snow. (I'm in the Washington, DC area)

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Hi! I'm interested, if there ends up being room. I've been playing Pathfinder for several years now (though this would be my first PbP), and I've been dying to try Iron Gods. Actually, my first ever table-top was a d20 Future sci-fi setting, so seeing this brought back memories of good times. I can usually post in the morning (7-8a EST), or in the evening (usually 5/5:30-10p). Anything else depends on days off (which tend to fluctuate).
I was thinking a half-orc Techslinger (Gunslinger archetype, if cartmanbeck went with Blood Arcanist), or Technic Scavenger (Rogue archetype). And I apologize if I just missed it, but what would the starting level be? Thanks!

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With fractional BAB its indeed a lot easier to multi-class.
And that was my thought exactly. I see so many posts about how painful a dip of any number of levels can be. I figured I'd try to alleviate that as much as possible.
Steve, we'll be starting at the very beginning of the 6-part adventure path, Level 1.
Cartmanbeck, no issue with the fly speed. Well, not enough to say no to the race, what sane GM doesn't have any problem with a level 1 flyer?! As far as I'm concerned, it's just another character option. Worst case scenario, if it's so powerful it lets you guys crush encounters without a challenge, I can always make some adjustments. Basic stuff like more ranged weapons.
Plus, I can't in good faith ban that anyways, considering I tried to bring a 60ft. fly speed Level 1 character to a friend's (brand new GM) 5e game... :)

Kaziya Hellfallen |

This is Kaziya, a character I am extremely fond of that was rolled up for an Iron Gods PbP that never got off the ground. She's a Rogue(Scavenger/Underground Chemist) with a VMC to Alchemist. The role she is built for is tech tinkering and skill-monkeying out of combat, and in combat she's a skirmisher/artillery mix uniquely suited to dealing with technological threats.
Her crunch is on the alias (I need to beef her up a bit, she was built on 20pts).
I do not have any experience with PFS, is there anything special I need to do to be kosher with that?
To get an idea of who she is *as a character*, here are the answers to 11 questions asked about our characters in the game she was originally created for:
1. Kaziya is a shorter Garundi woman (standing at 5'5") with dark skin, short, dark hair, and prominent cheekbones, but lacking the broad shoulders common to many Garundi people. Being also a Tiefling, she possesses inhuman features to the tune of red, pupil-less eyes, fingers that end in small but quite sharp claws, and stunted horns on her forehead. By far, the most noticeable and unnerving manifestation of her Infernal heritage is a long, prehensile tail that rarely sits still and often occupies itself by fidgeting with nearby unattended objects.
Her profession and skill sets lend her to often being dressed for adventuring and skulking, so she typically eschews the bright colors of traditional Garundi clothing in favor of muted blacks and earth tones. She does allow herself some small touches of personal flare: she is fond of traditional, colorful Garundi headwraps and will often wear one unless it is utterly impractical to do so. She also wears a bracelet with a small charm on it. Upon closer inspection, the charm is a holy symbol of Brigh.
2. Kaziya has been in Numeria for roughly the last ten years.
3. Right now, Kaziya is relying on the old "safety in numbers" method. She's hoping being part of an adventuring group will make her a more difficult target. And if she's able to pick up some of that strange technology scattered about the region along the way, then all the better.
4. Kaziya demonstrates higher-than-average familiarity with Numerian technology, though is often reluctant to explain how or why. She's always eager to take a look at any new tech that crosses the party's path.
5. Bringing up the League to Kaziya is a guaranteed method to ensure she doesn't speak to you for the rest of the day.
6. Kaziya hails from The Grand Duchy of Alkenstar in Garund.
7. Kaziya is surly, sarcastic and lacking in trust to a degree that boarders on paranoia. She is also inherently good natured, and will often mask her compulsion to do the right thing behind a cloud of cynicism. She is also the type to do something nice for a comrade while they are not present, then deny or dismiss it if they bring it up later.
8. Kaziya's unique set of skills and Roguish abilities arise from a combination of being born an intellectual prodigy, formal university training, and a long, long tenure in the School of Hard Knocks.
9. Kaziya's preferred weaponry is personal explosives. Her natural talents as a chemist and engineer means she can usually concoct her own, and the natural deftness of her Tiefling heritage ensures her payloads hit their mark more often than not. She prefers the firearms of her homeland over more conventional ranged weapons, but at the moment does not possess any and is making due with a bow. When forced into melee, she overwhelmingly prefers her natural claws over any manufactured weapon.
10. Kaziya is largely agnostic. She is aware their is empirical, every day evidence that the gods do, in fact, exist and she does not deny this. However, her dedication to her craft and the often pressing tumult of her life has kept her from ever developing any significant religious identity. She does know a handful of prayers to Brigh, and often invokes them when working on a project or as an invocation of good fortune.
11. Most of Kaziya's adult life has been preoccupied by either her pursuit of science and technology or simply trying to stay alive. As such, she has never spent much time debating the virtue of personal freedom over an orderly society. She chafes at rules that impede her personal pursuits, but has equal distaste for those who disrupt society to such a degree as to prevent important work from getting done. While she has a bit of a hard heart, her experiences over the last several years have imparted on her an understanding that vileness in the world will not be overcome unless those with the ability to oppose it stand up and do so.

gfvelastegui |

I'm interested. This could be my first PFS unless a GM of another PBP choose me.
I have a poor experience in PBP. I live in Ecuador, South America. I can write at least twice per day, if it's needed more.
I would play a Cleric. I'm still choosing the other aspects.
Good luck to those who are facing the storm.

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OK, cool! Also, just to be sure, are you doing weight limits for characters?
In most games I've played, as long as we're not being obnoxious, no one pays attention if you're encumbered, but I wanted to ask ahead of time.
Partially. I won't be applying penalties like Max Dex and Armor Check Penalties for encumbrance, but I will enforce speed penalties.
I do not have any experience with PFS, is there anything special I need to do to be kosher with that?
For sanctioned paths there is an option called Campaign Mode, where basically we don't need to follow PFS rules, and we run the whole path using whatever the GM allows. This is how I'm running it, so PFS rules restrictions don't apply. There's an option to only certain portions of each adventure using PFS characters and rules, but I'd rather expand the options and content, so I'm running it as a standard campaign.
I am interested as well. Not too choosy as far as class types go, but I'll likely be staying within Core and Advanced Player's Guide as those are what I am most familiar and comfortable with. Has John said what tiers each of the Sanctioned portions are yet?
The full chronicles, including tiers and rewards, can be found on the store page for the first adventure. Here is the download link
Fires of Creation (2-4)
Lords of Rust (5-7)
The Choking Tower (8-10)
Valley of the Brain Collectors (11-13)
Palace of Fallen Stars (13-15)
The Divinity Drive (15-17)

Bobafett Aloysius |

I have had this aasimar/hobbit techslinger try the AP and have had a GM fold twice. I would turn him into a PFS alias if selected.
He was the hobbit sheriff of a shire and faked his death to go adventuring. Originally he was tied to Khonner as a good friend, but I used the alias to try for a Razor's Coast game.

Umbungo |

I've been wanting to try my hand in an Iron Gods game since it first came out. Currently thinking of making a gruff Dwarven blacksmith. A foehammer fighter, possibly dipping into something a little more craft oriented (maybe forgemaster cleric, but I might just fluff the crafting stuff and stick to fighter).

Umbungo |

Ok, so I've made my mind up.
Sticking to fighter throughout with no multiclassing. Taking the foehammer archetype and also the eldritch guardian archetype.
I had a few questions regarding that:
1 - I'm unsure whether "treating his fighter level as his effective wizard level" qualifies him for improved familiar.
2 - If it does, how would you feel about him eventually getting a clockwork armadillo as a familiar?
It would need a little refluffling as mentioned in the clockwork familiar entry (currently designed as a raven). I'd be thinking about replacing the fly speed with the armadillo's burrow speed, and the bite attack with a gore attack. I'm basically trying to make this.
3 - I'm slightly confused about the requirements for a clockwork familiar. Does taking improved familiar at level 7 allow me one, or do I still need to meet the crafting requirements (which include being CL12)? Could I "find" one rather than craft it?
Sorry for all the questions!

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Sadly, there are only five tech archetypes and one prestige class.
And only one of them is for a caster.
Multi classing and archetype stacking helps, but if going all for tech types, you end up with a lot of the same base classes in a party.
I've been looking at some monk/fighter builds. Or a sacred fist warpriest (with some monk dipping) But with the robots we'll most likely encounter, its not ideal as you'll have a lot more trouble overcomming DR with unarmed strikes. (of course, if you do enough attacks with enough damage, or you hit hard enough, DR is no problem, but still, it doesnt sit right with me)
I'm ususally a lot better at making a character when I have less options. My usual stratagy is to fill in the holes in the party. For example, if there are two melee, and one arcane caster, I'll make a divine caster to round out the party.

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Anyway, something I've been thinking about is a Sacred Fist warpriest of Irori:
Skills: Acrobatics, Perception
Traits: Fate's favored, Reactionary
Blessings: Strength, Law
Warpriest Sacred Fist 1: Pummeling Style, B:Improved unarmed strike
Master of Many styles 1: Pummeling Charge
Warpriest Sacred Fist 2: Power attack
Warpriest Sacred Fist 3:
Warpriest Sacred Fist 4: Ki Channel
Warpriest Sacred Fist 5:
Warpriest Sacred Fist 6: Style Bonus: Dragon Style, Dragon Ferocity
Warpriest Sacred Fist 7:
Warpriest Sacred Fist 8: Combat style master
Warpriest Sacred Fist 9:
Warpriest Sacred Fist 10: Quicken Blessing
There is the option to take another dip in Master of many styles for better saves, evasion, and a style feat.
Sacred mountain monk also has some nice points.

gfvelastegui |

This would be my character. If the GM choose me to play, I will create the new alias.
Baphas I
Female Changeling / Cleric / 1
NG Medium humanoid (changeling)
Init +1; Darkvision, Perception +4
--------------------
Defense
--------------------
AC 18 (19 vs. Robots), touch 11 (12 vs. Robots), flat-footed 17 (+6 Armor, +1 Dex, +1 Natural Armor, +1 Robot Slayer)
hp 9 (1d8+0)(+0 Con, + 1 favored class)
Fort +2, Ref +1, Will +6
CMD 11
--------------------
Offense
--------------------
Speed 20 ft. (30 ft. without armor)
Melee 2 claws +1 (1d4) (+1 attack bonus vs. Robots)
Melee Warhammer +1 (1d8) (+1 attack bonus vs. Robots)
Concentration checks +6
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Statistics
--------------------
Str 10, Dex 12, Con 11, Int 10, Wis 18, Cha 18
Base Atk +0; CMB +0; CMD 11
Feats:
- Selective Channeling
Traits
- Poverty-Stricken
- Focused Mind
- Robot Slayer
Skills
Perception (Wis) +4
Sense Motive (Wis) +8
Spellcraft (Int) +4
Survival (Wis) +5
Languages: Common, Orc
Combat Gear: Warhammer, Chainmail
Other Gear: Backpack, Bedroll, Blanket (Winter), Case (Map or scroll), Waterskin.
Money: PP 7, GP 4, SP 4
--------------------
Special Abilities, Racial Traits, Revelations, Oracle's Curse
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- Hag Trait
- Claws
- Natural Armor
- Darkvision
- Aura
- Orisons
- Domains - Artifice (Artificer´s touch)
- Earth (Acid Dart)
- Channel Energy (DC=15) 7/day 1d6
- Spontaneous Casting
==Spells==
Spells per Day Level 0 : 3
1 : 2 + 1 Domain
------------ Level 0 ------------
DC14
- Detect Magic
- Read Magic
- Guidance
------------ Level 1 ------------
DC15
- Magic Stone
- Bless
- Burning Disarm
- Cure Light Wounds
+6 Concentration checks

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I'm going to start spoilering these bulk responses to keep them from becoming walls of text. No actual spoiler content inside, just quotes and answers
I have had this aasimar/hobbit techslinger try the AP and have had a GM fold twice. I would turn him into a PFS alias if selected.
No need, PFS characters don't play in this, they just get the credit.
GM Ahayzo, do we need a backstory?
Don't need one, but it never hurts!
Here is a PC I made some time back that may work for this setting
All have to get her up on Paizo reg but you get the idea.LN Android, Cleric iron-priest [L2]
Also need to bump her down to first level.
Ok, so I've made my mind up.
Sticking to fighter throughout with no multiclassing. Taking the foehammer archetype and also the eldritch guardian archetype.
I had a few questions regarding that:
1 - I'm unsure whether "treating his fighter level as his effective wizard level" qualifies him for improved familiar.
2 - If it does, how would you feel about him eventually getting a clockwork armadillo as a familiar?
It would need a little refluffling as mentioned in the clockwork familiar entry (currently designed as a raven). I'd be thinking about replacing the fly speed with the armadillo's burrow speed, and the bite attack with a gore attack. I'm basically trying to make this.
3 - I'm slightly confused about the requirements for a clockwork familiar. Does taking improved familiar at level 7 allow me one, or do I still need to meet the crafting requirements (which include being CL12)? Could I "find" one rather than craft it?
Sorry for all the questions!
1. Yes, I'll count that for improved familiar. I won't blanket count it as wizard for anything involving familiars, so check if you have something else for it later please.
2. That's fine, and I must say that photo is... disturbingly awesome.
3. If you find one you can use it, but if you craft one you will need to meet the requirements. I won't guarantee you'll find one, but I'm not against it.
Sadly, there are only five tech archetypes and one prestige class.
And only one of them is for a caster.Multi classing and archetype stacking helps, but if going all for tech types, you end up with a lot of the same base classes in a party.
That's why I'm not asking for everyone to build a tech character. Obviously I want at least one or two to have some sort of background in tech, but I have no issue with completely tech-less builds.

Kaziya Hellfallen |

Ok, I added the extra 5 points of point buy for stats (Yay 18 Int! Yay extra skill point!) and adjusted derived statistics appropriately. Kaziya is 100% ready to go.
I didn't make this absolutely clear, but Kaziya will pick up Firearm Proficiency at Lvl 2 (Yay Rogue talents!).
Additionally, she's primed to take all of the tech creation feats and to be reasonably competent at cybersurgery. So anyone who wants to be Robocop, Kaziya is your friend.
That said, if another player wanted to divvy up the Tech Creation feats with her, she wouldn't mind at all. With the VMC, I am running lean on feats and freeing up one or two of them would give me a scoche of breathing room.

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I browsed trough the numeria campaign setting and the technology guide.
Craft Cybernetics is something I would love to look into. Not only for mechanical benefits, but also because of flavor reasons.
My idea for Iron Gods:
Ratfolk Life Oracle/Warpriest (might a lvl of unbreakable fighter and later go into evengalist prestige class).
The ratfolk family travels trough Numeria, trading, and using their knack for tinkering to help out the locals, in exchange for money, food, or goods.
Torch, a small town, is one of their regular stops.
Idea is to go for at least four levels of oracle, so I can throw out four life links, and fill out the rest with warpriest. Normally the healing build is done with palladin, but I like the versatility the warpriest brings. Depending on what the party needs, or how the party functions in combat, a single dip of unbreakable fighter might also be an option.
Ratfolk is certainly not the best choice for this build, but with 25 point buy I figure I can loose some effectiveness in return for flavor.

Miranda Andegar |

Here's the basics of my arcanist! (This is Cartmanbeck)
She is a lashunta that was raised by a human wizard and his wife after being left on their doorstep mysteriously. She has studied the arcane arts and also is fascinated by the technological items that pervade Numeria, and she even created and used a strange ritual involving one of her android friends which gave her a limited ability to use nanites. She created her own familiar, an ioun wyrd she named "Tula".

Mystiel 'Myst' Trange |

I'd like to sign up with Mystiel 'Myst' Trange, the techslinger.
If you find the backstory compelling, sign me up! =)
Single-classed techslinger who travels Numeria searching for the parts he needs to repair a defective device before it claims his life, all whilst trying to escape the notice of the Technic League. Former assistant and apprentice to his late grandfather (who was a tinkerer and gifted scholar in the Technic League), he is far more knowledgeable on the subject of Numerian technology than his youthful demeanour might suggest.
If you permit, Myst will start play with a defective robotic arm that grants no mechanical benefit (it is mainly there to explain his grit mechanic and to be his reason for adventuring). We can work out when he finds the necessary parts to repair the arm, at which point I will pay the cost of a full robot arm to 'repair' it.
I will be simulating the covet charge deed mechanic as Myst channeling a bioelectric charge through his robotic arm. As the charge comes from his heart, he can only do so a limited number of times per day (limited by his grit) without endangering his life. Bursts of adrenaline (when he regains grit) often allow him to stretch that limit, but until he perfects the arm (hitting level 11 and getting the signature deed), he knows he needs to use it sparingly.
Mechanics-wise, Mystiel will be very straight-forward, being a single-classed techslinger.
Myst's grandfather, Graeme, was a scholar in the Technic League who had been researching a way to improve the usability of technological firearms by solving the problem of their limited ammunition. The solution he came upon was a bioelectric charge generated by the user's body and channeled into the firearm via a port in a cybernetic arm. For years he labored on the concept and after years of tinkering finally completed a working prototype.
But although Graeme had attempted to keep his research a secret, jealous competitors in the League took notice of his research and the materials streaming into his laboratory, and deduced the nature of his research (though not its form). Graeme came under pressure from the upper echelons of the League's hierarchy to reveal the full nature of his research and surrender it to the league for 'safekeeping', for whilst the mages of the League possessed a rare few methods of maintaining the charges in the technological weapons, they jealously resented the prospect of renewable power for those weapons being available through a device that might find its way into non-League hands. His laboratory was placed under surveillance and he knew that it was only a matter of time before they came knocking.
Reluctant to give up his life's work, Graeme sought a solution. In his desperation, he looked to his grandson, Myst, who had served as his apprentice and assistant, and there was no one who knew more about the arm after Graeme himself. The prototype arm had a flaw - the device drew its bioelectric charge directly from the user's heart, but without proper calibration and due to several inefficiencies in the circuitry, it could not be used extensively without endangering the user (grit limits how often it can be used). But reasoning that Myst's young heart would be better-able to cope with the strain, Graeme installed the arm on his grandson and cremated the original. When the league eventually forced their way into the laboratory, they did not think to look under the sleeve and glove of the young lad who looked in fear as his grandfather was interrogated, then brutalised and finally murdered. Myst himself was beaten to within an inch of his life and left for dead.
As Myst struggled to pull together what was left of his life after that traumatic experience, he found that the flaw in his grandfather's prototype arm was greater than previously thought, for he learned (rather painfully) that the arm also the potential to glitch and draw a massive charge from his heart, leading to a heart attack. Furthermore, due to the arm's direct link to his heart, there was no way to safely detach the arm without triggering the glitch and risking a fatal heart-attack. Whilst Myst was able to jury-rig a temporary fix for the problem with the materials left behind in Graeme's laboratory, most of the materials that he needs for a more permanent fix were taken by the League.
Thus did Myst find the life of an adventurer thrust upon him. After gathering what provisions he could from his grandfather's laboratory, he set off into the harsh Numerian wastelands, praying to whatever gods of fortune that might be listening that he would find the components needed to fix his arm before the next glitch claims his life.

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Just a brief outline for my half-orc (Kara). More of a wandering mercenary type, she tends to not settle down for too long. Always on the lookout for something new and shiny to sell (or use), she tends to travel as a guard for caravans, merchants, etc. From changing comrades so often, she's developed the habit of writing in small journals, both for the memories, and to calm herself before sleeping.
A bit coarse with her humor, she would often wander off from her family's farm, and skulk about the taverns. There she found a strange, ever-changing circle of friends in the form of the bards, fighters, and other braggadocios who found eager ear for their tales.
Her familiarity with pistols came from Tarlen, a local smith, who specialized in the odd weapons. Though cautious at first (he didn't want to be the one to tell her mother Kara had blown her fingers off), he soon grew fond of his accidental apprentice. She learned quickly not only how to disassemble firearms, but how to hold her own with one as well.
There wasn't one particular instance that resulted in her wanderlust. Over the years it just seemed that all the tales, the stories, the adventures everyone else seemed to go on - sometimes you want a few of your own. ..

Bobafett Aloysius |

Ok, thanks DM.
Bobafett will be a full BaB pistolero looking to retrain to techslinger when he finds his first 'tech' gun. With the technologist feat he will plan on becoming the trap disabler (non magic only) and reliable ranged combatant if there is no other person slated to do that in the group.
Think a combination of Harry Dresden and Billy the Kid on a riding dog.

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Life oracle 4 / Warpiest x / Unbreakable figher x
At lvl 1:
Female ratfolk Oracle
CG Small humanoid (ratfolk)
Init +2, Senses Perception +1, Darkvision, Scent
Defense
AC 16, Touch 11, flat-footed 16 (+4 armor, +1 shield, +1 size)
HP10 (1d8 + 2 Con)
Fort +2, Ref +0, Wis +5
Offense
Speed 20 ft.
Melee Light mace +3 (1d4+2/x2)
Ranged Light crossbow +1 (1d6/19-20 x2)
Statistics
Str 14, Dex 10, Con 15, Int10, Wis 16, Cha 12
Base Atk +0; CMB +1; CMD 11
Feats Technologist
Skills Acrobatics -3; Appraise +0; Bluff +1; Climb -1; Diplomacy +1; Disguise +1; Escape Artist -3;; Heal +7; Intimidate +1; Knowledge (Engeneering) +1; Perception +1; Ride -3; Sense Motive +7; Stealth +1
Traits Magical knack; Reactionary
Languages Common, Aklo
Special abilities Life Link
Curse Tounges, Aklo.
This would be a healer/combat support role. Four levels of life oracle is a base, filling out with warpriest and maybe an invulnarable fighter dip where needed.
As an alternative, I could build a Cavalier for a total melee build, if the party is lacking that.

Rogar Hammersmith |

This is Umbungo's character. I'm hoping to put the backstory up in the next day or so.
The plan is to stick to the foehammer/eldritch guardian fighter all the way through, picking up improved familiar at level 7 and finding/making a somewhat technological familiar. I'm interested to see why the Iron Gods players guide recommended the foehammer, but even without that recommendation I like the flavour of the archetype.
Rogar's not got any particular training with regard to technological subjects, but he's a blacksmith by trade and would be interested in the potential applications of this "technology" to weapons, armour and the like. He's also got more feats than he can shake a dwarven longhammer at, so he might pick up something technological at some point.
In terms of party role he's currently built a little more for damage than tanking, but at later levels he'll gain some useful combat manoeuvre abilities and the option to create difficult terrain at will, improving his tank-ability.
As for me, I've been playing Pathfinder for about three and a half years. I've also dipped my toe in 4th ed D&D, Shadowrun and Edge of the Empire. I've played through Rise of the Runelords and am DMing Jade Regent and (occasionally) Skull & Shackles. I should easily be able to post at least once a day on weekdays (I work in front of a computer and nobody checks what I'm doing!). Weekends might be trickier now and then, but should be fine most of the time. I'm in the UK, so timezone wise I'm on GMT.

Zoomba |

I'm still tinkering with a stat block and a full backstory (the latter hopefully up tomorrow), but here's the gist I am working to expand.
Vivaliaas (Viv, to those few close to her) is a Samsaran psychic. Continually dying and reincarnating like the rest of her kind, Viv is, as best she can determine, on at least her 15th iteration. When her latest reincarnation found her awaken as a young woman in the River Kingdoms, far from her native land of Tian Xa, she was at first confused and frightened, unsure of what this nigh-unheard of distant emergence meant. But when her travels in this new land brought her news of strange creates the locals called 'androids': beings who were constructed rather than born, but possessed a soul and a unique personality. Viv has since become fascinated by that race and made androids a personal point of study, for she believes learning more about how their mind and bodies interact with the soul could perhaps bring her closer to understanding how her own spirit lives on over the ages.
Viv would be a Psychic with the Rebirth discipline, specializing in knowledge checks on top of her own casting prowess. She would have come to Torch to consult with the wizard Khonnir Baine: after meeting him while wandering years ago, she seeks his advice and expertise regarding a new theory of hers.
In terms of myself as a player, I'm a veteran of 3.5 since '03, and after taking a few years off from Role-Playing games I got into Pathfinder about 2 years ago. I've played and GM'd multiple adventures on PbP on these and other forums (though never an Adventure Path in one), and am currently about midway through Rise of the Runelords in RL with my local gaming group.
I'll try to get a full backstory up tomorrow, as well as at least a tentative sketch of the character stats.

He'sDeadJim |

@GM Ahayzo
I have to ask:
Would you consider this character at all for your campaign?

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Her Name is Sliver a Numerian Scavenger(rogue archetype) for most her Kobold life she revels in dismantling tech of all kinds and loves for chances to show her wit at such skills, She takes any chance to do so and when the opportunity should arise she uses such skills for gold and glory.
Sliver is Numerian Scavenger (rogue archtype) who seeks out tech if for nothing else the sheer joy of ripping it apart! she would focus on your run of the mill rogue skills such as DD.
As a player i have been player RPG's for about 8 years, Have played some 3.5, 4eD&D, 5E, Im new to Pbp, but have been playing Pathfinder for 2 years, PFS just as long.
And i will try and have a full stat block up by tomorrow, as well as a back story. Hope i make the cut!

Pirate Rob |

Ha, I've been looking for a pbp to use Sacred Geometry in.
Hi, I'm Pirate Rob, VC for the SF Bay Area. I have quite a bit of experience both playing and GMing PFS both here and tabletop.
I present Smith, Android Metal Wizard.
Android wizard 1 (Pathfinder RPG Bestiary 5 19)
N Medium humanoid (android)
Init +2; Senses darkvision 60 ft., low-light vision; Perception +2
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Defense
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AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 9 (1d6+3)
Fort +2, Ref +2, Will +2 (+2 to saves vs. emotion and fear); +4 vs. mind-affecting, paralysis, poison, and stun
Defensive Abilities constructed; Immune disease, emotion, exhaustion, fatigue, fear, sleep
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Offense
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Speed 30 ft.
Melee quarterstaff +1 (1d6+1)
Special Attacks metal rending
Wizard Spells Prepared (CL 1st; concentration +5)
. . 1st—magic missile, magic weapon, magic weapon
. . 0 (at will)—acid splash, detect magic, mending
. . Opposition Schools Fire
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Statistics
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Str 13, Dex 14, Con 14, Int 19, Wis 10, Cha 10
Base Atk +0; CMB +1; CMD 13
Feats Scribe Scroll, Technologist
Traits artisan, hedge magician, skymetal smith
Skills Appraise +8, Craft (weapons) +12, Knowledge (arcana) +8, Knowledge (engineering) +8, Linguistics +8, Perception +2, Sense Motive -4, Spellcraft +8; Racial Modifiers +2 Perception, -4 Sense Motive
Languages Androffan, Azlanti, Common, Dwarven, Hallit, Orc
SQ arcane bond (quarterstaff), emotionless, exceptional senses, iron skin, nanite surge
Other Gear quarterstaff, masterwork artisan's tools, 95 gp
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Special Abilities
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Arcane Bond (Quarterstaff) (1/day) (Sp) Use object to cast any spell in your spellbook. Without it, Concentration required to cast spells (DC20 + spell level).
Constructed (Ex) Counts as both humanoids and constructs for effects that target type.
Darkvision (60 feet) You can see in the dark (black and white only).
Emotionless (Ex) Androids have problems processing emotions properly, and thus take a –4 penalty on Sense Motive checks.
Exceptional Senses Androids have darkvision to a range of 60 feet and low-light vision. They also gain a +2 racial bonus on Perception checks.
Fire You must spend 2 slots to cast spells from the Fire school.
Immunity to Disease You are immune to diseases.
Immunity to Emotion (Ex) You are immune to all emotion effects.
Immunity to Exhausted You are immune to the exhausted condition.
Immunity to Fatigue You are immune to the fatigued condition.
Immunity to Fear (Ex) You are immune to all fear effects.
Immunity to Sleep You are immune to sleep effects.
Iron Skin +2 (7/day) (Su) Increase natural armor bonus for 10 minutes.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Metal Rending (Su) Deal extra damage vs. metal armored/bodied foes. At 20th level roll twice vs. SR and take higher.
Nanite Surge +4 (1/day) (Ex) Bonus to any one d20 roll. Glow like a torch for 1 round when used.
Technologist You are familiar with the basic mechanics of technology.
Benefit: You are considered to be trained in any skill used against a technology-based subject.
Used as nothing more than a blacksmith's assistant for many years Smith has extensive training in the creation of weapons and various technological devices.
While others might have called him a slave Smith saw purpose in his work and worked hard to perfect his craft.As his talent grew Smith was finally offered the gift of crafting his own item. While Smith had often assisted with projects in Torch's violet flames, it was always as an assistant, never as a creator.
Smith worked hard and crafted a perfect sphere of skymetal, implanting it into the head of his staff. When Smith returned home to display his creation, he was surprised to find himself released from duty. "There is nothing more I can teach you." said his master.
Lost and confused without a purpose Smith returned to the forge, only to find the fires extinguished! Smith's new purpose was clear, find a new master, one he could assist in rekindling the fires.

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He'sDeadJim - I won't count being a Synthesist against you, as long as it isn't being used to eliminate any sense of challenge from the campaign.
Rob - Yes, the mathematical feats from that book are some of my favorite. Arithmancy is possibly the coolest feat in PF in my opinion, and Sacred Geometry isn't far behind the scale. Probably my biggest disappointment in PFS is not having Arithmancy!
The great thing about Campaign Mode is I can do what I generally do -- any enemies that are built purely with class levels like a player would be, I always end up rebuilding them from scratch myself, keeping to the intended theme. It gives me a chance to not only more easily balance a fight to the party's capabilities, but to try out options and mechanics I don't generally have a chance to try as a player. In a setting like this, I have no doubt I'll be able to find a caster to give SG and/or Arithmancy :)