Iron [s]Dragons[ / s] Gods (with KOBOLDS)


Recruitment


A unique take on Iron Gods AP: think "Mars Attacks!" with touches of "Paranoia". You won't be saving the world for the humans, you'll be taking it from them with BFGs. If you live long enough to recover the tech, that is.

This is an ongoing game looking to replace 2 players lost due to RL attrition.

Team Blightscale's current line-up:
Jeji- alchemist
Reep- spellslinger (gun wizard)
Drahlneep- savage technologist (gun barbarian)

we lost an inquisitor and cavalier. No 3pp other than the kobold book mentioned in the crunch.

About the Blightscale Kobolds (crunch):

Kobold PCs - umbral kobolds
–2 Strength, +2 Dexterity, +2 Intelligence: kobolds are fast and a quick study but physically weak.
Small: kobolds are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their CMB and CMD, and a +4 size bonus on Stealth checks.
Normal Speed: kobolds have a base speed of 30 feet.
Darkvision: kobolds can see in the dark up to 60 feet.
Natural Armor: kobolds gain a +1 natural armor bonus to AC.
Crafty: kobolds gain a +2 racial bonus on Craft (trapmaking), Perception, and Profession (miner) checks. Craft (trapmaking) and Stealth are always class skills for a kobold.
Light Sensitivity: kobolds are blinded for 1 round if exposed to bright light, such as sunlight or the daylight spell. Kobolds are also dazzled for as long as they remain in areas of bright light.
Languages: kobolds begin play speaking Draconic.

20 point buy, 2 traits, start at second level w/ first level avg. starting gold.

Kobold Rules (fluff)
1. Survive!
2. The Tribe over everything else (but see #1)
3. Know your place in the hierarchy
4. Survival is easier with superior numbers and tactics. Ambushes and Traps are the best defense.
5. Remember where you came from- We're DRAGONS, who the F* are you?


Draco Voodoo wrote:
20 point buy, 2 traits, start at second level w/ first level starting gold.

First level max, or first level average? Or first level rolled?


Æroden wrote:
Draco Voodoo wrote:
20 point buy, 2 traits, start at second level w/ first level starting gold.
First level max, or first level average? Or first level rolled?

fixed it above- average. I should mention that we're about halfway through the first book, but I've got a good place to drop you in. Also, plenty tech coming your way.


Roger! I'll get cooking.


I downloaded the players guide. Are the Kobolds considered technologist?

Do they get to pick campaign traits?


Any two traits, so sure, you could take the campaign traits. I believe technologist is a feat.


Great, I'll start building an Arcanist(Occultist)


Character:
Klumpy the Critter Master
Male Kobold (Occultist) Arcanist 2 

Small humanoid (reptilian) 

Init +4; Senses Darkvision 60 ft.; Perception

-------------------- 

Defense

-------------------- 

AC 14, touch 12, flat-footed 12 
(+2 Dex, + Armor, +1 Size, +1 Natural) 

Hp 9 (2d6+0) 
Fort +0, Ref +2, Will +3

-------------------- 

Statistics
-------------------- 

Str 6
Con 10
Dex 14
Int 18
Wis 10
Cha 16

BAB +1 CMB -2 CMD 11

Languages:
Androffan

Feats:
Technologist
Benefit: You are considered to be trained in any skill used against a technology-based subject. If the skill in

question requires training to use even against non-technological subjects, you must still have ranks in that skill

in order to gain the benefit of Technologist.

Simple Weapon Proficiency

Traits:
Numerian Archaeologist
Benefit: Roll twice on glitches and chose result

Reactionary

Skills:

The arcanist's class skills are Appraise (Int), Craft (Int), Fly (Dex), Knowledge (all) (Int), Linguistics (Int),

Profession (Wis), Spellcraft (Int), and Use Magic Device (Cha).

Skill Ranks per Level: 2 + Int modifier.

Knowledge (arcana) rank 2 Class 3 Stat 4 = 9
Knowledge (Engineering) rank 2 Class 3 Stat 4 = 9
Knowledge (Geography) rank 2 Class 3 Stat 4 = 9
Perception Rank 2 = 2
Spellcraft rank 2 class 3 Stat 4 = 9
UMD Rank 2 Class 3 Stat 3 = 8

Spells

* memorized

Cantrip

*Acid Slash
*Read Magic
*Ghost Sound
*Mage Hand
*Detect Magic

Level 1 SPD 4 Mem 2

Shield
Magic Missle
*Grease
*Mage Armor
Mudball
Snowball
Comprehend Languages
Technomancy
Silent Image

Occultist

Planar Spells
An occultist adds all planar ally spells to her spell list (using her arcanist level as the cleric level), and

treats plane shift as a 5th-level arcanist spell.

Conjurer's Focus (Sp)
An occultist can spend 1 point from her arcane reservoir to cast summon monster I. She can cast this spell as

a standard action and the summoned creatures remain for 1 minute per level (instead of 1 round per level). At 3rd

level and every 2 levels thereafter, the power of this ability increases by one spell level, allowing her

to summon more powerful creatures (to a maximum of summon monster IX at 17th level), at the cost of an additional

point from her arcane spell reserve per spell level. An occultist cannot have more than one summon monster spell

active in this way at one time. If this ability is used again, any existing summon monster immediately ends.
This ability replaces the arcanist exploit gained at 1st level.

Planar Contact (Sp)
At 7th level, an occultist can cast augury once per day and contact other plane once per week, using her arcanist

level as her caster level.This ability replaces the arcanist exploit gained at 7th level.

Perfect Summoner
At 20th level, an occultist can use her conjurer's focus without spending points from her arcane reservoir, and the creatures summoned last until dismissed. This ability replaces magical supremacy.

Just need to spend my money


Hmm, consider me interested. Just need to come up with a character concept.


What are you using as their creature type? Humanoid(Reptilian), or some sort of Outsider? I figure we're not using anything but that entry, so maybe these Kobolds aren't actually from the Shadow Plane, but I'm not too sure.


I'm not using the fluff from that source- just some crunch to make the kobold more playable. They are humanoid (reptilian). no more shadowy than usual.


Draco Voodoo wrote:
I'm not using the fluff from that source- just some crunch to make the kobold more playable. They are humanoid (reptilian). no more shadowy than usual.

Edited without refreshing, so deleted!

What about HP? And can we use the alternate racial traits/favored class bonuses they give?


The referenced link for Umbral Kobolds, doesn't specify (unless I missed it). I just defaulted to kobold. I can change it to whatever fits appropriately

Liberty's Edge

Pathfinder Adventure Path, Rulebook, Starfinder Roleplaying Game Subscriber

I sense a major gap in the party, into which Perrik might neatly slot.

Initial crunch:
Perrik
Male NE kobold lore oracle 2|S 8 D 12 C 14 I 12 W 12 C 17

Traits:
Stargazer
Resilient

Feats:
Technologist

Skills:
Knowledge (Nature)
Knowledge (Geography)
Knowledge (Engineering)
Knowledge (Dungeoneering)
Heal

Revelations:
Lore Keeper

Spells:
CLW
Identify
Bless
TBD

Detect Poison
Resistance
Guidance
Spark
Mending

Curse:
Tongues (Terran) (or Androffan, if you're feeling friendly)

Possible Background:
Perrik had always been strange, knowing more than he should about all manner of subjects, and prone to spending long hours staring at the stars. Anyone who'd listen, he'd spin his wild theories about how the lights were really worlds, but far far away. And he'd talk about how there were creatures out there with real power--power that kobolds could take for themselves.


Background:
Klumpy make critters...*Yip*...Klumpy master of all magic. Soon be Master of all Tech...*Yap*. All bow down to Klumpy's power.

Try and stop Klumpy. *Growl* *Yip* And Klumpy will beat so hard, pups feel it.


Here is Æroden's submission: Vornop the White. It's a recycled alias, so ignore the other two posts from it. I'll have his fluff done in just a bit, though likely tomorrow.

He'll be a switch-hitter, and I paid dearly for that 14 Strength; never thought I'd build a character with a primary stat taking a minus, but there you have it!


OK character equipped and tweaked. Ready for final review


John Woodford wrote:

I sense a major gap in the party, into which Perrik might neatly slot.

** spoiler omitted **

** spoiler omitted **

Heh, looks like we had similar thoughts. I'm about to start working on a warpriest who worships the great dragons in the sky! Clearly only dragons are smart and awesome enough to have created all this wonderful technology that came from the heavens. As the mighty dragon's descendants it is our right as his chosen people to reclaim these holy artifacts :D

@Draco Voodoo: Would you allow me to take the Iron Priest archetype from the Technology Guide as a Warpriest?


What is the general alignment for this group LE?


Peanuts-Iron priest is fine.

No alignment preference. Party has trended more Neutral so far.


MM was looking at a Goldscale paladin of Apsu and taking the Sacred Shield archtype. But if LG is TOO good then I could add the grey paladin so he's more LN


Brandon Dellmen wrote:
MM was looking at a Goldscale paladin of Apsu and taking the Sacred Shield archtype. But if LG is TOO good then I could add the grey paladin so he's more LN

Just as a personal bone with the alignment system.

A LG Kobold of a monstrous deity likely has a different worldview than a LG paladin of Sarenrae.

Consider Solku, in Katapesh. It's a bastion of Sarenrae, built as respite for weary travelers being plagued by the Gnolls that abound in the region. A Paladin of Sarenrae would consider it her duty to strike at the vile, evil creatures.

But the Gnolls view themselves as neither "vile" nor "evil," they're just doing what they need to survive in the harsh wasteland. Pick some appropriate LG deity, and make a Gnoll Paladin of it; he's going to regard the Sarenraeians, who do nothing but kill his kin and prevent their survival, with a similar level of disdain.

I know it's not my game, so really my interpretation has little place, but little things like that always bug me. I understand alignment as a mechanical device, but it functions like energy; beings with free will, even divine agents, are always going to interpret things according to their own world view. That's what separates the playable races from the "elemental alignment" races, those that are intrinsically built from the mechanically-aligned planes. Like Angels in Judeo-Christian mythology, they have no free will, being bound to the role God made for them, or in game terms the planar stuff that they're composed of/infused with.


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Thus why I'm asking Draco Voodoo. Cause some GM use the full mechanic of the alignment system. Or use the point of view alignment system.


I think of alignment more as general guidelines.

Liberty's Edge

1 person marked this as a favorite.
Pathfinder Adventure Path, Rulebook, Starfinder Roleplaying Game Subscriber

Guidelines?


John Woodford wrote:
Guidelines?

EX-actly.


Soooo assuming I get in, does anyone want to take some teamwork feats? Not really sure what to do with my first level feat (might just end up buying technologist I suppose :p)

Anyway, here is Ekis, the heretic since she refuses to worship Gakzara and instead believe in the great Techno-Dragons in the Sky! :p


Ekis the Heretic wrote:

Soooo assuming I get in, does anyone want to take some teamwork feats? Not really sure what to do with my first level feat (might just end up buying technologist I suppose :p)

Anyway, here is Ekis, the heretic since she refuses to worship Gakzara and instead believe in the great Techno-Dragons in the Sky! :p

We can talk about it! Shoot me a PM with what you're thinking; I can always grab TWF at 3 instead if a teamwork will benefit us at this stage.

Liberty's Edge

Pathfinder Adventure Path, Rulebook, Starfinder Roleplaying Game Subscriber
Ekis the Heretic wrote:

Soooo assuming I get in, does anyone want to take some teamwork feats? Not really sure what to do with my first level feat (might just end up buying technologist I suppose :p)

Anyway, here is Ekis, the heretic since she refuses to worship Gakzara and instead believe in the great Techno-Dragons in the Sky! :p

I don't know; I kind of like the idea of a kobold warpriest of Gakzara taking Improved Unarmed Attack and stomping all over enemies like a very short Godzilla.


Sorry got into another game so I'm going to bow out of this recruitment. I wish you all the best. Draco Voodoo hope your game is a success.


Our lost inquisitor of Gakzara was really good at tripping foes with his cable whip so everyone could put the stomp down. That's about the only time team kobold did well in melee.

That said, I've made a decision. Thanks all for some fun concepts. I think we really need some healy and fighty types so an oracle and ranger will be a boon.

If Perrik (Mr. Woodford) and Vornop (Aeroden) would please report to the discussion. here

Thanks again, everyone.


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Good luck guys


1 person marked this as a favorite.

Aww, well grats you two :)

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