Iron Gods AP Re-Recruitment [3-4 character needed]


Recruitment


If you've seen my other re-recruitments around, this should be my last one before the school year starts. Our initial party of 6 has been whittled away to 2 still on board, and one on excused leave. That said, I'm looking for 3-4 new members to round out this group to at least finish book 1. Currently, we aren't terribly far into the book so you have not missed much.

Iron Gods Player Guide here!

Character Guidelines:

We will be starting at level 1, and be leveling usually through the moderate experience track and key moments during play. I'm starting to default to the second one to be honest.
• Races: All standard races from the Pathfinder Core Rulebook will be allowed. Any other PC race will be considered on a case by case basis. For the most part, races recommended by the Player's Guide will be approved. As for Tiefling and Aasimar characters, I have special homerule alterations to make them a bit more balanced.
• Classes: Any class created by Paizo with the correct errata.
• Alignment: You can declare an alignment, but for the most part it will be determined by your actions and motivations.
• Abilities: Characters will be based on the High Fantasy (20 point) buy, found in the PFRPG Core Rulebook on page 16.
• Feats: Any feat created by Paizo with correct errata.
• Skills: We will be using the Background Skill system.
• Traits: Characters will start with two traits. One must be a campaign trait listed below. The other one better have a good narrative reason why you have it. Also, you may take a third trait if you take a drawback as well, but please choose a drawback that you think will actually matter.
• Hit Points: Characters will start out with Maximum hit points for their class at 1st level. After 1st level characters will take the average each level.
• Starting Gold: Characters will start with Average starting gold for their base class as found in the PFRPG Core Rulebook on page 140, or in the APG on page 26.
• I retain the ability to ask you to change something if I find it would upset game balance a bit too much.
• Third Party Pathfinder material and 3.5 material are not allowed as a general rule. Exceptions can be made, but they are rare.
• Unchained options are allowed, but you must fully commit. Meaning, you cannot choose the unchained version of a barbarian but choose the non-unchained version of one of his rage powers.
• Banned from Use: leadership feat, summoner class (non-unchained)

Campaign Traits:

Against the Technic League: Although the Black Sovereign rules Numeria in name, it’s the spellcasters of the Technic League who hold the real power. While their influence is certainly strongest in the capital of Starfall, their touch can be felt even here in Torch—the League takes a significant cut of the town’s income as tithes every month. For some reason, you have a grudge against the Technic League. Perhaps your parents lost their jobs as the result of an act they took that displeased the League—you might even suspect the League was responsible for their deaths. Alternatively, you could just rankle at the League’s open acceptance of slavery, their reputation for sadism and cruelty, or their penchant for hoarding and controlling technological wonders. Talk to your GM to refine the reasons why you hate the Technic League, but you’re convinced that they are somehow responsible for putting out the town’s torch and that evidence of their tampering can be found in the caverns below—if you can find evidence of the Technic League working against Torch’s better interests, that could well be a step toward the town’s independence from the League. Choose either weapons or spells. If you choose weapons, you gain a +2 trait bonus on all damage rolls made against targets you know are associated with the Technic League. If you choose spells, increase the save DC of your spells by 1 when you target such a foe.

Local Ties: You have ties to a prominent local in the town of Torch—the missing wizard Khonnir Baine. If you’re a wizard, alchemist, or other scholarly type, he may have
been your tutor or teacher. If you’re of a more martial bent, Khonnir could instead have been a friend or business associate of your mother, father, or patron. He may even have been your adoptive father, in which case you likely have a bond of friendship or rivalry with his adopted daughter Val (your GM has more information on her in this case if you wish to know more for your character’s background). Your association with Khonnir has given you insight into how technology works. Choose Disable Device or Knowledge (engineering). You gain a +1 trait bonus on checks with this skill, and it is a class skill for you. In addition, you are treated as if you possessed the Technologist feat for the purposes of resolving checks associated with that skill. If you gain the Technologist feat, your trait bonus for the selected skill increases to +3.

Numerian Archaeologist: Numeria is a land ripe for archaeological exploration, since so many of the strange technological dungeons have been either avoided by the superstitious barbarian tribes or have been locked down by the Technic League, leaving many of them untouched and ripe for exploration. You’ve studied the strange language associated with these eerie technological ruins, and are eager to start exploring them—you suspect that Torch’s namesake is in fact part of a larger buried ruin, and you hope to enter these ruins and learn their original purpose by exploring the caves below town. You gain Androffan as an additional language. In addition, you possess a knack for technological items; when you use a timeworn technological item, roll twice when determining any glitches the item might cause and choose which result to use as your actual result. Talk to your GM for more information about resolving glitches.

Robot Slayer: The strange automatons that plague the wilds of Numeria are a blight upon the world, and the idea that there could be countless more of these creatures lying in wait in the unknown ruins scattered throughout the region chills your blood. Khonnir’s recovery of a deactivated robot from the caves below Torch worries you—not only could that thing wake up and run amok in town, but there may well be more lurking below! You want to explore the caves under Torch to determine if there is indeed a lurking robot threat below town. You gain a +1 trait bonus on attack rolls against robots and a +1 dodge bonus to AC against attacks made by robots.

Skymetal Smith: The fires atop Torch Hill have long been a boon to smiths and metalworkers, and your family is no exception. Whether you grew up in Torch or simply made several trips here with your parents to use the fire, this was to be your first time to use the torch for your own project. You managed to use the fires to craft a small weapon or piece of armor from skymetal, but not long thereafter the fires went out. The violet flames are as much a part of your upbringing as anything else, and their loss distresses you; you hope to find a way to rekindle the torch below the hill. You’ve long hoped to work with skymetal, and begin the game with a small metal bauble made of the skymetal of your choice—you made this item yourself. The item is nothing more than a valuable art object worth 100 gp. You can sell it to gain an additional 100 gp when creating your character, but if you keep it, your pride in its crafting grants you a +2 trait bonus on Will saving throws made against emotion and fear effects. You lose this bonus if you willingly sell or give up the item, but if it is destroyed or lost through no fault of your own, you retain a +1 trait bonus on such Will saves.

Stargazer: They say the strange technological ruins scattered throughout Numeria came from the skies several thousand years ago. The concept of life on other planets far beyond Golarion has always fascinated you, and you’ve long hoped to learn more about what life on those other planets
may have been like. You’ve heard stories about the strange alien creatures found in Numerian dungeons and hope to learn all you can about them—perhaps some of these aliens can be found in the caverns below Torch! You gain a +2 trait bonus on Knowledge checks to identify alien monsters’ abilities and weaknesses. In addition, you gain a +1 trait bonus on Knowledge (geography) checks, and this skill is a class skill for you. You are treated as if you possessed the Technologist feat for the purposes of resolving checks to identify an alien creature using a Knowledge skill and for all Knowledge (geography) checks. If you already possess the Technologist feat, then your trait bonus on Knowledge (geography) checks increases to +3.

Things you should know:

• While I don't mandate posting every day, I do hope you will post frequently. If you will be gone for a decent span of time, please inform me and I will bot you as necessary.
• My updates will be fairly consistent, but I have times where I might not update for a few days. I ask for your patience if I go quiet for a week as real life can get extremely busy. AFter a week, feel free to spam my messages.
• I will be using a mix of Roll20 and imagination for combat, but all rolls and role-playing will be done in the gameplay thread of this campaign. This means some combat will be on maps, and others will be more theatre of the mind.
• Roleplaying will be focused on more than combat, but not exclusively.
• The number one deciding factor that will boost your chances of selection is if you have a very real character, one that oozes personality, backstory, and motivation. At times, I have chosen lopsided parties of characters I enjoyed and worked with the chosen players to balance the party after selection.
• An Alias does not need to be created to be considered for selection, but your character's stats and backstory must be complete.
• On principle, I do not go over submissions until the deadline to keep myself from favoring earlier submissions. Asking questions is fine to help fine tune, but I will not check your submission for mistakes prior to the deadline.
• Keep Min-maxing to a minimum-moderate level, please. I understand the joy of a powerful character, but I like to see reasons behind character decisions. Relevant background reasons, not "its the most effective."
• If your character sheet is difficult to reach or read, that is a bad thing.
• Do not post more than one submission.
• I will give greater consideration to characters with great personality, backstory, and motivations. Please do not hand me a block of stats or a generic backstory.
• A paragraph might be too little, while a five-page short story might be too much when it comes to backstory. The best advice I've ever gotten was to just write down what your character knows, and let the GM decide the rest.

Recruitment will end when I have found enough players. I'll give at least a day or two arning before closing down recruitment.


I'm down for another of your games (assuming you'll have me!) but I feel I should mention that I am currently running IG on the forums right now.

If that's not a problem, I would be happy to submit.

Since it's going to come up, what classes do you already have?


Hey Basil NaN Long time no ’See’ ? 'Talk' ? 'Type' Aww, you know what I mean.

DM Default, how long will you be leaving the application process open?

I see you are still following the initial recruitment guidelines.

I appears you have a Summoner and a gunslinger still adventuring and possibly an investigator that may return. Are you looking for anything in particular or still willing to “chose a lopsided party of characters”?

So were fighting the gremlins, for full disclosure I played in an “Iron Gods game” that got slightly past this point before it petered out.


Would you mind sharing what current party members are? or would you rather party makeup not affect submissions?


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

I am interested in joining you. Full disclosure, I have not done a play by post game yet, but I have a decent amount of experience DMing and Playing.

I have been playing around with a Magus, and I think I can make it fit into an Iron God's game. (I could be convinced to play a class that can heal if needed too). Should I post its stat block into this forum? Along with a bit of background?

I am not 100% sure of the rules of PbP games on this forum. I have the magus built up, following your rules. I can export it as a stat block if that is easiest.

edit: Decided to just include my magus

Harg:

Harg
Half-orc magus (bladebound) 1 (Pathfinder RPG Ultimate Magic 9, 47)
CG Medium humanoid (human, orc)
Init +1; Senses darkvision 60 ft.; Perception +4
--------------------
Defense
--------------------
AC 14, touch 11, flat-footed 13 (+3 armor, +1 Dex)
hp 10 (1d8+2)
Fort +4, Ref +1, Will +2
--------------------
Offense
--------------------
Speed 30 ft.
Melee scimitar +4 (1d6+4/18-20) or
touch attack +4 (As Spell) or
bite -1 (1d4+2)
Ranged ranged touch attack +1 (As Spell)
Special Attacks arcane pool (+1, 3 points), spell combat
Magus (Bladebound) Spells Prepared (CL 1st; concentration +3)
1st—shield, shocking grasp
0 (at will)—daze (DC 12), detect magic, light
--------------------
Statistics
--------------------
Str 18, Dex 12, Con 14, Int 14, Wis 10, Cha 8
Base Atk +0; CMB +4; CMD 15
Feats Combat Casting, Endurance
Traits gifted adept, robot slayer
Skills Craft (weapons) +6, Knowledge (dungeoneering) +6, Perception +4, Profession (soldier) +4, Spellcraft +6, Swim +7
Languages Abyssal, Common, Draconic, Orc
SQ orc blood
Other Gear studded leather, ranged touch attack, scimitar, touch attack, backpack, bedroll, belt pouch, flint and steel, hemp rope (50 ft.), ink, inkpen, magus starting spellbook, mess kitUE, pot, soap, spell component pouch, torch (10), trail rations (5), waterskin, 83 gp
--------------------
Special Abilities
--------------------
Arcane Pool +1 (3/day) (Su) Infuse own power into a held weapon, granting enhancement bonus or selected item powers.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Darkvision (60 feet) You can see in the dark (black and white only).
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Spell Combat (Ex) Use a weapon with one hand at -2 and cast a spell with the other.

--------------------
Alternate racial traits
--------------------
Fey Thoughts: The Character sees the world more like a native of the First World. Select two of the following skills: Acrobatics, Bluff, CLimb, Diplomacy, Disguise, Escape Artist, Fly, Knowledge (nature), Perception, Perform, Sense Motive, Slight of Hand, Stealth, Swim, or Use Magic Device. The selected skills are always a class skill for the character. Replaces Racial Weapon Familiarity.

Shaman's Apprentice: Only the most stalwart survive the years of harsh treatment that an apprenticeship to an orc shaman entails. Half-orcs with this trait gain endurance as a bonus feat. This racial trait replaces intimidating trait.

Toothy: Some half-orcs tusks are large sand sharp, granting a bite attack. This is a primary natural attack that deals 1d4 points of piercing damage. This racial trait replaces Orc Ferocity.

Background Story:

Harg was born into a barbarian tribe somewhere in Numeria. Found to have some arcane talents at a young age, he was set up to be the local Shaman's Apprentice. He worked with her for years, but slowly she realized that his skills in magic were not the same as her's. She called him out, and the tribe banished him. Worried his "unnatural" magic will ruin the tribe.

Harg was only 12 or so at this point. He made his way to Torch. Through some grace of the city they let him stay, fed him. He worked with a local blacksmith (is there a named one in Torch?) to learn to craft weapons. He put a lot of his arcane talent into creating his first Scimitar (this will end up being his black-blade at level 2).

Since then he has been working making mundane weapons and practicing his own arcane abilities in secret. Creating his first spellbook from what he has learned.


need to make a few changes, but should have them done soon


I present to you Pasquot of the Bauga, an abject lesson in why you do not cross the Technic League, who has conversely vowed to teach the Technic League a lesson.

Stats:

Pasquot of the Bauga
LN M Mutation Warrior 1
Medium, Speed 30
Hair Black, Eyes Yellow, Skin Pale
6'7", 230#, Age 23

Str: 17 (7)
Dex: 13 (3)
Con: 14 (5)
Int: 13 (3)
Wis: 13 (3)
Cha: 9 (+1)

Racial Abilities:
Bonus Feat (Power Attack)
Heart of the Wilderness (+5 on con to stabilize, half level bonus to negative hit points, level bonus on survival checks)

Languages:
Common, Draconic, Undercommon

Traits:
Magic - Unstable Mutagen
Combat - Firebug
Campaign - Against the Technic League (Weapons, +2 dmg vs technic league)

Power Hungry - You’re addicted to power. You take a –2 penalty on Will saving throws against charm and compulsion effects if the creature creating the effect promises wealth or power.

Feats:
(1) Nimble Moves
(H) Power Attack
(F1) Furious Focus

CLASS FEATURES
1) Bonus Combat Feat

SKILLS (14 ranks)
Skill R + A + T + M = +#
Acrobatics
Appraise
*Climb
*Craft - Alchemy 1 + 1 + 3 = +5
Disable Device
Fly
*Handle Animal
Heal
*Intimidate
Know - Arcana
*Know - Dungeoneering
*Know - Engineering

Know - Nature 1 + 2 + 3 = +6
Perception
*Profession
*Ride
Sleight of Hand
Spellcraft
*Survival 1 + 0 + 3 +1 = +5
*Swim

AC: 13 (10 + Armor 2 + Dex 1)
Touch: 11
Flat: 12

Fort: 4
Ref: 1
Will: 1

Attacks:
Numerian Steel Bastard Sword
+4 1d10+7/19-20x2

HP: 12/12
NonLethal:
Temporary:

Leather Armor
Numerian Steel (Glaucite) Bastard Sword (105) 9#
Alchemist's Kit (40) 24#
Club (0) 1#
4 Water Proof Bags (2) 2#
2 Bandoliers (2) 2#
Cold Weather Outfit (X) 7#
Leather Armor (10) 15#
159gp - 60#/86# light load
(Total Weight 290#)

PP:
GP: 15
SP: 9
CP: 10

Description:

Pasquot is a bare headed human with dusky skin and a large, hawkish nose. His eyes are curiously yellow, and the tips of his fingers and a ring around his lips hold the same sickly dandelion hue. He's huge, though. Well over six and a half feet tall, with muscles like corded wood, his body dangling with fetishes and formulae, and clad in tattered leathers poorly cured that mark him as a Numerian Barbarian. His arms are bare to the forearm, where plain steel bracers hug his hands to the wrist, and leather gloves with a padded back, covered in studs, hide his hands to the first joint of the fingers, and the rest hangs bare. Hung from his shoulders are a pair of dangling bandoliers laden with potions and alchemical reagents, while leaning on his shoulder, unable to be strapped on, sheathed, or otherwise 'put away' is a five foot long shard of grey-white to dark-grey mottled metal, ten inches wide in the middle, strapped bodily to a long shaft of wood. Clearly of unearthly origin, the weapon features partial writing, a twist of tortured metal along the 'blade' edge, and what appears to be a vent half-way towards the tip. A plain wooden rod bounces on his hip, the back end chisel-shaped, an alchemist's pick used for scraping utensils clean, and a large wood-framed backpack drapes from his shoulders.

Backstory:

Pasquot (PAS-kwat) is a Kellid warrior of the Bauga tribe, of Numeria. Tribes of Kellids avoid the Technic League because of tribes like the Bauga, who ran afoul of the magical cult when they established a temporary home on one of the starfall ruins that dot the savage landscape. Having discovered a medical robot who adapted to their language and repaired sickness and disease, as well as modifying several members of the tribe with technological or cybernetic augments, the Bauga were suddenly catapulted into several months of golden age level prosperity. Hardship melted away as previously crippling wounds were dealt with instantly by the many-armed device, and warriors made faster and stronger and more alert by the changes to their bodies brought down mammoth game and drew starmetals from the ground to forge new weapons and armors.

Sadly this would not last long. A mere five months into the enrichment of the tribe, one bright Erastus morning, a troupe of heavily armed Technic League mercenaries led by several talented spellcasters marched on the Bauga and nearly wiped them out to a man. Those that scattered into the wilderness survived, and a nomadic lifestyle likely means there are several surviving Bauga in the world, but their chief, their maker, their shaman... all dead. With those Bauga that made it out scattered to the wind and the great majority of the technological claim recovered by the Technic League, a fifteen year old Pasquot was left to fend for himself in the wild. Surviving on small game run down and what basic trapping and fishing, he made his way to several neighboring tribes, only to be turned away as a 'bad omen'.

Resolute, however, the young barbarian dedicated himself to his revenge, becoming sullen and insular, and throwing himself at whatever work he could scrounge to pay for lessons that would teach him more about the mysteries that had been stolen from his people. Remembering those months with a hazy glow of halcyon nostalgia, he grew to be obsessed with starmetals, the power of technological wonders, and the path of self improvement that would make him the kind of monster that can wipe the League from the face of Golarion.

Now an embittered young man on a mission of revenge, Pasquot has been experimenting on himself for almost a year now, with some unfortunate side effects. His constitution has suffered somewhat from the repeated exposure to fumes and chemicals only partially understood, and his attitude is soured by his regret at the loss of his people, his feeling of shame and helplessness at having to run away from the fight where his people stood and died, and the crushing loneliness of his existence in the wilds of Numeria. Smarter than the average man, he's still managed to dull his own mental potential by constantly pumping chemicals that amplify his physical abilities, and the exposure has left him with sickly stains and jaundiced eyes, and skin that burns painfully red in the sun.

Taking every opportunity to thwart the plans of the Technic League he has heard that a nearby settlement called 'Torch', also known for dealing in the precious (and obsessive) skymetals is having significant issues that he immediately attributes to Technic League tampering. Setting out for the town, he leans into the wind, and vows to take everything from them, and never let them take anything from another ever again. Not while he can help it.

Note: While Pasquot does not speak androffan, he's -covered- in the language. He still carries zoic fetishes of twisted hair and latticed bones, and the various and sundry chunks of steel, bone, and glaucite he's scavenged are either already printed with, or he has painted painstakingly with the signs and letters of the star people. As a result he has words on him like 'down' and 'danger' and 'this', all nonsense and sometimes partial words or single letters, that he believes hold some secret insight.

Some notes:
I intend to take Pasquot up the Mutagen Warrior class, but I want to splash probably two levels of Alchemist very early on. He is definitely a front-line fighter with some ability to make ranged support a thing.

I've given him the power-hungry drawback to put stats to his drive for vengeance and his obsession with self-improvement, but he could as easily have had the doubt drawback (he lost his family), condescending, foul brand, oppressive expectations, OR overprotective! I'm happy to take feedback and suggestions on any of that.

If you have any input or concerns on the mechanical stacking of alchemist and MW levels, I'd love to hear it. I'd really like to take the extra discovery feat, to get some more options for my mutagens, and it would be lovely if the Alch levels stacked for when I can choose discoveries. Also if the two-mutagen thing is an issue, the levels could stack there as well.


@ Vrog

I don't mind if you've played the moduel before, just don't be obvious in player knowledge.

@ Robert Henry
We can make lopsided work, but having a balanced party would most likely be best in the upcoming encounters.

@ NeoEvax
Newcomers are always welcome to apply.

Current Party
Basil, the Android Gunslinger
Keldor, the half-elf Synthesist Summoner
Hali Gearhalt, Scavenger Investigator

Keldor I know from previous games and I have his assurance that he will not abuse the synthesist and focus more on rp.

Hali is our excused player who is dealing with real life currently.


DM Default wrote:

@ Robert Henry

We can make lopsided work, but having a balanced party would most likely be best in the upcoming encounters.

It looks like a Cleric or rogue could help out a lot, Especially with a Mutation Warrior and bladebound Magus posted already.

Let me see if I can come up with one or the other or a combination thereof. I will have something posted soon.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

@ DM Default
Great. I am mostly new to PbP, but I have played through a full AP and many modules before, as well as DMed my own campaign up to level 15 or so (still going). I will, hopefully, be an ok addition.

Just let me know if you would like more detail or for me to flesh anything out more.

I am also ok with going for a Divine caster of sorts. I have a few Cleric ideas if @ Robert Henry wants to go the rogue route.


Yeah, a full-caster would clearly get a lot of love in that party. Arcane or Divine.

Liberty's Edge

Hmm, I was going to adapt a forgemaster cleric, naturally devastated that the light is out, then I saw the scavenger investigator, then I saw that they are out to deal with real life but only temporarily.
Well anyway here's Haltak, if you don't think it's a good idea I can come up with something else - or maybe are two characters just work great together out of combat, and share our love of the craft!

background:

Family members:
Haltak is a proud father of two, who he has left with his wife in Highhelm.
Day-to-Day Activities:
The forge is Torag's alter, the metal and toil his sacrifice, and the workshop his temple.
Haltak spent most of his time there working, or participating in the guild. While a religious leader, his services were mostly as a master craftsman, and he had many apprentices who brought devotion to the hammering of the iron.
Haltak's best friend was study in contrasts, somewhat of a drunkard and hardly industrious, he was good for a boisterous time. When Haltak's duties became more martial - on rare occasion against the restless dead or part of every dwarf's duties, his friend was always willing to lend a hand. By the name of Ingvar Slagson, he earned his keep and was tolerated through odd jobs and his willingness to be first into battle against all manner of vermin, even the hated drow deep and far from the Sky Citadels. In fact, this wide ranging habit led to some mutterings about bringing back bad luck or curses.

Now that the namesake of Torch has gone out, Haltak has decided his children are old enough for their father to take a wee trip to see what can be done about it. After all, it sounds like a job for a forgemaster!

stats:

Haltak Forgemaster
Dwarven Cleric (Forgemaster)
LG M Humanoid (dwarf)
Initiative +1; Perception +3, darkvision
--------------------
Defense
--------------------
AC:10+1dex+armor
hp 12 (8+3+1)
Fort save +5, Ref save +1, Will save +5 (+3 vs spells, spell like abilities, +3 vs poison)
--------------------
Offense
--------------------
Speed 20ft
Melee warhammer +2 1d8+2 x3
Ranged Javelin +1 1d6+2
--------------------
Statistics
--------------------
Str 14, Dex 12, Con 16, Int 14, Wis 16, Cha 6
Base Atk 0; CMB 2; CMD 12 (+4 vs trip/bullrush)
Feats Breadth of Experience

Traits Glory of Old, Clever Wordplay, Skymetal Smith
Drawback: Pride Effect: When someone threatens, accuses, or challenges you, you take a –2 penalty on Diplomacy checks and Sense Motive checks involving that creature until the creature apologizes to you.
Skills (2 bgnd / 4 adv ranks)
Appraise +7, Craft: Smithing +1+3+2+2+2=+10,
Heal +7 (9 w/ kit), Sense Motive 9, Diplomacy 6, Knowledge: Religion +8,
Profession: All +5 (+2 stone / metal), Knowledge: Other +4,
Languages Dwarven, Common, Giant, Terran
Special Qualities Darkvision, Stonecunning, Stability, Hardy
Other Gear:
--------------------
Racial Features:
Craftsman: Dwarves are known for their superior craftsmanship when it comes to metallurgy and stonework. Dwarves with this racial trait receive a +2 racial bonus on all Craft or Profession checks related to metal or stone.
Defensive Training
Hatred
Stonecunning: Dwarves gain a +2 bonus on Perception checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking
Hardy: Dwarves gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
Stability: Dwarves gain a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.
Weapon Familiarity: Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon.
--------------------
Class Features:
Divine Smith (Su)
Whenever a forgemaster casts a spell that targets a weapon, shield, or armor, the spell takes effect at +1 caster level. If the spell has one or more metamagic feats applied, she reduces the total level adjustment to the spell by 1 (minimum 0).
Runeforger (Su)
A forgemaster may inscribe mystical runes upon a suit of armor, shield, or weapon as full-round action, using this ability a number of times per day equal to 3 + her Intelligence modifier. These runes last 1 round per cleric level, but inscribing the same rune twice on an item increases this duration to 1 minute per level, three times to 10 minutes per level, and four times to 1 hour per level. Erase affects runes as magical writing. A forgemaster learns forgemaster’s blessing at 1st level and may learn one additional rune at 2nd level and every 2 levels thereafter. Only one type of rune marked with an asterisk () may be placed on an item at any given time.
Known Runes:
Ancient Splendor: The inscribed weapon, armor, or shield grants a +2 circumstance bonus on Diplomacy and Intimidate checks (+4 when interacting with dwarves).

------------------------------------
Spells:
1 (3/day): Animate Rope (domain), lead blades, protection from evil


I'm going to submit a Halfling Occultist. I should have it up tonight.


May I present:

Kell
LG Halfling Occultist 1

STR 10
DEX 10/12
CON 14
INT 16
WIS 10
CHA 16

HP 10
AC 12/16 (10 base, +1 dex, +1 size, +4 mage armor), T 12, FF 11/15
BAB 0
Init 1

Fort +6
Ref +3
Will +4

Speed 30'

Club: +1 to hit; 1d4 damage; x2 crit

Skills: Bluff r1 +7, Diplomacy r1 +8, Perception r1 +4, Sense Motive r1 +4, Spellcraft r1 +7, Stealth r0 +5, UMD r1 +7

Background Skills: Knowledge (Engineering) r1 +8, Knowledge (Nobility) r1 +7, Linguistics r1 +8

Feats: Extra Mental Focus

Traits: Freed Slave, Numerian Archaeologist

Alternate Racial Traits: Fleet of Foot (30' movement speed), Polyglot (gain +1 to Linguistics checks and an extra language)

Class Features: Archetype: Silksworn, Mental Focus (9 max), Devoted Mystic

Implements::

Mental Focus Invested: A (2/2), C (1/1), E (3/3), T (3/3)

Abjuration: Resonant Power: Warding Talisman (+1); Focus Powers: Mind Barrier

Conjuration: Resonant Power: Casting Focus ; Focus Powers: Servitor, Flesh Mend

Evocation: Resonant Power: Intense Focus (+1); Focus Powers: Energy Ray

Transmutation: Resonant Power: Physical Enhancement (+2); Focus Powers: Legacy Weapon

Languages: Common, Halfling, Androffen, Celestial, Abyssal, Infernal, Aklo, Nekril, Thassilonian

Spells:

0: Create Water, Mending, Resistance, Telekinetic Projectile

1: Floating Disk, Liberating Command, Mage Armor, Shield

Equipment:

Implements x8 (worth 10 gp each; see description; two of each), Fancy Club (paying 10 gp for it cause it's super nice!), several additional outfits (10 gp worth), 50 gp

Background:

Kell had always dreamed of being an archeologist, like one of the famed Pathfinders.

Growing up, however, his reality was much more grim: he, his brother Cade, and his parents were slaves; owned by a Cheliaxian necromancer named Athil Rovig, who owned several slaves but his favorite to experiment on was Kell. His master usually restrained himself, but on two seperate occasions he went too far and killed him. Each time, his master hired a cleric of a good-aligned deity to bring him back, and each time Kell fell for it.

Kell doesn't actually remember what caused his master's death, but he does remember the events leading up to it: Kell was dress immaculately, and he heard an odd sound come from the pair of white silk gloves he was wearing. He remembers touching them together, and then it's blank for a few minutes. The next thing that he does remember is his master's house burning, and dragging the corpse of his brother into the woods. As he turned back to go try and find his parents, the fire-weakened house collapsed. Not knowing what to do, he fled the country before he could be recaptured and sold to another aweful person.

Deciding that this was as good a time as any to pursue the only dream he ever had, he make his way to the nearest Pathfinder Society lodge and applied. After his three years of training (during which time he learned of his ability to draw magic from the finest clothing imaginable) he completed his confirmation and was instructed to make his way to the town of Torch, where his knowledge of Androffen would prove handy in exploring potential ruins in the country of Numeria. He was instructed to meet with a friend of the society named Khonnir Baine and see what he could do about recruiting or joining a group of heroes exploring the dungeons throughout the area.

Appearance:

Kell is always dressed in exceptionally fine adventuring gear, including a pair of Jalmerayan white silk gloves, a pair of exquisite tan-colored leather boots that would not look amiss on a knight's feet, a bracelet made with alternating links of platinum, gold, and silver, and a handsomely cut silk cape made of a deep purple color. Additionally, he wears a silk shirt, pleated silk trousers, and tops his entire outfit off with a walking stick made of Oak with a silver handle set in the shape of a pouncing lion.


will finish equipment today, but done otherwise

Sovereign Court

I am interested, and I can get you a character later this afternoon when I am home from work if there is a slot available


DM Default:
Would you mind a tengu?

I'm working on a cleric of Brigh. The gist of the character is that he would have been a young thief in Kaer Maga. Having 'acquired' a pocket watch he would take it apart and become interested in such things. Learning that Brigh was goddess of Clockworks he would come to serve her.

The reason a Tengu, instead of something else, I want to explore the 'non-human' aspect, Why are birds attracted to 'shiny objects? That sort of thing. Also, he's just plain fun to play.

I played Tachio in a previous game, he was ... Odd. This is a post Of what he was like in "the Godsmouth Heresy" that I played him in. I would keep a similar personality. He would be a language expert and mimic the sounds of accents he heard in Kaer Maga.

He would have met Khonnir Baine on his way to worship at the Clockwork Chapel, in the Scrapwall of Numeria. He would have stayed with Khonnir for a time then head to scrapwall. He could easily meet the party returning to visit Khonnir in 'Torch.'

Also he would be very curious about Basil, because of her Android nature.

I realize the character is odd. You also have several quality applications, Haltak would be able to meet their cleric needs and hopefully Hali will be back soon to take care of 'disabling' things.

I'm about three quarters done with him but I wanted to ask since he is Tengu and you said: "Any other PC race will be considered on a case by case basis."

Would this character be ok? If not I understand.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

Man, after reading some of the other submissions, I should have fleshed out mine more! Fingers crossed I am at least in the running. Note to self: Don't hold back! :)


@ Robert Henry
I'll allow a tengu if you lose the +2 perception bonus. This is to balance the race to other races.

As for if I think its a good idea to submit him, I re-iterate I try to not too look at submissions till the end of recruitment.

Current Submissions
Harg, the Half-Orc Magus
Pasquot of the Bauga, Mutation Warrior
Haltak Forgemaster, Dwarven Cleric (Forgemaster)
Dirissa Dhib, Female Gnome Barbarian
Kell, Halfling Occultist

I'm planning on ending recruitment sometime next week, but as I said I'll give you guys at least a day heads up for final tweaks.


DM Default wrote:

@ Robert Henry

I'll allow a tengu if you lose the +2 perception bonus. This is to balance the race to other races.

Done! do you want him to lose the bonus to stealth as well?

This is RH's Tengu cleric Taicho, the crunch is done I will finish the fluff soon.

He has taken two archetypes, Iron Priest and Theologian both are for fluff reasons, is that ok? or do you want me to drop one.

edit: Also, Is it ok that he has taken Technologist feat at first level? I know some GM's have not permitted it.

Sovereign Court

this is GM Sapphire Fox

I have a Sylph unchained rogue, I will be replacing "Blade of Society" trait for the AP Trait "Numerian Archaeologist" for her

Tathaniise is the younger sister to Viscera Mortis, Tathaniise is a barkeep and works with her sister who is a brewer. Though several months to years has passed and she has yet to hear from her sister, and fears she may have gotten in over her head. Tathaniise was trained like by her sister in the art of stealth, pickpocketing, and lock picking, but she has not kept up with it as much as Viscera. Tathaniise is a dark tanned skinned woman with off white hair, rapier on her side and hood over eyes to hide her face, she sets out to seek for any information leading to her sister Viscera Mortis

Liberty's Edge

I'm finishing up gear, but I realized I wanted to ask - can Haltak have crafted his own armor and weapon prior to game start?


This is NeoEvaX. I have fleshed out Harg a bit more, put it all into this Alias' profile.

Question for GM Default:

I changed my Campaign trait from Robot Slayer to Skymetal Smith. It made a ton more sense for the background I was going for. I was wonder, instead of the 100gp bauble could my 'item' be my blade? It will not have any special metal properties, but since it will become a Blackblade at level 3, it seemed like it would be really neat to have that be the item I crafted for the trait. I would not add any extra gold to my money, so I would lose the 100gp value, but I would retain the +2 to saves against fear.

I have no idea how you would want to handle it, but the idea of crafting a weapon that becomes a blackblade out of skymetal sounds super cool. When it gains intelligence, it could almost be the soul of one of the original inhabitants of the ship. Again, that is up to you 100%, it just seems like a fun idea. Thank you for your time.


@Robert Henry
Alan, is that you? I have a PFS player near me who also makes Tengu Clerics without Knowledge Religion named Taicho.

XD


Purplefixer wrote:

@Robert Henry

Alan, is that you? I have a PFS player near me who also makes Tengu Clerics without Knowledge Religion named Taicho.

XD

That's awesome, apparently great minds do think alike. Unfortunately I am not Allen, just Robert, Bob to friends, I usually play melee and skill characters, but Taicho was fun to play as a warpriest, so I thought he might like to be a cleric.


Weird coincidence is truly weird.


Purplefixer wrote:
Weird coincidence is truly weird.

Well, since Taicho is one of the ten listed male names for Tengu's, I guess it's the equivalent to 'John' or 'Bill.'


@ Taicho Blackfeather
I think losing the perception buff is fine, unless you think it also best to lose the stealth buff.

I don't see an issue with two archetypes if they don't clash.

I don't see an issue with taking technologist at the first level, but out of curiosity, why would that be a bad idea?

@ blashimov
Within reason. Regular weapons and armor are fine.

@ Harg
Sure, you can have your item be a blade. Just be aware that blades can be sundered. I won't go after it specifically, but it's worth mentioning. The flavor is interesting though, so I approve.

Current Submissions
Harg, the Half-Orc Magus
Pasquot of the Bauga, Mutation Warrior
Haltak Forgemaster, Dwarven Cleric (Forgemaster)
Dirissa Dhib, Female Gnome Barbarian
Kell, Halfling Occultist
-
Tathaniise Mortis, Sylphan Unchained Rogue
Taicho Blackfeather, Tengu Cleric

Announcment
Recruitment will end on 8/16/2017 whenever I wake up in the morning.


DM Default wrote:

@ Taicho Blackfeather

I think losing the perception buff is fine, unless you think it also best to lose the stealth buff.

I don't see an issue with two archetypes if they don't clash.

I don't see an issue with taking technologist at the first level, but out of curiosity, why would that be a bad idea?

No, I would be happy to hang onto the stealth bonus, just willing to give it up to play Taicho again.

Thanks for the two archetypes, they are for flavor more than anything else, Taicho is really obsessed with constructs.

I played with a GM who thought that the technologist feat shouldn't be available to first level classes because they couldn't have learned about it yet. But I'm very happy that you disagree with him :-)

working on Taicho's crunch!

Oh, another question, would you mind if he actually wears a half-mask/skull-cap that looks like this as his holy symbol? He would make it himself out of the parts from the first watch he 'acquired.' Yeah, thats a euphemism for stole.


DM Default wrote:

@ Harg

Sure, you can have your item be a blade. Just be aware that blades can be sundered. I won't go after it specifically, but it's worth mentioning. The flavor is interesting though, so I approve.

Totally makes sense and seems fair. Hopefully it wont break, and if it does it will just make for interesting story! I mean, a broken sword turning into a blackblade? Seems neat to me, however it ends up working out.


I won't be proposing a character, I am already in an Iron Gods game... but, as the GM who ran the Godsmouth Heresy game that Robert Henry is referring to, I just wanted to leave a post here to say that Taicho was one of the coolest characters I had the pleasure of GM'ing...

Liberty's Edge

Here's Haltak with gear and slight adjustments and grammar/wording corrections:

stats with gear:

Haltak Forgemaster
Dwarven Cleric (Forgemaster)
LG M Humanoid (dwarf)
Initiative +1; Perception +3, darkvision
--------------------
Defense
--------------------
AC:10+1dex+5bscalemail2shield=18
hp 10 (8+2)
Fort save +5, Ref save +1, Will save +5 (+3 vs spells, spell like abilities, +3 vs poison, –2 penalty on saving throws against disease, illusions, and poison of all kinds, as well as against the spells, spell-like abilities, and supernatural abilities of fey.)
--------------------
Offense
--------------------
Speed 20ft
Melee masterwork warhammer +3 1d8+2 x3
Ranged Javelin +1 1d6+2
--------------------
Statistics
--------------------
Str 14, Dex 12, Con 14, Int 16, Wis 16, Cha 5
Base Atk 0; CMB 2; CMD 12 (+4 vs trip/bullrush)
Feats Breadth of Experience

Traits Glory of Old, Clever Wordplay, Skymetal Smith
Drawback: Fey Taken:
As a child, you were whisked away by mischievous fey for a time. When you returned, you were ever after considered odd and distant. You long to return there, and find the mortal world dull and at times revolting, so you do not eat as you should and do not question strange visions.

Effect: You take a –2 penalty on saving throws against disease, illusions, and poison of all kinds, as well as against the spells, spell-like abilities, and supernatural abilities of fey.

Skills (2 bgnd / 6 adv ranks)
Appraise +1+3+2=6, Craft: Smithing +1rank+3class+2dwarf+3int+2tools=+11,
Heal +7 (9 w/ kit), Sense Motive 7, Diplomacy 6, Knowledge: Religion +9, Perception +7, Knowledge: Nature: +9
Craft or Profession: All +5 (+2 stone / metal), Knowledge: Other +5,
Languages Dwarven, Common, Giant, Terran
Special Qualities Darkvision, Stonecunning, Stability, Hardy
Other Gear:
Cleric's Kit (16gp 32 lbs): This includes a backpack, a bedroll, a belt pouch, candles (10), a cheap holy text, a flint and steel, an iron pot, a mess kit, rope, soap, a spell component pouch, torches (10), trail rations (5 days), a waterskin, and a wooden holy symbol.
3gp
--------------------
Racial Features:
Craftsman: Dwarves are known for their superior craftsmanship when it comes to metallurgy and stonework. Dwarves with this racial trait receive a +2 racial bonus on all Craft or Profession checks related to metal or stone.
Defensive Training (+4 vs giants)
Fey Thoughts: Knowledge (nature) and Perception are class skills
Stonecunning: Dwarves gain a +2 bonus on Perception checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking
Hardy: Dwarves gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
Stability: Dwarves gain a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.
Weapon Familiarity: Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon.
--------------------
Class Features:
Divine Smith (Su)
Whenever a forgemaster casts a spell that targets a weapon, shield, or armor, the spell takes effect at +1 caster level. If the spell has one or more metamagic feats applied, she reduces the total level adjustment to the spell by 1 (minimum 0).
Runeforger (Su)
A forgemaster may inscribe mystical runes upon a suit of armor, shield, or weapon as full-round action, using this ability a number of times per day equal to 3 + her Intelligence modifier. These runes last 1 round per cleric level, but inscribing the same rune twice on an item increases this duration to 1 minute per level, three times to 10 minutes per level, and four times to 1 hour per level. Erase affects runes as magical writing. A forgemaster learns forgemaster’s blessing at 1st level and may learn one additional rune at 2nd level and every 2 levels thereafter. Only one type of rune marked with an asterisk () may be placed on an item at any given time.
Known Runes:
Ancient Splendor: The inscribed weapon, armor, or shield grants a +2 circumstance bonus on Diplomacy and Intimidate checks (+4 when interacting with dwarves).

------------------------------------
Spells:
1 (3/day): Animate Rope (domain), lead blades, protection from evil

background:

Haltak is a proud father of two, who are old enough to take care of themselves mostly with his wife to look after them if need be. None of them much care for the Technic League's tyranny.

Day-to-Day Activities:
The forge is Torag's alter, the metal and toil his sacrifice, and the workshop his temple.

Haltak spends most of his time there working, or participating in the guild. While a religious leader, his services were mostly as a master craftsman, and he had many apprentices who brought devotion to the hammering of the iron. While he'd defensively deny it, a few people whisper about whether Haltak's adherence to stereotypical dwarfdom is in response to his brief disappearance as a child, and his peculiar behavior thereafter...

Haltak's best friend was study in contrasts, somewhat of a drunkard and hardly industrious, he was good for a boisterous time. When Haltak's duties became more martial - on rare occasion against the restless dead or part of every dwarf's duties, his friend was always willing to lend a hand. By the name of Ingvar Slagson, he earned his keep and was tolerated through odd jobs and his willingness to be first into battle against all manner of vermin, even the hated drow deep and far from the Sky Citadels. In fact, this wide ranging habit led to some mutterings about bringing back bad luck or curses.

Now that the namesake of Torch has gone out, Haltak has decided his children are old enough for their father to take a wee trip to see what can be done about it. After all, it sounds like a job for a forgemaster!


GM Zed wrote:
I won't be proposing a character, I am already in an Iron Gods game... but, as the GM who ran the Godsmouth Heresy game that Robert Henry is referring to, I just wanted to leave a post here to say that Taicho was one of the coolest characters I had the pleasure of GM'ing...

Thank you GM Zed. RH

Taicho, stands on one foot, cocking his head eyeballing the odd looking humanoid. In a deep baritone voice he responds. "Thank you, Sir." Coking his head the other way he lulls his tongue in a tengu smile and asks in his tenor Kaer maga lilt "Yer are a fella correct? Oi don't want ter offend anyone."


I've been accepted into Lodestar's Iron Gods campaign. Unless Pasquot is definitely in on this one, I'll step out of the running.


DM Default:
I’m very sorry DM, I need to drop out of the recruitment. I was looking forward to the chance to play with MordredofFairy again, But we had meetings at work Monday and I was given more responsibility, which will limit now much time I can post. So, I don’t feel it would be good to start a new game until I get the balance figured out. Thank you so much for your consideration. It was good to get Taicho out and dust him off. I guess I will have to wait a little though. I will keep an eye on the game. If you need someone in the future let me know, a couple of the games I'm in are shorter modules so things will open up in time.

Thank you for running the game.

Good luck everyone! RH


Pokity poke.


Well, since the appointed time for the closure of recruitment has passed, I suppose it is proper to wish "Good luck" to those still in the running.
Did I get that right?
That said, in the original recruitment DM took a couple days to review the applications after the deadline, rather than just quickly announcing picks right after recruitment ended...I expect he is not doing a rushed job here, either.


I am glad someone else did the good ol 'Pokity Poke'. I have been refreshing this page pretty often.

Thanks for the heads up Basil. Excited to see if I made it.


Sorry for the wait guys, moving into a new apartment and didn't realize I'd have to put half of it together. On the bright side, also did a job interview and got the job.

Expect answer in the next couple days, I'm terribly sorry as I'm usually decently consistent on keeping due dates and such.


Good luck with the apartment, congrats on the job, and no worries!


no prob

Sovereign Court

Grats on the new job, and here's hoping you get the apartment done with little to no issues


Again, apologies for the delay. Beginning of the semester and things are already in a whirl. But I have settled on a decision.

Selected Characters
Tathaniise Mortis
Harg
Dirissa Dhib
Kell

If you could all report to the discussion thread here, we can begin progressing.
Discussion Thread.

Thank you all for applying.

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