
DM Nex |

Our GM had to drop out and I picked up the reigns. One of our players also had to back out as well. We are about 3/4 through the first book.
We are looking for 2 players to fill those slots. You will be replacing a Bladebound Magus and an Occultist.
You do not need to match those characters perfectly. But having someone with some divine/healing potential would fit the game pretty well. The remaining characters are Barbarian/Oracle, Synthesist Unchained Summoner, and Gunslinger (with some variant multiclassing planned).
• Level 3. We are not doing Xp, I just let you know when you should level.
• Races: All Paizo races are ok. The "weirder" ones should be approved.
• Classes: Any class created by Paizo with the correct errata.
• Alignment: For ease, try to shoot for Good. You want to do good by people and help out.
• Abilities: 20 point buy. Please no stat lower than 8.
• 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: Average gold for level 3: 3,000gp. Don't go spending it all in one place.
• I retain the ability to ask you to change something if I find it would upset game balance a bit too much.
• 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.
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.
• I try to get 3-4 posts a week. Some days I do multiple, when I can. Not quite every day, but no huge breaks. I will bot if, during combat, you are MIA for 3 days.
• I will be using Roll20 for combat. Please be ok with using this for tactical combat.
• I try to balance RP and combat. I try to leave openings for RPing. Feel free to really flesh out the RP as much as you want. Inner dialog.. Group chat. etc. Always good!
• Please come up with a real character. Something with a fun personality, backstory, and modivation.
• An Alias does not need to be created, but I want to see all the stats and backstory.
• 1 submission per person please.
• Keep min-maxing to a minimum-moderate level. At least come up with background reasons for choices if they are a bit above the power curve.
• A easy to read character sheet!
• A good Backstory, Personality, modivations. Reading the Players Guide for Iron Gods and using that as a basis is always good. (Free to download). A backstory in Numera or near there. In world lore is a way to get to my cold heart.
• Don't go crazy.. a few paragraphs is good, but 5 pages might be too much
Can I play a member of the technic league, or at least join them at some point?
No, at least not a current member or aspiring one. The most I'll let you get away with is you used to be a minor grunt and were ousted for some reason Whatever the case, the Technic Leauge is not your friend and your contact might have only been in name only with no real information on them.
Are crafting skills any use? Especially Craft(Mechanical)?
Yes! In fact, There are definite periods of time where you can choose how to invest your time, so taking some time to work on your craft is okay. Plus, there's going to be a lot of mechanical things in this AP.
Please feel free to ask any questions you have! Recruitment will end January 18th. Thanks!

MrStr4ng3 |

I'd love to play Iron Gods, I am leaning towards a Wizard, I'll read the Players Guide and post something specific soon.
Edit:
I see the Spellslinger suggestion, would the GM or resident Gunslinger be OK with that archtype?

DM Nex |

Edit:
I see the Spellslinger suggestion, would the GM or resident Gunslinger be OK with that archtype?
While the archtype sounds fine.. I am not sure how I feel about 2 gunslingers in the party. Would rather have more unique differences between party members. But if you have a great idea I wont stop you. Will need to talk to the other gunslinger to see what she thinks.

ScegfOd |

local ties is close enough to the technologist feat for the important lewt-getting bits, I'm sure :P
It seems like Kellids don't like any spell casters at all; does that extend to clerics?
'cause I'm thinking of maybe a cleric with the protection/community domains that's against the technic league and their slavery xD

DM Nex |

@Vraptor - Arcane bomber sounds good. The summoner is a bit of a melee fighter, so far, anyway. No harm in a bombing wizard.
I like the flavor of the robot learning. Maybe look into creating your own at later levels. Constructs and golems. Fun.
@ScegfOd - Yeah Technologist will matter more as we get more items. As far as I know the Kellids are super anti arcane and technology. As a culture. Does not mean they ALL are like that, but the different tribes sure act like that. As far as Clerics. They don't have a super strong tie to many gods. They tend to believe in nature and green faith. That being said, it is not impossible to find a kellid follower of Gorum or Desna. They tend to argue that Gorum is a Kellid and not an orc or half-orc. Desna is not represented as a elf, but as a Kellid woman riding an elk. That type of thing. So either slightly (flavor) changes of Gorum or Desna.. Or a older nature type god like Erastil would work.

DM Nex |

I don't see anything too weird about that. My only big worry is, unlike Starfinder, the Pathfinder androids don't really know too much about what they are. At least that is how I see it. I also see them as technically different species. The Starfinder androids being based on that design, but not technically the same thing.
I have no issues with a Android Telekineticist though. Though maybe I would suggest something a bit more fantasy.. like the soul inside your body (as they get replaced) went through the Ethereal Plane on its way to your body. Or something like that. Rather than an implant or anything TOO techy.
#My2Cents

@scottg0 |

I was thinking of a chirurgeon alchemist since I've never played one and wanted to try it out. He likes to throw some healing bombs along with his normal bombs.
As usual, I'll name it and make an alias if picked.
Unnamed Hero
Male peri-blooded aasimar (emberkin) alchemist (chirurgeon) 3 (Pathfinder Player Companion: Blood of Angels 23, Pathfinder RPG Advanced Player's Guide 26, Pathfinder RPG Bestiary 7, Pathfinder RPG Ultimate Magic 18)
CG Medium outsider (native)
Init +3; Senses darkvision 60 ft.; Perception +6
--------------------
Defense
--------------------
AC 17, touch 13, flat-footed 14 (+4 armor, +3 Dex)
hp 24 (3d8+6)
Fort +4, Ref +6, Will +1; +2 bonus vs. poison
Resist acid 5, cold 5, electricity 5
--------------------
Offense
--------------------
Speed 30 ft.
Melee cold iron dagger +2 (1d4/19-20)
Ranged bomb +6 (2d6+4 fire) or
. . light crossbow +5 (1d8/19-20)
Special Attacks bomb 7/day (2d6+4 fire, DC 15)
Spell-Like Abilities (CL 3rd; concentration +3)
. . 1/day—pyrotechnics (DC 12)
Alchemist (Chirurgeon) Extracts Prepared (CL 3rd; concentration +7)
. . 1st—cure light wounds (3), endure elements
--------------------
Statistics
--------------------
Str 10, Dex 16, Con 12, Int 18, Wis 10, Cha 10
Base Atk +2; CMB +2; CMD 15
Feats Brew Potion, Point-Blank Shot, Technologist, Throw Anything
Traits local ties, perfectionist's brew
Skills Craft (alchemy) +14 (+17 to create alchemical items), Craft (mechanical) +12, Disable Device +10, Heal +4, Knowledge (arcana) +10, Knowledge (engineering) +13, Knowledge (nature) +10, Linguistics +6, Perception +6, Spellcraft +12 (+14 to brew potions), Use Magic Device +6; Racial Modifiers +2 Spellcraft
Languages Androffan, Celestial, Common, Draconic, Dwarven, Elven, Hallit, Sylvan
SQ alchemy (alchemy crafting +3), discovery (healing bomb), infused curative, mutagen (+4/-2, +2 natural armor, 30 minutes), swift alchemy
Combat Gear mutagen[APG], potion of cure light wounds (10); Other Gear mwk chain shirt, cold iron dagger, light crossbow with 50 bolts, handy haversack, alchemist starting formula book, alchemist's lab, alchemy crafting kit[APG], bedroll, belt pouch, flint and steel, ink, inkpen, masterwork mechanic tools, masterwork thieves' tools, mess kit[UE], nyzam's remedies, with ritual (formula book, level 3 alchemist), pot, soap, trail rations (5), waterskin, 93 gp, 1 sp
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Special Abilities
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Alchemy +3 (Su) +3 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Bomb 2d6+4 (7/day, DC 15) (Su) Thrown Splash Weapon deals 2d6+4 fire damage.
Darkvision (60 feet) You can see in the dark (black and white only).
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Healing Bomb Use cure extract as bomb, healing target of bomb (as extract) and those in splash. (min. heal)
Infused Curative At 2nd level, a chirurgeon's extracts of cure spells automatically act as infusions, and can be used by non-alchemists. When a chirurgeon prepares his extracts, he may choose to render any or all of his infused curatives inert and prepare othe
Mutagen (DC 15) (Su) Mutagen adds +4/-2 to physical/mental attributes, and +2 nat. armor for 30 minutes.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Swift Alchemy (Ex) Construct alchemical items in half the normal time.
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. If the skill in question requires training to use even against non-technological su
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.
--------------------
As a young man living in Torch he was fascinated with fire and poisons which caused more than one accident. After a series of unfortunate events, he was remanded to the Church of Sarenrae to help channel his fascination and shape it into a safe outlet. The church taught him healing and anatomy and helped him to discover the ability to heal others rather than harm them with his talent of making poisons and bombs. Sarenrae was fine with the fire but the poisons were frowned upon so he gave up his poisons in exchange for sacred healing knowledge.
After spending a few years learning all he needed to know about healing, his teachers noticed his knack for all things mechanical. He was adept at making mechanical things like a rudimentary injector for a cure potion out of stuff he found at the junkyard. One of his teachers wrote him a letter of recommendation to the local wizard Khonnir so that he could further his training in not only arcane arts, but in the knowledge of engineering. He went to study with the wizard where he concentrated on honing his engineering skills. The wizard taught him all manner of knowledge and ideas and instilled in him how to be a perfectionist in all things.
When the Torch flame went out, Khonnir asked him to have a look at the contraption because of his knowledge of fire and engineering. Then Khonnir went missing and he volunteered to join a group to find his mentor and friend.

Something Wicked |

There is more to humanity than DNA.
Okay! I would like to submit XTA-331 (a.k.a. “Xita”), an android telekineticist whose abilities are explained by the fact that (unknown to it) its soul, having suffered insurmountable tragedy in its last moments, passed through the Ethereal Plane on the way to its new body.
An assistant to Khonnir, Xita has spent about half of its life bumbling around Torch and trying (unsuccessfully) to fit in. Following Khonnir’s disappearance, Xita is compelled to enter the strange caves below in search of the only human it has ever really known.
I have chosen the Stargazer trait. I apologize, I got carried away with my backstory (especially the “first life” bit). I have also played through the end of Book 1 (but am clueless about the rest), but am very good about keeping personal knowledge separate from character knowledge. I'm also open to suggestions.
My mother, she gifted me with kindness; from my sister, I learned patience. All the rest, for better or worse, was given me by Katapesh. I was born the younger, my elder sister Halima already three years when first she saw my pink and squalling face. We smiled at each other, the dark pools of our eyes reflecting back a picture of ourselves, and imprinting within our minds for all time the memory of that first meeting between sisters. That is how my mother talks of it, but she likes to tell stories. And she gifted me kindness, not truth. I never knew our father. Mother would hardly speak of him, and if ever we asked she would squint toward the horizon, covering her brow with her hand and falling into silence. I wonder now where her mind would wander in those moments as she stared toward the place where the sky meets the desert, the mountains, and the water. Perhaps it flew to the place between them all, the place between now and before, where memories live. She never said.
We lived in Dog Town, in a shack within a sea of shacks. Washer women we were, and when I was old enough, I wielded brush and soap. My earliest memories are of carrying worn wicker baskets down the streets, collecting the robes and rags of those richer than us, those that could afford to pay coin for the luxury of clean garments. In my mind, “rich” meant having four walls, and we had only three, for our fourth was merely a long piece of cloth nailed to the roof of our house and staked into the ground. When we slept at night, mother would always position us against the wall, with her back to that cloth. I remember that I felt envy toward those houses with four wooden walls, and I asked the gods to give my family a house like that, too.
Many of them were human homes, while others were those of the gnolls that lended that area of the city its name. Halima and I befriended human and pup alike, at times acting as gnoll pupplings, crawling on all fours and howling at the night sky. This would lead us into a fit of giggles. Laughter was good, as were those times. Most days we had food to eat, and we had each other. I wish I could go back to them now.
My mother has always been a hard and reliable worker, and these skills she also passed to her daughters. After a time, before I had become a woman, we were able to afford a house with four walls. It was in a tall building in Lower City, in a tiny apartment on the sixth floor. We no longer slept on the ground, but in a bed that fell out of the wall each night before being tucked away at dawn. Gone were the dirt streets and barking gnolls of my youth, replaced now by a cobblestones and the many faces and noises of the bazaars, the markets, the brothels and the the pesh dens, and the temples. As I gathered my washing each day, I would pass the rainbow market, the many-colored tents with their many-colored people, and marvel at the treasures that could be had with coin. Honeyed figs and fresh, ripe plums, apricots straight from the trees, and walnuts so new you could smell them from the alleys. Halima and I would save our coppers for weeks to buy three oranges. Our mother would chastise us for wasting our money, but she savored the sweetness of the fruit just the same.
And each day, among the many temples and and shrines of Katapesh, I would pass a house of Pharasma. It was the ebon crows that drew me in that first day, circling above the entrance with its alluring, spiral engravings. The building was small, but inside it felt to be the size of a great palace. Dark-robed priests and priestesses roamed in silence as water trickled gently down the walls. I felt such peace in that place, and my heart told me I was home. I came back, again and again.
Then, my happiness died. Under the blistering summer sun, a fire ran through the streets. I awoke in the night to the sounds of screams and the choking stench of smoke. We learn very young to respect the power of fire, and so we did not need to be told of the danger. We leapt from our beds only to find the door burning hot as a fire raged outside. To the window we ran, climbing out onto the ledge that ran along the side of the building. A narrow walkway with a waist-high railing spanned the side of the building, where it led to a rickety ladder that could carry us down to the street below. We eased ourselves down upon the shaking structure.
Already, our neighbors were fleeing, some foolishly trying the interior hallway where the fire burned hottest, others crawling and sliding down the ladders. The flames had consumed the lower part of the building, and from the windows below us fire licked up the sides. As we neared the ladders, the walkway beneath our feet gave way and separated from the building. It tilted sharply, and Halima lost her footing. She slipped over the railing with only a whisper, her night clothes flailing in the firelight. I screamed as I reached out reflexively to catch my sister, and by Pharasma’s grace I caught her hand in mind. I grasped her arm with both of my hands, refusing to let go. Our mother was screaming too, reaching for my sister to try to pull her up, but the heat of the blazing fire was too much to bear, and she stumbled back. I could feel the heat, too, feel it roaring below us, the impossible heat of it enveloping Halima as the flames took hold of her garments. I could her hear screams even as I shut my eyes tight against the heat, even as I myself screamed against the burning pain of the fire. But still, I held on.
Reincarnation
Xita was born less than a year ago, emerging from some strange mechanical womb and wandering aimlessly through the wilds. Its first memories are hazy and indistinct, as if viewed through frosted glass. It might have been apprehended or destroyed, but was discovered by Khonnir about 6 months ago, having fallen into a ravine and broken its leg. Khonnir hauled it out with a length of rope, took it home, and set the leg properly. Since that time, Xita has been a member of the household, intended to assist Khonnir in various tasks while it learns the ways of the world. It has also shown an intense interest in the stars, spending many nights on the roof to watch the night sky. Its telekinetic abilities were an unexpected but welcome surprise.
Xita’s inexperience and naivete, however, have resulted in more trouble than help. Xita tends to be overzealous in its attempts to mimic humanity, though with the best of intentions. For instance, when doing the laundry it attempted to dry Val’s clothes with a blowtorch. When this did not work out as expected, it thought it might be nice to try its hand at preparing human meals. After the third house fire, Val has come to her wit’s end, but Khonnir preached patience, sure that before long, things would begin to “click” for Xita.
Before that occurred, Khonnir disappeared into the caves below town. Xita immediately suggesting searching for him, to Val’s great relief, for while she is doubtlessly eager to find her father, she can’t deny how peaceful the house is without smoke pouring from the kitchen.
And so Xita sets out, determined not only to locate Khonnir but to achieve its larger goals of assimilating into human life. This will be an uphill battle for it, for while it is capable, it lacks any sort of grace or even common sense. Yet it is determined, and something within it drives it on, compelling it to prove to itself, Val, Khonnir, and all the rest, that there is more to humanity than DNA.
Despite being “immune” to fear, Xita also has an inexplicable aversion to fire.
XTA-331 "Xita"
Android telekineticist 3 (Pathfinder RPG Bestiary 5 19, Pathfinder RPG Occult Adventures 10)
NG Medium humanoid (android)
Init +3; Senses darkvision 60 ft., low-light vision; Perception +8
--------------------
Defense
--------------------
AC 17, touch 13, flat-footed 14 (+4 armor, +3 Dex)
hp 32 (3d8+14)
Fort +8, Ref +7, Will +2; +4 vs. mind-affecting, paralysis, poison, and stun, +2 trait bonus vs. fear and death effects
Defensive Abilities constructed; Immune disease, emotion, exhaustion, fatigue, fear, sleep
--------------------
Offense
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Speed 30 ft.
Special Attacks kinetic blast
Kineticist Wild Talents Known
. . Defense—force ward
. . Infusions—extended range, pushing infusion
. . Blasts—telekinetic blast (2d6+6)
. . Utility—basic telekinesis, telekinetic finesse
--------------------
Statistics
--------------------
Str 10, Dex 16, Con 18, Int 10, Wis 10, Cha 8
Base Atk +2; CMB +2; CMD 15
Feats Point-Blank Shot, Precise Shot
Traits reincarnated, stargazer, vagabond child (urban)
Drawback Attached (Khonnir)
Skills Acrobatics +7, Disable Device +9, Heal +4, Intimidate +3, Knowledge (engineering) +5 (+7 to identify alien monsters' abilities and weaknesses), Knowledge (geography) +5 (+7 to identify alien monsters' abilities and weaknesses), Knowledge (local) +1 (+3 to identify alien monsters' abilities and weaknesses), Perception +8, Sense Motive -4, Sleight of Hand +9, Stealth +9, Use Magic Device +3; Racial Modifiers +2 Perception, -4 Sense Motive
Languages Common
SQ attached, burn (1 point/round, max 7), elemental overflow +1, emotionless, exceptional senses, gather power, nanite surge
Combat Gear potion of cat's grace (2); Other Gear +1 studded leather, cloak of resistance +1, backpack, belt pouch, blanket[APG], torch (10), trail rations (5), waterskin, 217 gp, 1 sp
--------------------
Special Abilities
--------------------
Attached (Khonnir) If your attachment is threatened, -1 Will & -2 save vs. fear
Burn 1/round (3 nonlethal/burn, 7/day) Burn HP to gain greater effects on your wild talents.
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).
Elemental Overflow (Ex) Gain a bonus to hit and damage with your blast when you use burn.
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.
Extended Range Kinetic blast has range of 120ft.
Gather Power (Su) Move: reduce the burn cost of a blast by 1 or Full-round: reduce the burn cost of a blast by 2
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.
Kinetic Blast (Sp) The kineticist can unleash her kinetic blast at a range of 30 feet at will.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Nanite Surge +6 (1/day) (Ex) Bonus to any one d20 roll. Glow like a torch for 1 round when used.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Pushing Infusion (CMB +6) Your kinetic blasts makes Bull Rush CMB using Con.
Telekinetic Blast (Sp) Level 1; Burn 0
Telekinetic Finesse (Sp) Use telekinesis to perform Sleight of Hand and Disable Device checks.

Vraptor451 |

Here is my character so far:
Tiras Silverblood
Male elf wizard (arcane bomber) 3 (Ultimate Combat 74)
CG Medium humanoid (elf)
Init +3; Senses low-light vision; Perception +6
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Defense
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AC 14, touch 14, flat-footed 11 (+1 deflection, +3 Dex)
hp 20 (3d6+6)
Fort +1, Ref +4, Will +4; +2 bonus vs. enchantments
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Offense
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Speed 30 ft.
Melee mwk quarterstaff +2 (1d6)
Ranged bomb +6 (2d6+4 acid) or
. . alchemist's fire +6 (1d6 fire plus splash damage)
Special Attacks bomb 7/day (2d6+4 acid, DC 15)
Typical Spells Prepared (CL 3rd; concentration +7 [+9 on checks to overcome SR])
. . 1st—mage armor, magic missile (2), shield
. . 2nd-bullet shield (Ultimate Combat), scorching ray
Opposition Schools: divination, enchantment, illusion, necromancy
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Statistics
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Str 10, Dex 16, Con 10, Int 18, Wis 12, Cha 10
Base Atk +2; CMB +2; CMD 15
Feats Technologist, Toughness
Traits eldritch delver, robot slayer
Skills Craft (mechanical) +12, Knowledge (arcana) +11, Knowledge (dungeoneering) +11, Linguistics +10, Perception +4, Spellcraft +10 (+12 on checks to identify magic items)
Languages Abyssal, Androffan, Celestial, Common, Draconic, Dwarven, Elven, Hallit, Sylvan
SQ spellblast bombs, elven magic
Combat Gear wand of magic missle (50 charges); Other Gear mwk quarterstaff, alchemist's fire (10), handy haversack, spellbook, bedroll, belt pouch, flint and steel, ink, inkpen, masterwork mechanic tools, mess kit[UE], pot, soap, trail rations (5), waterskin, 350 gp

Vraptor451 |

Background:
As a young elf living in Torch he was fascinated with robots. He spent much of his life working to develop an acid that would melt the exterior of robots but preserve the power core. After an unfortunate incident when he brought a deactivated gearsman robot into town, only for it to suddenly reactivate and nearly bring the Technic League upon the town, he was shunned by his fellow citizens. He was taken in by the local wizard Khonnir, who trained him in the arcane arts. In his 150th year, Khonnir went missing, and he volunteered to join a group to find his mentor and friend.

DM Nex |

Looks good so far!
@Something Wicked - My only worry is your drawback. We are pretty much past dealing with Khonnir in danger. There might be more in the future, but basically you would never have an issue with the drawback. If you wanted to make it "doubt" or something more generic that will happen occasionally then thats fine, otherwise I would remove the drawback and a trait. To fit your background you could take the Burned Drawback.
@Everyone: In the story so far we have Rescued Khonner.. So taking that trait is fine. But it might not have a payoff in an RP sense as much as a statistic sense.
User Submittions
Peri-Blooded Aasimar (emberkin) alchemist (chirurgeon) - @Scottg0
Android telekineticist - Something Wicked
Elf wizard (arcane bomber) - Vraptor451

ScegfOd |

@DM Nex: thanks for the input on deities. I actually couldn't find one that does community + protection except for the dwarven god Grundinnar xD
While looking, though, I came up with a not entirely different idea involving Milani, 'cause hates slavery.
I'm thinking of abandoning the silly com+prot combo in favor of Milani, maybe traveling from elsewhere to free the slaves. Is there any particular group that would be picked on or enslaved by the technic league? I feel like it's best to have a personal grudge xD

DM Nex |

Is there any particular group that would be picked on or enslaved by the technic league? I feel like it's best to have a personal grudge xD
Hmm. From what I have read of the AP there is not a HUGE slavery component, but the Technic League is scattered throughout the AP. Not sure if I can comment directly on a certain group. If anything I would make it more generic dislike of the group as a whole, for their practices. I have not read the entire AP through, so I could be missing something. Since I am picking up the GM spot I am slowing catching up as we go along.
All I can say for sure is that the gods listed in the Players guide would fit the "best", but any adventurer willing to help out people in need would fit the adventure.
For reference the Dieties listed are: Abadar, Brigh, Desna, Erastil, Gorum, Iomedae, and Nethys.
Hope that helps.

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Garen Williamson
Male Human Paladin (Hospitaler) of Erastil 3
Age 23; Descriptive Trait (Hazel Eyes, Red Hair, 5'8", 175 lbs)
LG Medium Humanoid (Human)
Alternative racial trait: Dual Talent
Init +1; Senses -; Perception +2
HP 31 (22 class, 6 CON, 3 FC); DR -; SR -
Fort +9, Ref +6, Will +10
Speed 30 (20 in armor)
Melee: Scimitar +7 (1d6+4/18-20 x2)
Ranged; Short Bow +6 (60', 1d6/x2)
Lay on Hands: +6 (2d6, 6 uses)
Channel Energy 30' radius (1d6, 7 uses)
Str 16 (+3), Dex 12 (+1), Con 14 (+2), Int 10 (+0), Wis 14 (+2), Cha 18 (+4)
Base Atk +5; CMB +8; CMD 19
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.
Indomitable Faith - You were born in a region where your faith was not popular, but you never abandoned it. Your constant struggle to maintain your own faith has bolstered your drive; you gain a +1 trait bonus on Will saves as a result.
1 Power Attack: -1 to hit, +2 to damage
3 Selective Channel: When you channel energy, you can choose a number of targets in the area up to your Charisma modifier. These targets are not affected by your channeled energy.
5 Extra Channel: channel energy an extra 2x per day
Skill Points = 6
Craft (Int)
Diplomacy (Cha) 8 (1 rank, 3 class, 4 cha)
Handle Animal (Cha)
Heal (Wis)
Knowledge (nobility) (Int) 0 (0 rank, 3 class, 0 int)
Knowledge (religion) (Int) 4 (1 rank, 3 class, 0 int)
Profession (Wis),
Ride (Dex) 5 (1 rank, 3 class, 1 Dex)
Sense Motive (Wis) 8 (3 rank, 3 class, 2 wis)
Spellcraft (Int) 0 (0 rank, 0 class, 0 int)
Acrobatics -5 (1 Dex, -6 armor)
Climb -3 (3 Str, -6 armor)
Intimidate 4 (4 Cha)
Perception 2 (2 Wis)
Stealth -5 (1 dex, -6 armor)
Background Skill Points = 6
Handle Animal 9 (2 ranks, 3 class, 4 Cha)
Knowledge (Nobility) 4 (1 rank, 3 class, 0 int)
Craft: Armorer 6 (3 ranks, 3 class, 0 int)
Favored Class Bonuses +3 Hit Points
Languages
Common,
Aura of Good (Ex): The power of a paladin’s aura of good (see the detect good spell) is equal to her paladin level.
Detect Evil (Sp): At will, a paladin can use detect evil, as the spell. A paladin can, as a move action, concentrate on a single item or individual within 60 feet and determine if it is evil, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, the paladin does not detect evil in any other object or individual within range.
Smite Evil (Su): Once per day, a paladin can call out to the powers of good to aid her in her struggle against evil. As a swift action, the paladin chooses one target within sight to smite. If this target is evil, the paladin adds her Charisma bonus (if any) to her attack rolls and adds her paladin level to all damage rolls made against the target of her smite. If the target of smite evil is an outsider with the evil subtype, an evil-aligned dragon, or an undead creature, the bonus to damage on the first successful attack increases to 2 points of damage per level the paladin possesses. Regardless of the target, smite evil attacks automatically bypass any DR the creature might possess.
In addition, while smite evil is in effect, the paladin gains a deflection bonus equal to her Charisma modifier (if any) to her AC against attacks made by the target of the smite. If the paladin targets a creature that is not evil, the smite is wasted with no effect.
At 7th level and every 6 levels afterward a Hospitaler gets an extra use of Smite Evil.
Divine Grace (Su): At 2nd level, a paladin gains a bonus equal to her Charisma bonus (if any) on all saving throws.
Lay On Hands (Su): Beginning at 2nd level, a paladin can heal wounds (her own or those of others) by touch. Each day he can use this ability a number of times equal to 1/2 her paladin level plus her Charisma modifier. With one use of this ability, a paladin can heal 1d6 hit points of damage for every two paladin levels he possesses. Using this ability is a standard action, unless the paladin targets herself, in which case it is a swift action. Despite the name of this ability, a paladin only needs one free hand to use this ability.
Aura of Courage (Su): At 3rd level, a paladin is immune to fear (magical or otherwise). Each ally within 10 feet of him gains a +4 morale bonus on saving throws against fear effects. This ability functions only while the paladin is conscious, not if he is unconscious or dead.
Divine Health (Ex): At 3rd level, a paladin is immune to all diseases, including supernatural and magical diseases, including mummy rot.
Mercy (Su): At 3rd level, and every three levels thereafter, a paladin can select one mercy. Each mercy adds an effect to the paladin’s lay on hands ability. Whenever the paladin uses lay on hands to heal damage to one target, the target also receives the additional effects from all of the mercies possessed by the paladin. A mercy can remove a condition caused by a curse, disease, or poison without curing the affliction. Such conditions return after 1 hour unless the mercy actually removes the affliction that causes the condition.
Fatigued: The target is no longer fatigued.
Channel Positive Energy: When a hospitaler reaches 4th level, he gains the ability to channel positive energy as a cleric equal to his paladin level –3. He can use this ability a number of times per day equal to 3 + his Charisma modifier. Using this ability does not expend uses of lay on hands, as it does with other paladins.
Divine Bond (Sp): Upon reaching 5th level, a paladin forms a divine bond with her god. This bond can take one of two forms. Once the form is chosen, it cannot be changed. The first type of bond allows the paladin to enhance her weapon as a standard action by calling upon the aid of a celestial spirit for 1 minute per paladin level. When called, the spirit causes a held weapon to shed light as a torch. At 5th level, this spirit grants the weapon a +1 enhancement bonus. For every three levels beyond 5th, the weapon gains another +1 enhancement bonus, to a maximum of +6 at 20th level. These bonuses can be added to the weapon, stacking with existing weapon bonuses to a maximum of +5, or they can be used to add any of the following weapon properties: axiomatic, brilliant energy, defending, disruption, f laming, f laming burst, holy, keen, merciful, and speed. Adding these properties consumes an amount of bonus equal to the property’s cost (see Table 15–9). These bonuses are added to any properties the weapon already has, but duplicate abilities do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. The bonus and properties granted by the spirit are determined when the spirit is called and cannot be changed until the spirit is called again. The celestial spirit imparts no bonuses if the weapon is held by anyone other than the paladin but resumes giving bonuses if returned to the paladin. These bonuses apply to only one end of a double weapon. A paladin can use this ability once per day at 5th level, and one additional time per day for every four levels beyond 5th, to a total of four times per day at 17th level. If a weapon bonded with a celestial spirit is destroyed, the paladin loses the use of this ability for 30 days, or until she gains a level, whichever comes first. During this 30- day period, the paladin takes a –1 penalty on attack and weapon damage rolls.
Inventory
1) MW Scimitar (4 lb) (310 gp)
2) Belt Pouch (Caltrops, Chalk x10, Small steel mirror, Whetstone, string 50', fish hooks x5) (3.25 lbs) (13.12 gp)
3) Short Bow & 20 Arrows (32 gp) (5 lbs)
4) MW Full Plate (50 lbs) (1650 gp)
5) Dagger (1 lb) (3gp)
6) Backpack (Candles x5, Pitons x6, Rations x3, Silk Rope, torch x2, sewing kit, flask of oil) (15.1 lbs) (14.88 gp)
7) Heavy steel Shield (15 lbs, 20 gp)
Current Load 93.85 lbs (light up to 76 lbs, moderate 153 lbs)
Wealth
90 pp 62 gp 4 sp 1 cp
Dual Talent: second +2 to an ability score of choice
Garen grew up near the town of Iadenveigh south-west of Torch. His father was a successful tradesman but not significantly wealthy. Wanting to see his legacy stay together he looked to send his second son, Garen, off to journeyman with another tradesman. His mother, a devout of Erastil, asked to send Garen to the church. Erastil had been good to the family so his father agreed. At the age of 8, Garen was sent off to the church of Erastil to train.
Garen became extremely devout. So much so that the rank and file did not like having him around for he was always correcting their lack of homage to Erastil. He even picked up the annoying ability to tell when they were lying more often than not. Socially ostracized, Garen rested in the knowledge that Erastil looked over him and focused on becoming the best cleric for Erastil he could.
When he was 11, the town of Iadenveigh was attacked by a horde of small dog shaped mechanical beasts. When the beasts attacked the temple instead of hiding he drew steel and stood his ground. He was nearly killed and barely rescued by a member of the Hospitalers who kept a few rooms away from the others. Seeing his bravery and hearing from the clerics of his devotion, the Hospitalers took him into their order and trained him.
Now, Garen spends time traveling between Torch and Iadenveigh escorting clerics who go to preach sermons to the devout in and around the Torch area. Knowing the dangers of the robotic menace, he is gravely concerned when he hears that Khonnir has found one. Not waiting for services, he headed out to see if all was well at Torch and to see if he could possibly help root out and destroy more of the devilish machines.

ScegfOd |

Thanks for the list xD
Looking through those gods I noticed that Nethys is listed as being worshipped by Mystic Theurges.
I've always wanted to figure out if I can find enough shenanigans to make one of those seem like a good idea instead of a bad idea... and being obsessed with knowledge might extend to technology and disliking people that hoard that technology... HMMmmmmmmm
lol, I'm all over the place xD

DM Nex |

I'd love to put together an inquisitor of Brigh, most likely a core race, with the Against the Technic League trait (both ideologically and theologically opposed to how they steal and hoard technology).
Any issues with this concept, GM Nex?
No issues! That sounds like it would fit well.

ScegfOd |

I think I'm going to try to go for the big MT after all, DM Nex xD
I think I've also got a reasonable start on a backstory:
step 1) become adopted by fey at a very young age, hang out with them for a few years
step 2) get saved by some followers of Nethys that are friends with said fey and think the kid must be magic
step 3) become obsessed with knowledge, including arcane, divine, and technological
step 4) visit torch and pick fight with Technic League
step 5) ???
step 6) profit!
Okay, silly version of the outline aside, are there any good Fey/animal places in/near Numeria that would also have at least a small group of worshipers of Nethys?
Or can I make such a group/place up? (If so, is there a particularly good place? Or does some-cardinal-direction + not-too-far-away seem good?)
Or does such a set of circumstances seem too strange? I don't have a good feel for Nethys and how his followers operate xD
Would studying fey creatures be a thing they do, for example?

DM Nex |

I can't speak too much on Fey in Numeria, but I know there are a ton to the south in the River Kingdoms.
Most of the worshipers of Nethys in Numeria would be studying the "magic" and "tech" of Starfall. I don't think there is any real Fey influence in Numeria. The players guide says this about Nethys:
Nethys: Scholarly types coming to Numeria to unfold the mysteries of technology and catalog creatures from worlds beyond tend to worship Nethys.
So more technology and alien.. vs Fey. That does not mean you cant come form the River Kingdoms, it just not match the flavor of Numeria.

ScegfOd |

oooh, great idea. My character can be growing up while they study stuff over in the river kingdoms, and the technic league does bad things to them when they move to numeria to study something new (in order to keep their "pet" outsider happy with new discoveries)
It'll be great, I even have a good reason to hate the technic league now xD

ScegfOd |

After thinking about it a bit more and finding out 'bout the Burleev, I decided to forget about the Fey stuff xD
Thawm was an only child. She spent most of her youth only a day's travel from Torch, playing near a small ruin that her parents had discovered. What no one knew at the time was that most of it was actually a small piece of spaceship. Eventually, after a large number of failed magical experiements, a Burleev was bound to aid them. Fortunately, for everyone involved, Xzron, the Burleev, happened to have an interest in investigating technological artifacts, and it ended up cooperating with the couple with as much enthusiasm as a Burleev can muster.
Thawm wasn't very old when she first met the extraplanar creature. She quickly learned not to touch it (luckily without getting burned or frostbitten). Unlike the family horse, Xzron wasn't soft and fluffy, and it wasn't amenable to petting either. With the outsider's help, Thawm's parents finally made progress on the alien artifacts. They eventually began searching for more technology, and soon after misfortune found them.
It was the third site they had found. The Technic League had found it first. Thawm never saw her parents again after they went back to the site to collect a second set of samples. Xzron left after helping to look for them for just a week.
Thawm was alone.
Thawm hitchhiked her way to a temple of Nethys, where she lived and worked until coming of age. She went out into the world again, this time on a quest to master the arcane arts. Eventually, she heard that Torch's namesake had somehow been extinguished. Reminded of her purple friend and then her parents, she suspected the Technic League, and she wasn't a powerless child anymore, she decided that it was time to go back…
Also, spending a feat (on Additional Traits) to get 4 traits is okay, right? xD

ScegfOd |

@DM Nex especially:
Also, Thawm's alias
not done with spells, and I'll probably want to craft some scrolls with that 400+ gp... but she's like 90% done crunch-wise and 100% done fluff-wise (assuming I don't have yet another change of heart about the backstory or decide to add more details to it...) xD
I think I mentioned shennanigans to make MT less bad, yeah? Well... lemme know if you want me to put more of the math into the Alias or something, it's annoyingly complex xD

DM Nex |

Character creation and backstory almost 100% done for my elf inquisitor of Brigh. I should be able to post the whole thing later today!
Great Thanks!
@ScegfOd - Looks good! The Additional Traits is fine with me. I am not sure what weird math you mentioned, but things look fine from a cursory glance. I see you went Sin-Specalist. Any Evocation and Illusion spells will need to come from your Cleric spells. One thing I am not sure how you got there is it shows Cleric as having Caster Level 3. How did you get that? Shouldn't it just be 1?
@Everyone. I am going to close the recruitment tomorrow evening (like 9pm PST Friday). Then I am going to disguss with current players and find a few good people to join us.
User Submittions
Peri-Blooded Aasimar (emberkin) alchemist (chirurgeon) - @Scottg0
Android telekineticist - Something Wicked
Elf wizard (arcane bomber) - Vraptor451
Human Paladin (Erastil) - Garen Williamson - Ironperenti
Human Wizard - Rene Grerkont - MrStr4ng3
Human Wizard/Cleric - Thawm Uhturj - Scegf0f

ScegfOd |

The +2 CL was one of the things; there are other things, like the skill ranks (favored class bonus for the 19th non-background rank), picking cleric at first level for a single extra hp, and the super will save (wiz+clrk = 1st level +2 to will twice!)
That reminds me, there's a simple "Fractional Base Bonuses" system from unchained that would make the will save less ridiculously high as well as remove the slight disadvantage to BaB and the other saves from multiclassing...
Anyway, to actually answer your question xD
Yes it'd normally be CL 1; the +2 CL was from Magical Knack. (+2 to CL for one class only and only as long as the buffed CL isn't higher than total HD.)

DM Nex |

Ah. Forgot about Magical Knack. I have read about the Fractional Base Bonuses, but I have not used them too much, so I am going to avoid them.
Then I guess the character pans out. It does seem a bit min-maxy in a lot of places. It does not disqualify you at all, but I tend to prefer "cleaner", less crazy character builds. Otherwise it looks like a fun build, even if it is a bit hard to follow.
Tomorrow I am going to talk to my other players and see what they think.

ScegfOd |

Definitely min-maxy in places, gotta do something to make up for being 1~2 full spell levels behind full casters xD
For example: if I'm going to lose access to armor anyway, I can at least trade it for a neat at-will that ends up kind of being an at-range aid-another xD
the second bonded item is actually pretty nice though, as long as no one sunders it :D
Still went with a few less good things e.g. the knowledge (secondary) domain and thirst for knowledge just to suit the fluff better xD
Even beast bond isn't too helpful mechanically, but with Thawm growing up somewhat far from town it seemed important fluff-wise...
TBH, I almost said forget the thirst for knowledge + beast bond traits in order to save the feat for Craft Wondrous Item or maybe Technologist, but that's too much cheese even for me xD

Varilien Dorianathi |

I am terribly pleased to introduce you to Professor Varilien Dorianathi (Grimtongue). Nex, if you are able to find the time to read and review it, I would be very grateful. Note that I am still working up the appearance and personality.
Just a quick question in the meantime. He is someone who has been on numerous research excursions in Numeria and has worked with Brigh devotees for years. If I have put a point in Linguistics for him, is Androffan an allowable language for him to take?
Varilien Dorianathi
Elf inquisitor (none) of Brigh 3 (Pathfinder RPG Advanced Player's Guide)
N Medium humanoid (elf)
Init +6; Senses low-light vision; Perception +11
--------------------
Defense
--------------------
AC 17, touch 13, flat-footed 14 (+4 armor, +3 Dex)
hp 18 (3d8, max at 1st, average after 1st)
Fort +4, Ref +5, Will +7 (+2 racial vs enchantment spells & effects)
--------------------
Offense
--------------------
Speed 30 ft.
Melee Mwk light hammer +6 (1d4+0/x2) bludgeoning
Ranged Mwk longbow +6 (1d8+0/x3) piercing, 100 ft. range
--------------------
Statistics
--------------------
Str 10, Dex 16, Con 10, Int 15, Wis 16, Cha 10
Base Atk +2; CMB +2; CMD 15
Feats Technologist, Skill Focus (Craft (mechanical)), Weapon Finesse, Shake It Off
Traits Against the Technic League (weapons), Mathematical Prodigy
Skills Bluff +6, Craft (mechanical) +10, Craft (sketch) +6, Diplomacy +6, Disable Device +4, Disguise +5, Heal +7, Intimidate +5, Knowledge (arcana) +7, Knowledge (engineering) +7, Knowledge (religion) +7, Linguistics +3, Perception +11, Ride +7, Sense Motive +10, Sleight of Hand +7, Stealth +8, Survival +7
Languages Common, Draconic, Elven, Gnome, +1 more from rank in Linguistics (Androffan?)
SQ elven immunities, elven magic, monster lore, judgment, detect alignment, track, solo tactics, against the technic league, technologist, shake it off, disappear
Combat Gear mwk chain shirt, mwk light hammer, mwk longbow, cloak of resistance +1
Other Carried Gear mwk backpack, bedroll, belt pouch, 10 candles, canteen, flint and steel, silver holy symbol, quality holy text, 4 journals, 50' silk rope, soap, spell component pouch, mwk thieves' tools, traveler's outfit
Light horse common riding kit (bit and bridle, riding saddle, saddle blanket, saddlebags)
Saddlebags bullseye lantern, 2 canteens, coffee pot, compass, 2 days' worth of feed, healer's kit, mess kit, common iron pot, 8 1-oz vials of ink, 3 inkpens, mwk artisan's tools, mirror, 10 1-pint flasks of oil, 5 days' worth of trail rations
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Special Abilities
--------------------
Low-Light Vision Can see twice as far as the normal radius for bright, normal, and dim light.
Elven Immunities Immune to magic sleep effects, +2 racial save bonus vs. enchantment spells and effects.
Elven Magic +2 racial bonus to caster level checks to overcome SR, and to to Spellcraft checks to identify properties of magic items.
Monster Lore Add (WIS mod) to Knowledge skill checks (in addition to (INT mod)) to identify abilities and weaknesses of creatures.
Judgment 1/day, swift action. Select a type of judgment to make (see below for options); you can change the type later as another swift action. Pronounce judgment on your foes and receive a bonus or special ability according to the chosen judgment. This ability lasts until the combat ends, at which point all of the bonuses immediately end. You must participate in the combat to gain these bonuses. If you are frightened, panicked, paralyzed, stunned, unconscious, or otherwise prevented from participating in the combat, your ability does not end, but the bonuses do not resume until you can participate again. If you are evil, you receive profane bonuses instead of sacred, as appropriate. Neutral inquisitors must select profane or sacred bonuses, and this choice cannot be changed.
Detect Alignment At will, use Detect Chaos, Detect Evil, Detect Good, or Detect Law. You can use only one at a given time.
Track Add +1 to Survival checks made to follow tracks.
Solo Tactics All allies are treated as if they possess your teamwork feats for the purpose of determining whether you receive a bonus from those feats. Your allies do not actually receive the bonuses from those feats unless they possess the feats themselves. The allies' positioning and actions still must meet the prerequisites of a teamwork feat for you to receive the listed bonus.
Against the Technic League (weapons) +2 trait bonus on damage rolls made against targets you know are associated with the Technic League.
Technologist Considered trained in any skill used against a technology-based subject. You must still have ranks in a skill that requires training to use against non-technological subjects in order to gain the benefit of Technologist.
Shake It Off: Solo Tactics (Teamwork) While adjacent to one or more allies, gain a +1 bonus on saving throws per ally (max. +4).
Disappear (Sp) Standard action, (3 + WIS mod) times per day. Become Invisible (as the spell). The invisibility lasts for (inquisitor level) rounds or until you attack.
Spells known0 - Acid Splash, Create Water, Detect Magic, Guidance, Light, Oath of Anonymity, Read Magic, Resistance, Stabilize
1 - Bless, Cure Light Wounds, Mending, Shield of Faith
After a short time working in the department, Professor Dorianathi embarked on what would turn out to be the first of many, many research sabbaticals in Numeria. Although the first few visits were primarily to learn more about the country's famous skymetals and to refine his metallurgical theories, he soon found different reasons for being there. On his second visit, he developed a professional relationship with a cadre of Brigh worshipers whose notes furthered his own knowledge immensely. The fascinating theories and questions they posed led him to correspond regularly via letters after his return to Lepidstadt. Professor Dorianathi was able to bring back new and surprising knowledge from these sabbaticals, and the University continued to provide funding and freedoms for his excursions.
From his third visit onwards, these sabbaticals were fully collaborative workshops, spending months in scientific investigation beside the disciples of Brigh. And soon enough, Brigh - the "Whisper in the Bronze" - began whispering to him directly. Never having been much for religion, the professor nonetheless found a growing devotion to Brigh, whom he began to see as a patron muse for his mathematical inquiries. Little by little, her Numerian adherents taught him about their divine mistress during their many experiments, converting him slowly into a fully-fledged believer. They also shared whispered concerns about the widening influence of the Technic League, and how this organization had taken to seizing and hoarding any technologies scavenged by Numerian citizens, including those obtained and studied by the disciples of Brigh. Dorianathi carried these dark omens home with him, yet after leaving Numeria, his concern lessened as time passed.
He continued his correspondence with his various contacts in Numeria, and made plans for another sabbatical, this time to Torch to see the forging of skymetals in action. Yet, while on the road to Numeria, he received two unsettling rumors: that the eponymous torch had been extinguished, and that the Technic League was to blame. Professor Dorianathi is even now enroute to Torch, to put his considerable skills toward both investigating the disappearance of the torch and recording copious notes about whatever technologies he discovers.
Alternative Racial Traits Human-Raised (repl. Weapon Familiarity): Gain Skill Focus as a bonus feat.
Clandestine inquisition Secrecy is required of the faithful in lands where your deity’s worshipers are hunted. Sleight of Hand is a class skill for you.
Clandestine inquisition Disappear (Sp): You can become Invisible as per the spell as a standard action. The invisibility lasts for (inquisitor level) rounds or until you attack. You can use this ability (3 + WIS mod) times per day.
Cunning Initiative class feature Add (WIS mod) to initiative in addition to (DEX mod).
Adventuring Skill Ranks: 24 ((6 + INT mod) * 3 levels) 3 Bluff, 3 Diplomacy, 1 Disable Device, 2 Disguise, 1 Heal, 1 Intimidate, 1 Know (arcana), 2 Know (religion), 3 Perception, 1 Ride, 3 Sense Motive, 2 Stealth, 1 Survival.
Background Skill Ranks: 6 (2 * 3 levels) 2 Craft (mechanical), 1 Craft (sketch), 1 Know (engineering), 1 Linguistics, 1 Sleight of Hand.
Other Skill Bonuses +3 to Craft (mechanical) from Skill Focus feat, +1 morale to Intimidate from Stern Gaze class feature, +1 to Know (arcana) from Mathematical Prodigy trait, +1 and class skill to Know (engineering) from Mathematical Prodigy trait, +2 to Perception from Keen Senses racial feature, +1 morale to Sense Motive from Stern Gaze class feature, class skill to Sleight of Hand from Clandestine inquisition.
Feat Origins Technologist (character level 1), Skill Focus (Craft (mechanical)) (Human-raised racial feature), Weapon Finesse (character level 3), Shake It Off (inquisitor level 3 bonus teamwork feat)
Three extra 0-level spells Taken from 3 elf inquisitor favored class bonuses (Add one spell known from the inquisitor spell list, at least one level below the highest spell level the inquisitor can cast.)

Ladim Relos |

Hey there! I hope I'm not too late to the show!
Just as a foreword, I've played the first book of Iron Gods to its conclusion with Ladim, and a tiny bit of the second one (literally the first encounter) and I'm saying it now. I'll not be metagaming, duh, but I feel the GM should know, and I feel like I should say it.
Regarding Ladim's stats, I feel he's rather optimised, but not to an overpowered margin. That being said, I wouldn't mind re-working him (mostly his familiar), since I love playing the bloody git for his accent and banter, and not his statblock.
And now:
Quite short and wiry man, usually wearing a silk sleeveless shirt, showing a big tattoo of a scorpion on his left shoulder, swearing he got it as a payment from a Varisian crusader for an adamantine-plated Harrow Deck. Some would swear they've seen the tattoo move. Wearing no armor and no obvious weapons, he seems rather defenseless until the point he breaks out a furious blast of vulgarities, excitement and arcane might.
While a bit too much of a cut-throat businessman for Khonnir's tastes, nevertheless Ladim is one of the few people that have managed to smuggle precious metals and technological whatamagigs under the nose of the Technic League, due to his natural penchant to make deals. Of those Crusaders that have heard of him, few have any bad words, except, 'Looks too much like a river bandit.'
A 'live and let live' type of soul, he has no issues with other people, as long as they don't mess with three things: Himself, his friends, or his business. Coming for his usual quarterly trip to Khonnir, he is surprised to see him gone, and Val telling 'her crazy uncle' to go follow the others that have ventured to the mountain.
Likes: Magic, Helping others(Preferably for the right price), Exploration, Knowledge, White Wine, Flirting
Dislikes: Constabularies, Truly selfish people, Slavers, Magi (or maguses), Robots and the Technic League (As a combination of all of the above.) Also not keen on celery.
The setting sun glowed in red as night fell on Chesed. Ladim Relos was running in a back alley. Drops of sweat glistened on his body as he passed from a blind alley to a blind alley. A gush of flame crashed into a wall next to his face, as he ducked down to avoid it.
Hah. Can't aim for s&&@., a though passed through his head as he rushed in an open house door, running up the stairs and climbing on a roof. He stopped after climbing up there, waiting for the clanging chainmail clad people to follow him. He sighed heavily, raising three fingers in the air and taking them down one by one. Three. Two. One. Now. As a woman with a sword, glowing in green flame rushed out to the slippery roof, a punch flew from behind the chimney, almost connecting. As it ended, three bolts of bluish-white energy continued the motion, wrapping around her feet as she continued running off the roof. Ladim ran once more, turning for a second to look down on the body, with its neck twisted in an unnatural shape, bleeding on the pavement. Heh. You fell for that, love.
As the second figure of a man clad in heavy armor appeared through the window, Ladim was on the next rooftop. A good two stories above the street, he tried to make it to street level. I think I heard someone talking about it once... Might as well give it a go. he thought, seeing a cart full of hay. Here goes nothing! As he leapt through the air, a show of force dragged him down, crashing on the street. Falling on his ankle, and hearing an unpleasant noise, as a burst of pain overflew him, a pained shout was let out, realizing the magical power behind it. "Are you f+*$ing taking the piss!", as he staggered onwards, thinking, Staggering Fall? Seriously? Of all the g&%!!%ned book-bound spells in the world..., as he limped around a corner. Quick footsteps in clanging armor were heard as he readied himself for another blast. "Hello, darling!" he shouted, letting another three missiles flying straight to the armored man's face...
...only to fizzle out harmlessly in a magical field in front of the man's face. "F~%# off." Ladim muttered, as the man, smiling behind his heavy helmet, drew a needlessly unfriendly looking sword from its scabbard. Ladim didn't have time to consider making friends with the sword in order to combat first impressions, so he dashed to the market street, limping quickly, trying to stay away from the armored man.
Walking on the main street, he saw the usual - traders, Nope., beggars, Nope. drunkards, Definitely Nope. Resuming to a normal pace as he cleared the street, he saw what he was looking for.
Three young looking guys, chewing on some street meat, Ooh. Rat Kabobs. Personal favourite. armored to the teeth, each carrying a longsword and more Iomedaen symbols than fashion sense. Trotting towards them slowly, he turned around to see if the man was still following him. The clanging noises seemed to indicate so. Limping even closer, not wanting to draw unwanted attention, a desperate look appeared on his face. Here comes the party, tinhead. [i]Now sod off.[/b] Last thought feeling more than a command, directed at his shoulder, makes a scorpion tattoo slither off, crawling down his leg and disappearing in the crowd.
"Comrades, help! Help me! This man is an imposter!" he said, panting deeply, with panic in his eyes. As the youngsters looked around confused, Ladim continued. "This man tried to assault me and rob me blind! He pretended to be from the Technic League, and I trusted him, only to have him try to attack me! I swear, I've seen it, this man has no tattoo!" As the confusion spread across the faces surrounding him, Ladim laughed inside. That's it, take the bait. Sting. As the tin-head with the drawn sword approached, a scorpion stung him in the heel, just as he opened his mouth. "I-aaargh!"[/b] Ladim continued, pointing towards his wrist panically, "The tattoo! All Technic League members have one on their right forearms, to make sure that no-one pretends to be them! I heard they have magical identification too, but noone knows what it is! Help me, brothers!"
The biggest of the youngsters, a half-orc with a greatsword lying behind him, looked at the cowering Ladim, and turned to the armoured figure, hand reaching towards the hilt in [i]an adorable attempt at intimidation. Has potential, though. Keep it simple for now. "Go away. We'll not ask you twice. Go back and leave the merchant alone, before we call the real League.", said the half-orc, looking straight into the man's eyes.
The figure protested, "You...", before realizing how ridiculously outnumbered, injured and out of spells he was. "I'll be seeing you soon.", he trotted, sheathing the sword and turning, eyes burning towards Ladim, who, hiding behind an odd-looking half-elf, was fighting his smile.
As the armoured man disappeared, he turned towards the three, with a pained smile on his face. Come on, tear, get out there, tears of joy. Now give them the old 'Randomly Encounted Merchant in Trouble' spiel.
"Thank you, crusaders. I have nothing to offer you but my endless gratitude for saving my life. I'll be leaving the city tonight, as I fear for my life, but don't worry, your effort will not be left unrewarded. I have a pouch ofSigh, remember to split your pouches next time, Ladim, 20 platinum pieces, and if you ever see me again, consider the next drink on me. By the Light of the Sword! I need to go, as the gates will be sealed soon, but remember, no good deed goes unrewarded. Miklos Bosk will be a friendly face whenever you see him, and he owes you his life." Owe you my life indeed. You never go wrong with this phrase. Ladim gave over his pouch to the half-orc, and began to walk away.
Please, please, kid, don't give me the heroic champion of light thing. You always mess it up when you believe in it., he thought, beginning to limp towards the gate, picking up his scorpion on the way out, and grabbing a large Varisian-styled scarf on the way there. As the scorpion crawled up his arm, he looked at it, speaking in a normal, River Kingdom accent for the first time the whole day.
"What. Don't look at me like that. It's a trade town, the League expects people to be scammed into all sorts of stuff. Although, cog tattoo, that's golden. No, no, the worst they're going to get is a harsh talking to. Nobody pisses off with a Mendevian Crusade, and they've done no crime except for being hustled, and noone got hurt." Thinking about the woman with the broken neck, he corrected himself. [b]"Noone nice died, alright. Now get back in there, you git, I look crazy talking to a scorpion." The scorpion hesitated for a moment, but in the end sunk in the palm, disappearing.
As the sun reddens the horizon with its last rays of light, Ladim rode towards Torch.
Ladim Relos
Experience:
Male Tattoed Sorcerer (Arcane) 3
CG Medium Humanoid(Human)
Initiative +6
Senses: Perception -1
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HP:23(3d6+6+3)
Fort +3, Ref +3, Will +2
AC: 13, touch 12, FF 11
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Ranged Touch +3 Acid Splash(1d3+1)
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Str 7, Dex 14, Con 14, Int 13, Wis 8, Cha 19
BAB +1, CMB -1, CMD 11
Feats:
Skills; 3/level
Bluff (2 rank, 3 class, 2 racial, 4 stat) +12
Diplomacy (3 rank, 3 class, 2 racial, 4 stat, 1 trait) +13
Spellcraft (1 rank, 3 class, 1 stat) +5
Disable Device (3 rank, 3 class, 2 stat, 1 trait) +9 (+4 vs technological)
Background Skills (6)
Knowledge(Engineering) (3 ranks, 1 Int, 3 class) +7
Linguistics (1 rank, 1 int) +2
Appraise (2 rank, 1 Int, 3 Class) +6
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Languages Common, Androffan, Draconic, Hallit
Racial Traits Medium, Silver Tongued
Traits: Magical Lineage(Magic Missile), Local Ties.
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Feats: Varisian Tattoo(Evocation), Toppling Spell, Spell Focus(Evocation), Spell Specialization(Magic Missile)
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Spells known:
Level 1; (7/day) Magic Missile (3d4+3, CMB+11 trip), Mage Armor, Enlarge Person, Identify(bonus)
Level 0; Detect Magic, Read Magic, Acid Splash, Prestidigitation, Light
Inventory, 3000 gp., 300 and odds left
2 flasks of Acid 20gp
Silk shirt (silken Ceremonial Armor)30gp
Quick Runner's shirt 1000gp
Sunrod x2 4gp
Miner's Lantern & oil for 24 hours, 15 gp, 4 sp
Backpack 1gp
e-pick(Green) 1600 gp
As I mentioned above, I wouldn't mind changing some things around.
That being said - As with all things, if you have a good grasp of the basics, you're 80% there. When you're lying, you better start by making sure your cheeks and ears don't flush red. When you're fiddling with technology, make sure that the red wire is actually red, and not purple. Even when you're walking for an endless distance, put one foot in front of the other.
It's pretty much the same with magic. If you got a good grasp on a magic missile, you're rarely powerless. And even the best swordmaster needs to remember to hold the blunt end and put the sharp one in the enemy.

DM Nex |

Just a quick question in the meantime. He is someone who has been on numerous research excursions in Numeria and has worked with Brigh devotees for years. If I have put a point in Linguistics for him, is Androffan an allowable language for him to take?
I think at this point it would be fine to have. I think they usually want people to not get that language for a bit, but I don't think it will really ruin the experience too much.
Otherwise it looks good, from what I can see.
@Ladim, that all looks great too! I don't have a TON of time to look over the super specifics. But if as we go I find something I will let you know.

Varilien Dorianathi |

Added character summary, personality, and appearance to my Profile (and quoted here below).
His hands paradoxically combine long, thin fingers with a callused palm, suggesting that he has spent many hours writing... or crafting, or fighting, you're not sure which. The pen in his pocket, and the ornate hammer dangling from a strap on his belt, and the chain shirt he carries with ease seem to indicate all three. From his backpack sprouts a bouquet of papers and parchments, some of which are covered in scribbled notes, sketches, and makeshift blueprints.

Delavandis |

Hello, I would like to submit an evangelist cleric to fulfill the cleric and bard roles in the group. The character is designed to be well rounded and I hope fills an interesting niche in Numerian lore. I chose a god based on the player's guide and build in several bits of Numerain his that I can build upon as the story unfolds. I'm happy to make alterations as needed. The build is on the avatars page.
The first son, though the second born of a family descendant from the Tiger Lords, Delavandis has followed in the tradition of his family. After leaving their tribe generations ago a few families banded together and called themselves seekers. They tasked themselves with two responsibilities. First, they recorded the history of their peoples to prevent to loss of culture as the world was becoming smaller. Second, they acted as scouts for anyone and everyone. The latter was often a hired position. But, when dangers of sufficient threat approached villages the Seekers would send a warning, for if the people die so two does their history.
With the funds that the Seekers raised they would often send a gifted child to other lands to study and bring back skill to help them accomplish their goals. This is how this group learned to write and was able to start to record the oral histories of preliterate societies. Over the decades they have recruited half-orcs into the fold to try to recover the history of non-human races. Demonic incursion from Sarkoris has made recording history both more difficult and more imperative.
Delavandis was gifted this opportunity He was bookish and skittish with a developed fascination with monsters, and magic. His extensive reading endeared him to his teachers who helped stoke the flames of his curiosity. While studying history he would sit up with excitement and the mention of exotic civilizations like Azlant and Thassilon, but there was never enough information to sate his thirst.
At ten he was sent to boarding school in Absalom, though he returned home each summer. Regardless of the time of year, he read ceaselessly. In the summers his mother would drag him away from his books and make him go hunting with his father, brother, and sister. And, though he was competent with a bow his daydreaming of fantastic adventures pulled his focus from the hunt. This was despite the fact that he jumped at every noise in the woods. During the school year, he was made to participate in orations to improve his speech and assertiveness. He learned that he could inspire is allies with stories of his ancestors and of Erastil rather than engage in combat directly. This served him well as a scout, storyteller, and archer.
Delavandis is skittish. He avoids conflict and direct confrontation it is how the Seeker survives; however, they are honor bound to protect as well, so he overcomes this by fighting as best he can from a distance. He likes to lead and be part of grand stories but lacks the bravery to be front and center. Being a group a tribal scholar in a hostile land has taught Delvandis to adapt and survive however task are shared within the groups so he has always depended on other for the ability he lacks. He is most comfortable traveling in a group of people he trusts, more so if they have a commonly stated goal.
The traits are optimized I won't deny it. I took a guess and assumed it is ok because it seems reasonable for a cleric to be religious favored and a scout to have good perception. I used these to offset needing positive modifiers in every stat. I hope that is alright.
Second, this PC gets an animal companion at 4 and will take boon companion at 5. I tend to build Animals to what the group needs not to steal the show. Most of the time this means the bodyguard line of feats, set up flanks etc. I like to keep them useful and minimally disruptive but I usually ask the group what role we think is needed, damage, tanking, mage disruption, CMB, battlefield control and make something for the whole group.

Albion, The Eye |

Dotting this one if there is still time for it - planning on submitting a very versatile melee bruiser - Half-Orc Bloodrager 1/Investigator (Empiricist) 1 - Numeria is such a wondrous place that he will feel right at home :)
The campaign traits have given me a few nice ideas, so more details to follow, probably still tonight.