GM_DBH |
The party is on book 4 at the moment and sadly we have lost two players thanks to the real world hammering them.
We are looking for two new players, one needs to be the groups martial type.
Level 11, and gold is what you get at that level.
Hp's are roll, take the average if your roll sucks.
The other would preferably be a divine caster of some sort.
Currently we Have an Oracle of metal.
A Rogue/magus.
A Witch.
20 point buy.
No 3PP please.
2 traits. No Drawbacks. You can take on of the Iron gods traits if you wish, but it is not set in stone if you prefer not too.
Good or neutral alignment preferred.
Iron gods has a nice range of challenges, including the monsters, so don't over specialize on Robot killing. It will bite you in the ass. :)
Here is the Play thread. Iron gods
GM_DBH |
Good point. You should build your backstory with you having the normal adventurers life. Native Numerian, or from outside. Hearing about the wealth of technology in the Scar of the spider, you travelled there, and were being captured by an insane Reclamation robot. Ending up with you strapped to the operating table awaiting your terrible fate.
Then the heroes arrive finding you with no clothes, and then you are free. :)
Trevor86 |
Sounds great!
Is there anything in particular the party is looking for? Going by the classes i assume most social skills, knowledges, dex skills and casting is covered. So that leaves... archery and tanking?
I could whip up an archery ranger, arrowsong minstrel or ranged inquisitor depending on what the party wants and the setting. Or alternatively, i could make a melee alchimist or convert my paladin from a discontinued campaign into this one.
Ill read the campaign setting when i get back from work to know what would be more thematically suited.
Vrog Skyreaver |
HP Rolls: 10d8 ⇒ (6, 3, 2, 1, 5, 1, 3, 8, 7, 5) = 41 taking average.
Here is my submission:
LG Half-Orc Warpriest 11
str 10
dex 16/18
con 16/18
int 10
wis 16/20
cha 10
HP: 97
AC: 29; T: 24; FF: 20 (10 base +4 armor +4 dex +5 wis +5 dodge +1 natural)
BAB 8
Init: +4
Fort: +15
Ref: +11
Will: +16
Speed 30'
Weapons:
1) Unarmed Strike: +14/9 to hit; 13 (2d8+4) damage; 20/x2 crit
2) Pirahna Strike Unarmed: +11/6 to hit; 19 (2d8+10) damage
Skills:
*Acrobatics r11 +18
*Climb r5 +8
*Diplomacy r1 +4
*Perception r11 +19
*Swim r5 +8
Languages:
*Common
*Orcish
Alternate Racial Features:
*Sacred Tattoos (+1 luck bonus to Saving Throws; replaces Orc Ferocity)
*Shaman's Apprentice (gain Endurance feat; replaces Intimidating)
Warpriest Class Features:
*Archetype (Sacred Fist)
- AC Bonus (add wis mod to AC and CMD, +1 dodge bonus at 4th and every 4)
- Flurry of Blows (per standard monk; replaces sacred weapon)
- Unarmed Strike (works like standard monk; replaces focus weapon)
- Miraculous Fortitude (works like improved evasion for fort saves; replaces 3rd and 9th level bonus feat)
- Bonus Style Feat (at 6th, 12th, and 18th level, gain a bonus style feat; replaces bonus feats at corresponding levels)
- Ki Pool (works like standard monk with char. level -3, including allowing unarmed strike to bypass materials. Can also spend 1 point to add a +2 insight bonus to ac for 1 minute; replaces sacred armor)
*Blessings (8/day)
- Healing
*Fervor (5 +wis mod uses/day; can touch a creature to heal it 4d6. standard or swift if I target myself; can spend 2 uses to channel positive energy; can expend a use to cast a spell as a swift action that only targets me, even if area spell)
Traits:
*Quain Martial Artist (+1 trait bonus to unarmed strikes; region)
*Blood of Dragons (gain low-light vision; race)
Feats:
*Weapon Finesse
*Weapon Focus (Unarmed)
*Dodge
*Pirahna Strike
*Toughness
*Iron Hide
*Endurance
*Monkey Style
*Divine Fighting Technique (Irori's Perfected Fist. Basic and Advanced; replaces Blessings from Law Domain)
Spells:
*Spells/Day: 5/7/5/5/3
*Spell DC: 15 +Spell Level
Equipment: 82000 gp
Agile Amulet of Mighty Fists 4000 gp
Bracers of Armor +4 16000 gp
+2 Belt of Physical Might (Dex/Con) 10000 gp
+4 Headband of Wisdom 16000 gp
+2 Ring of Protection 8000 gp
+3 Cloak of Resistance 9000 gp
Monk's Robe 13000 gp
Consumables
Potion of Lesser Restoration 300 gp
Scroll w/4 Cure Light Wounds 100 gp
Scroll of Endure Elements 25 gp
Scroll of Bless 25 gp
Scroll of Cure Light Wounds 25 gp
Scroll of Shield of Faith 25 gp
Scroll of Remove Curse -750 gp
Wand of Cure Light (50 charges) 750 gp
Wand of Lesser Restoration (50 charges) 3000 gp
1000 gp
Karen is the daughter of an orc and a Dwarf who run a tavern in Andoran.
When she came of age, she apprenticed herself to a itenerant priest of Irori, who set upon her the task of finding and fighting at least one of all the creatures that exist in the world, including things such as "a Thassilonian" and "an Azlanti".
Karen has checked alot of creatures off her list, including all of the common races, most giants, a sphynx, and several different dragons.
During her travels, she heard about these creatures called Robots, which are apparently neither constructs nor animated objects.
It was the first time that Karen had ever added anything to the list.
Upon arrival in Numeria, she met some of the locals who told her about a group of heroes roaming the land, so she set out to find them and join them.
joker 27 |
Dotting in, I’m going to angle at the martial slot. Do you mind more strange off the wall builds? I’ve got a concept for a swashbuckler gunslinger that uses parry and riposte to party with a melee weapon then riposte with his firearm as it doesn’t specify what weapon you use with it. If not then I’ll probably go with something that’s a half or 3/4 caster focused in on tanking.
GM_DBH |
@Trevor86 & Joker 27.
We have just lost our Barbarian/Gunslinger (Techslinger] to real life. Our Alchemist has just vanished and I hope he's alright in the current crisis?
So Gunslingers, Swashbucklers, anything martial will work in this campaign.
It's Book 4. The Valley of the brain collectors. So tech weapons are becoming more common.
A hint to all, the Technologist feat is required if you wish to use the high tech gear that is about.
For those looking at Divine casters. Maxing out Heal and Knowledge Engineering will make you a lot of friends. :)
Roet Heineous |
1 person marked this as a favorite. |
Hi GM!
It's Archlich here with my Half-Orc Bloodrager. Thanks for the opportunity! I see some interesting concepts coming out from my colleagues here in the forums.
Roet is not a complicated character, but someone truly dear to my heart. He is an adaptation of another character I had before here in a long campaign in the forums, as I mentioned. I changed his background and modified the sheet to adapt to this adventure.
Cheers!
Trevor86 |
Small update: I decided to scrap the paladin/swashbuckler idea and I'll instead be going for the divine caster one. I'm working up a tactics domain evangelist cleric with full skillranks in the desired skills and the technologist feat. She will focus on being a party buffer with I.E. enhanced good hope and inspire courage in combat, and should be an acceptable archer whenever needed as well. The rest of her spells are available to heal whatever is needed.
Her backstory will probably focus around having originally been a medic heading towards Mendev to help out, who got involved with the local Kellid population in their struggle against the technic league on the way there. I guess things went well until the local resistance ran into the new model Robot :)
I think I should have it all done sometime tomorrow night.
Also, nice to see the other applications already! Will give them a read tomorrow :)
Javell DeLeon |
Good point. You should build your backstory with you having the normal adventurers life. Native Numerian, or from outside. Hearing about the wealth of technology in the Scar of the spider, you travelled there, and were being captured by an insane Reclamation robot. Ending up with you strapped to the operating table awaiting your terrible fate.
Then the heroes arrive finding you with no clothes, and then you are free. :)
Lol! Awesome. Will try and get something done before you call it. It'll definitely be a front liner.
Ellioti |
HP: 8 + 10d8 + 22 + 11 ⇒ 8 + (8, 5, 7, 2, 4, 5, 6, 4, 4, 8) + 22 + 11 = 94
Ulix Marcellus
Male Human (Taldan) cleric 11 Archetypes Iron Priest
CG Medium humanoid (human, grippli)
Init +5, Senses Perception +13
Aura aura of good/chaos, aura of madness (11 rounds/day)
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DEFENSE
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AC 29, touch 15, flat-footed 26 (+8 armor, +2 deflection, +3 Dex, +4 shield, +2 natural)
hp 94 ((11d8)+22(con)+11(fcb))
Fort +11, Ref +8, Will +15
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OFFENSE
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Speed 40 ft.
Melee melee touch attack +11 (reach 15 ft.)
Ranged Acidic Ray +12 vs touch (1d6+4 acid) [5/day]
Special Attacks Aura of Madness (11 rounds/day), Touch of Chaos (9/day), Vision of Madness (9/day)
Prepared Spells
Cleric (CL 11th; concentration +17)
6th-animate objects*, harm (DC 23), heal
5th-confusion* (DC 21), major curse (DC 22/27), breath of life, slay living (DC 22)
4th-confusion* (DC 20), freedom of movement, communal protection from energy, fear (DC 21)
3rd-dispel magic*, bestow curse (DC 20), invisibility purge, magic vestment, sands of time, stone shape
2nd-touch of idiocy*, resist energy, lesser restoration, grace, aid, delay disease, tears to wine
1st-entropic shield*, air bubble, ant haul, comprehend languages, obscuring mist, sure casting, liberating command
0th-create water, detect magic, light, read magic
*:Domain spell.
Deity Groetus; Domains Chaos (Entropy), Madness
Scrolls:
5th-Break Enchantment, Life Bubble
4th-Neutralize Poison, Air Walk
3rd-Remove Disease, Remove Curse, Speak with Dead, Protection from Energy (Fire)
2nd-Delay Poison, Lay of the Land, Share Language
1st-2x Air Bubble, Comprehend Languages, Endure Elements
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TACTICS
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Temporary Effects ant haul, magic vestment
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STATISTICS
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Str 7, Dex 14+2=16, Con 12+2=14, Int 12, Wis 16+2+4+1=23, Cha 14+1
Base Atk +8; CMB +7; CMD 23
Feats Agile Tongue, Eldritch Heritage (Aberrant Bloodline), Improved Eldritch Heritage, Racial Heritage (Grippli), Spell Focus (Necromancy), Skill Focus (Knowledge (Dungeoneering), Knowledge (Engineering), Weapon Finesse
Skills Appraise +5, Diplomacy +6, Disable Device +7, Heal +16, Knowledge (Religion) +5, Knowledge (Geography) +6, Knowledge (dungeoneering) +8, Knowledge (engineering) +21, Linguistics +5, Perception +13, Survival +10, Spellcraft +15
Traits Reactionary, Stargazer
Languages Common, Undercommon
Gear lesser Extend Rod, 3x potion of darkvision, headband of inspired wisdom +4, Cloak of Resistance +2, mithral buckler +3, amulet of natural armor +2, ring of protection +2, belt of physical might (dex/con) +2, mithral breastplate, boots of striding and springing, bag of holding (type i), 5x iron holy symbol, cleric's kit, scroll case, several scrolls (worth 9000 gp), several pieces of alien junk, 853 gp
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SPECIAL ABILITIES
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Aberrant Bloodline There is a taint in your blood, one that is alien and bizarre. You tend to think in odd ways, approaching problems from an angle that most would not expect. Over time, this taint manifests itself in your physical form.
Acidic Ray (Sp) You can fire an acidic ray as a standard action, targeting any foe within 30 feet as a ranged touch attack. The acidic ray deals 1d6+4 points of acid damage. You can use this ability 5 times per day.
Aura of Madness (Su) You can emit a 30-foot aura of madness for 11 rounds per day. Enemies within this aura are affected by Confusion unless they make a Will save (DC 21). The Confusion effect ends immediately when the creature leaves the area or the aura expires. Creatures that succeed on their saving throw are immune to this aura for 24 hours. These rounds do not need to be consecutive.
Channel Positive Energy (Su) When an iron priest channels energy to heal living creatures, she heals constructs with the clockwork or robot subtypes as well. Constructs without those subtypes are also affected, but gain only half the normal amount of healing or take only half the normal amount of damage, as appropriate. This ability alters channel energy.
Hasten the End At 8th level, as an immediate action upon successfully hitting an opponent with a melee attack, you reduce the remaining duration of all beneficial magical effects currently affecting the target by 1 round, minute, hour, or day—whichever measurement is used to determine the duration of each particular magical effect. You can use this ability once per day at 8th level, and an additional time per day for every 4 levels beyond 8th.
Focused Study (Ex) At 1st, 8th, and 16th level, gain skill focus in a skill of your choice.
Long Limbs (Ex) Your reach increases by 5 feet whenever you are making a melee touch attack. This ability does not otherwise increase your threatened area.
Spontaneous Casting An iron priest can spontaneously cast make whole and weater make whole in place of cure/ inflict moderate wounds and cure/inflict critical wounds, regardless of whether she channels positive or negative energy. This ability alters casting.
Touch of Chaos (Sp) You can imbue a target with chaos as a melee touch attack. For the next round, any time the target rolls a d20, he must roll twice and take the less favorable result. You can use this ability 9 times per day.
Vision of Madness (Sp) You can give a creature a vision of madness as a melee touch attack. Choose one of the following; attack rolls, saving throws, or skill checks. The target receives a +5 bonus to the chosen rolls and a -5 penalty to the other two types of rolls. This effect fades after 3 rounds. You can use this ability 9 times per day.
=================================================
BACKGROUND
=================================================
Ulix would be a pretty man, if he'd bother to care. Hard to say when he had the last bath, haircut or shave. Probably before his visions had started and when he was still a boring priest of Brigh, overseeing the workshops and the students that, honestly, never were meant to succeed. But let's start fast forward to today.
Ulix came to the Scar of the spider, and Numeria in general, looking for answers. Looking for prove he wasn't crazy. Aliens are real, he just knew it.
Too bad nobody at home in stupid Taldor believed him. "They're already here and they'll bring an early end to this world. The renewal is waiting." That's what he was trying to tell everyone. "I am only the messenger", he tried to explain. But those people are all already lost it seems. Or why would they not listen to an envoy of the Great Groetus. The Majesty that will finish this miserable life and start some thing new. Something better. Ulix only tries to help. Tries to warn of the alien invasion that will be brutal and catastrophic.
Maybe his claims, he had been kidnapped and experimented on by aliens had something to do with it. But even his strange limbs and tongue apperently were not prove enough. "Your mother had a foul run-in with a demon-worshipping Grippli cult", they claimed. B+%~*@!!. It had to be the aliens, he had the visions and memories, after all.
Well, now he's here, researching the aliens first hand. Through his dumb luck and implacable determination he had found several strange pieces of what must be alien technology in the past ferw years. It's a strange land with weird technology and he had to learn as much as possible if he ever was to return home, because it was his duty to prepare his people properly for the coming.
Well, that's all theory now. He missed one of the very advanced traps, lost consciousness and as it seems is currently strapped to an operating table awaiting his terrible fate. It doesn't really matter, Groetus will bring the End soon enough anyway, but it bothers him that he can't fulfill his duties any longer...
Erigga Ironheart |
So far I've bought Erigga both her arms (4,750 gp each) and her legs (8,500 gp). Aside from those two, that would already save me 9000gp, I'm looking at one of the cybertech that gives a bonus to Str and/or Con, but only at +2 (mark I).
Cybertech in general are so expensive that I'm actually asking this more for fluff than anything, since it would cost me about the same if I craft them or by buying magic items, but it would be cooler if they were cybertech. Also the effects don't stack of course.
HP: 10 + 10d10 + 44 ⇒ 10 + (9, 2, 10, 10, 9, 6, 4, 4, 9, 3) + 44 = 120
EDIT: changed a couple feats on Erigga so she can serve also as a healer, even if non-magical. Thought it would fit nicely with all the surgeries she'd be proficient with her cybertech.
Kraig Forge-Hammer |
KRAIG was originally made for an Iron Gods PBP waaay back when the AP came out. Got to around level five I think and then real life took me away. Kraig is a boisterous bruiser that loves to fight and drink and brew and doesn’t really understand advanced things like flashlights. A simple man that just wants live a good life. When last I left him, he had just drank a potion of enlarge person to go toe-to-toe with a giant troll. A truly tragic place to leave off his story and I’ve always wanted to get around to playing him again.
Kraig is an unarchetyped brawler. He’s really good at grappling. He’s level one right now, I resubmitted him to another Iron Gods campaign. I’ll level him up to 11 in the next day or two. He would fulfill the combat roll of frontline fighter and is great at locking down one or two opponents. Out of combat he can... help get everyone drunk! Which is probably how he ended up in the Scar of the Spider.
Edit: I miiight take the Mutagenic Mauler archetype and flavor it as his beloved mead giving him strength. Not sure yet.
Galahad0430 |
10d10 ⇒ (8, 5, 10, 4, 2, 4, 7, 2, 6, 1) = 49
Here is Dorn, an Android fighter I made long ago for an Iron Gods campaign that never took off. Originally he had just awakened about six months before the events of book 1. I have leveled him up and will just assume he has been around for however long the current campaign has gone plus six months. He is an excellent melee character that can go toe to toe with much beefier opponents.
Dorn
Male android fighter (aldori defender) 9/unchained monk (master of many styles) 1/aldori swordlord 1 (Pathfinder RPG Adventurer's Guide 20, 23, Pathfinder RPG Bestiary 5 19, Pathfinder Unchained 14, Ultimate Combat 59)
LG Medium humanoid (android)
Init +9; Senses darkvision 60 ft., low-light vision; Perception +19
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Defense
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AC 25, touch 23, flat-footed 18 (+2 deflection, +7 Dex, +1 monk, +2 shield, +3 Wis)
hp 77 (11d10)
Fort +11, Ref +16, Will +9 (+2 vs. fear); +4 vs. effects that cause you to lose your grip on weapons, +4 vs. mind-affecting, paralysis, poison, and stun
Defensive Abilities constructed, defensive parry +2, steel net; Immune disease, emotion, exhaustion, fatigue, fear, sleep
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Offense
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Speed 30 ft.
Melee +1 dueling aldori dueling sword +24/+19/+14 (1d8+12/17-20) or
. . unarmed strike +18/+13/+8 (1d8+1)
Special Attacks deft strike, disarming strike, stunning fist (4/day, DC 18), weapon trainings (heavy blades +4, warrior spirit)
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Statistics
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Str 13, Dex 24, Con 10, Int 16, Wis 16, Cha 6
Base Atk +11; CMB +12 (+14 dirty trick, +16 disarm, +14 reposition, +14 trip); CMD 35 (39 vs. bull rush, 37 vs. dirty trick, 43 vs. disarm, 37 vs. reposition, 39 vs. sunder, 41 vs. trip)
Feats Advanced Weapon Training, Aldori Dueling Mastery[ISWG], Combat Expertise, Crane Style[UC], Dazzling Display, Exotic Weapon Proficiency (aldori dueling sword), Improved Critical (aldori dueling sword), Improved Disarm, Improved Unarmed Strike, Power Attack, Quick Draw, Shatter Defenses, Stunning Fist, Weapon Finesse, Weapon Focus (aldori dueling sword)
Traits bruising intellect, threatening defender
Skills Acrobatics +21, Escape Artist +21, Intimidate +21, Knowledge (engineering) +16, Knowledge (nobility) +9, Perception +19, Sense Motive +11; Racial Modifiers +2 Perception, -4 Sense Motive
Languages Common
SQ bonus feat, emotionless, exceptional senses, fuse style, nanite surge
Other Gear +1 dueling aldori dueling sword[ISWG], belt of incredible dexterity +4, cloak of resistance +3, gloves of dueling[APG], headband of mental prowess +2 (Int, Wis), monk's robe, ring of protection +2, stagger-proof boots, 680 gp
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Special Abilities
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Advanced Weapon Training You are specially trained to use your weapon skills in new ways.
Aldori Dueling Mastery Gain initiative and defensive bonuses when wielding an Aldori dueling sword.
Combat Expertise -2/+3 Bonus to AC in exchange for an equal penalty to attack.
Constructed (Ex) Counts as both humanoids and constructs for effects that target type.
Crane Style Fight defensive pen reduced to -2. When in style, dodge bonus increases by 1.
Darkvision (60 feet) You can see in the dark (black and white only).
Dazzling Display (Aldori dueling sword) Intimidate check to demoralize can affect those within 30' who see you.
Dazzling Intimidation (Weapon Training [Blades, Heavy] +4) (Ex) Add weapon training bonus to Intimidate checks to demoralize opponents.
Defensive Parry +2 (Ex) Gain dodge bonus to AC against melee attacks after making a full attack with Aldori dueling sword.
Deft Strike (Ex) Can apply Dex bonus instead of Str with Aldori dueling sword.
Disarming Strike (Ex) Deal damage to foe when you disarm them with dueling sword.
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.
Fuse Style (2 styles) (Ex) At 1st level, a master of many styles can fuse two of the styles he knows into a more perfect style. The master of many styles can have two style feat stances active at once. Starting a stance provided by a style feat is still a swift action, but whe
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.
Improved Disarm You don't provoke attacks of opportunity when disarming.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Nanite Surge +14 (1/day) (Ex) Bonus to any one d20 roll. Glow like a torch for 1 round when used.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Quick Draw Draw weapon as a free action (or move if hidden weapon). Throw at full rate of attacks.
Steel Net (Ex) When fighting defensively as full-round action penalties on attacks and increases dodge AC by 2.
Stunning Fist (4/day, DC 18) You can stun an opponent with an unarmed attack.
Warrior Spirit +4 (Weapon Training [Blades, Heavy] +4 [Ex], 5/day) (Su) Standard action, add enhance bon or item powers for 1 min.
Weapon Training (Blades, Heavy) +4 (Ex) +4 Attack, Damage, CMB, CMD with Heavy Blades
Dorn awoke about six months ago. He has no knowledge of where he came from or who he is. He was found by Khonnir Baine in the wastes outside of Torch. Khonnir recognized him for what he is and helped ease him into human society and helped disguise his true nature. Dorn has skills that he is still coming to realize. The last six months have been vexing for him, especially when dealing with Khonnir’s daughter, Val. Human emotions still confuse him despite his intense scrutiny. Khonnir’s tutelage has been invaluable though and Dorn is slightly more comfortable on his own now among the population of Torch. Khonnir has also taught Dorn about his true nature. This has only deepened his unease. Who is he? What purpose was he created for? Despite his progress, Dorn continues to have a deep seated and irksome feeling that he has some specific purpose and this “feeling” is disquieting to him. What that purpose is though, still evades him.
GM_DBH |
A rough list of those who have given me a character sheet.
Karen - Half-orc Warpriest of Irori.
Roit Heineous - Half-orc Bloodrager (Steelblood).
Ulix Marcellus - Human? Iron Cleric of Groetus.
Erigga Ironheart - Human Fighter (Cyber soldier).
Elrys Valrassedin - Human Evangelist Cleric of Iomedae.
Dorn - Android Fighter (Aldori Defender).
Some interesting characters there. Iron gods is a good campaign to get your weird on. :)
Ellioti |
The Oracle would like someone to spread the healing with him. :)
I looked at the Oracle's spells known and made sure, there's no overlap. Did the same with the Witch, but there's a little overlap, as in both she and I have a focus on debuff (obviously).
Ulix Marcellus - Human? Iron Cleric of Groetus.
Is he human? Mechanically, yes. But there are clearly some Grippli genes and definitely a taint of alien blood. So, we don't really know...
I think the Iron Priest's ability to spontaneously cast Greater Make Whole must be invaluable...
Olimpia Beta II |
Hi all. I am one of the players and thought I'd add a few comments. First, I am glad to see all the interest. Second Olimpia only has one level of Magus so is not really an arcane caster. Third, while this should only advise and certainly not dictate, I wanted to be a little clearer about who we lost and their roles. Our alchemist did what most do. Good range support, and good knowledge checks, with lots of bombs and grenades. (hmm. Might ask the GM about getting some of those back as most were carried by Figgy). He was also our chief tech guy and handled the engineering and crafting. And he was a primary buffer with infusions. Our martial was heavy melee and strength based and could tank. Olimpia is a spring attacker and seldom stands and attacks so I think we need someone who can do that.
Good luck to everyone. I'll be reading with interest.
Erigga Ironheart |
I've finished Erigga's character sheet, without considering if she'll be able to craft some of her cybertech prior to the game.
Regarding what have been said about the roles to be filled, she is also a melee strength combatant with pretty good tanking capabilities (AC 31 and DR 6/-). Her weapon of choice is a falchion, so aside from good damage she'll be able to deal great damage when she crits and my intention is to further specialize in more crit feats.
With the combination of three feats, many skill points, and a couple magic items, she can also heal a lot of hp (in average 544,5 hp/day) even if only out of combat. She also has the Technologist and Craft Cybernetics feats, with good K. Engineering and Craft (mechanical). Since fighter have many many feats and I do not want to focus entirely on combat, I could even pick other tech crafting feats if needed.
I believe she could fill all the necessities of the party and, if picked, could free the other player to do whatever he/she wanted to.
@GM_DBH: Have you thought about the crafting request? To make it easier for your decision, I'll list what would change in Erigga's sheet if allowed in a spoiler.
If crafting cybertech is allowed, instead she would craft her arms and legs (total of 9,000gp), a mark I Cyberfiber Muscles (Str +2) (4,000gp), a mark I Thoracic Nanite Chamber (Con +2) (4,000gp), and a Skillslot (1,000gp) for a total of 18,000gp. This would free Erigga 10,000gp that she would spend in upgrading her ring of protection from +1 to +2 (6,000gp) and buy a Mark III Skillchip (3,600gp) for a skill the party might need a higher value.
So, the net change would be +1 to her AC and +6 to a skill to be determined.
Helikon |
I will apply with Traxus the Prowler, a local inhabitant of Torch, who has been known to hunt dangerous prey.
Erigga Ironheart |
@Erigga. Sorry I meant to post earlier that level of cyberware is fine. It doesn't do anything that magic items can't already do, and you are a Cyber soldier. :)
Awesome! Will update her in a couple hours.
Already added a physical and personality description and will be working on her background. Hopefully it will be done by the end of the day.
Is there a way for me to make her a former Technic League employee that decided they were too evil, or that would be problematic? My idea is for her to want to "change the world", thus why she became a doctor and engineer. However, at some point, she reaches the conclusion that as long as the Technic League exists, no change on her research will ever matter, so she breaks bad and decides to get rid of them.
Galahad0430 |
Our martial was heavy melee and strength based and could tank. Olimpia is a spring attacker and seldom stands and attacks so I think we need someone who can do that.
Though I'm not STR based, I am more of a stand in place fighter (many of my bonuses are heightened when I full attack). Also, I do not need as much healing support as I seldom take damage. I also have the advantage of having a high INT so more sills, including Know(Eng).
Roet Heineous |
Happy to be here with these many good applications. I believe Roet can work well for the group in the martial role - the arcane bloodrage gives him excellent defenses (between displacement, mirror image, resist energy, etc.) and he can be somewhat capable dealing damage, although I believe the rest of the party is probably more focused in it and capable of better numbers.
@Olimpia: while Roet is also an "arcane caster", I think I'm in your same boat as he's not really focused on it. However, I can probably move some of his spells around to be able to provide some more support (like Haste etc.).
Erigga Ironheart |
Erigga is fully updated and her background is done. Please let me know if you'd like for me to change anything.
If you feel she will be able to heal too much, I can tone it down of course, but I've founded that with a lot of healing, the gameplay goes faster as the party need to rest less and also opens the possibility of more interesting spells.
Galahad0430 |
Btw, here are Dorn's corrected stats after updating equipment:
Dorn
Male android fighter (aldori defender) 9/unchained monk (master of many styles) 1/aldori swordlord 1 (Pathfinder RPG Adventurer's Guide 20, 23, Pathfinder RPG Bestiary 5 19, Pathfinder Unchained 14, Ultimate Combat 59)
LG Medium humanoid (android)
Init +9; Senses darkvision 60 ft., low-light vision; Perception +18
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Defense
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AC 30, touch 19, flat-footed 23 (+9 armor, +2 deflection, +7 Dex, +2 shield)
hp 77 (11d10)
Fort +10, Ref +15, Will +9; +4 vs. effects that cause you to lose your grip on weapons, +4 vs. mind-affecting, paralysis, poison, and stun
Defensive Abilities constructed, defensive parry +2, steel net; Immune disease, emotion, exhaustion, fatigue, fear, sleep
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Offense
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Speed 30 ft.
Melee +1 dueling aldori dueling sword +24/+19/+14 (1d8+12/17-20) or
. . gauntlet (from armor) +18/+13/+8 (1d3+1) or
. . unarmed strike +18/+13/+8 (1d6+1)
Special Attacks deft strike, disarming strike, stunning fist (3/day, DC 17), weapon trainings (heavy blades +4, warrior spirit)
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Statistics
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Str 13, Dex 24, Con 10, Int 14, Wis 14, Cha 6
Base Atk +11; CMB +12 (+14 dirty trick, +16 disarm, +14 reposition, +14 trip); CMD 31 (35 vs. bull rush, 33 vs. dirty trick, 39 vs. disarm, 33 vs. reposition, 35 vs. sunder, 37 vs. trip)
Feats Advanced Weapon Training, Aldori Dueling Mastery[ISWG], Combat Expertise, Crane Style[UC], Dazzling Display, Exotic Weapon Proficiency (aldori dueling sword), Improved Critical (aldori dueling sword), Improved Disarm, Improved Unarmed Strike, Power Attack, Quick Draw, Shatter Defenses, Stunning Fist, Weapon Finesse, Weapon Focus (aldori dueling sword)
Traits bruising intellect, threatening defender
Skills Acrobatics +19, Intimidate +20, Knowledge (engineering) +15, Knowledge (nobility) +8, Perception +18, Sense Motive +10; Racial Modifiers +2 Perception, -4 Sense Motive
Languages Common
SQ bonus feat, emotionless, exceptional senses, fuse style, nanite surge
Other Gear celestial armor, +1 dueling aldori dueling sword[ISWG], belt of incredible dexterity +4, cloak of resistance +2, gloves of dueling[APG], helm of battlefield clarity, ring of protection +2, stagger-proof boots, 880 gp
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Special Abilities
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Advanced Weapon Training You are specially trained to use your weapon skills in new ways.
Aldori Dueling Mastery Gain initiative and defensive bonuses when wielding an Aldori dueling sword.
Combat Expertise -2/+3 Bonus to AC in exchange for an equal penalty to attack.
Constructed (Ex) Counts as both humanoids and constructs for effects that target type.
Crane Style Fight defensive pen reduced to -2. When in style, dodge bonus increases by 1.
Darkvision (60 feet) You can see in the dark (black and white only).
Dazzling Display (Aldori dueling sword) Intimidate check to demoralize can affect those within 30' who see you.
Dazzling Intimidation (Weapon Training [Blades, Heavy] +4) (Ex) Add weapon training bonus to Intimidate checks to demoralize opponents.
Defensive Parry +2 (Ex) Gain dodge bonus to AC against melee attacks after making a full attack with Aldori dueling sword.
Deft Strike (Ex) Can apply Dex bonus instead of Str with Aldori dueling sword.
Disarming Strike (Ex) Deal damage to foe when you disarm them with dueling sword.
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.
Fuse Style (2 styles) (Ex) At 1st level, a master of many styles can fuse two of the styles he knows into a more perfect style. The master of many styles can have two style feat stances active at once. Starting a stance provided by a style feat is still a swift action, but whe
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.
Improved Disarm You don't provoke attacks of opportunity when disarming.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Nanite Surge +14 (1/day) (Ex) Bonus to any one d20 roll. Glow like a torch for 1 round when used.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Quick Draw Draw weapon as a free action (or move if hidden weapon). Throw at full rate of attacks.
Steel Net (Ex) When fighting defensively as full-round action penalties on attacks and increases dodge AC by 2.
Stunning Fist (3/day, DC 17) You can stun an opponent with an unarmed attack.
Warrior Spirit +4 (Weapon Training [Blades, Heavy] +4 [Ex], 5/day) (Su) Standard action, add enhance bon or item powers for 1 min.
Weapon Training (Blades, Heavy) +4 (Ex) +4 Attack, Damage, CMB, CMD with Heavy Blades
Elrys Valrassedin |
Hi all. I am one of the players and thought I'd add a few comments. First, I am glad to see all the interest. Second Olimpia only has one level of Magus so is not really an arcane caster. Third, while this should only advise and certainly not dictate, I wanted to be a little clearer about who we lost and their roles. Our alchemist did what most do. Good range support, and good knowledge checks, with lots of bombs and grenades. (hmm. Might ask the GM about getting some of those back as most were carried by Figgy). He was also our chief tech guy and handled the engineering and crafting. And he was a primary buffer with infusions. Our martial was heavy melee and strength based and could tank. Olimpia is a spring attacker and seldom stands and attacks so I think we need someone who can do that.
Good luck to everyone. I'll be reading with interest.
I'll admit that when I saw the classes in the party in the opening post, I assumed the arcane spells would have been covered between the witch and Magus. I realised later that I could have checked the other character sheets in detail before finishing the submission, but that didn't occur to me until i finished the character (I haven't done this in a while, sorry :) )
As currently designed, I made Elrys an archer who brings the unique bard buffs (inspire courage and the like) and a better version of good hope (+3 to everything for everyone instead of +2), next to being a full cleric (using the evangelist cleric kit) and with a focus on the campaign skills of heal and engineering. Looking back, there isn't much overlap between her cleric buffs/heals and the Oracle's list of spells as originally posted.
However, I could easily slightly rework her to also have the Use Magic Device skill so that she could use scrolls and the like. It seems to fit her background, too. That way, she could fill whatever void of arcane buff spells there is to some degree (to try and replicate what the alchemist could), so long money and a scroll vendor are available. I added a second Statistics tab to Elrys with the altered stats, named 'UMD version'. This one also has an updated spell list to have virtually no overlap with the Oracle, and she is now carrying some arcane scrolls like haste, displacement and improved invisibility.
The cost of the reworked version is that inspiring good hope now conflicts with the level 5 cleric spells instead of level 4. Overall, that means she is an even better combat buffer with limited access to arcane buffs, but at the cost of some level 5 cleric utility buffs like communal air walk and true seeing.
Kraig Forge-Hammer |
I think the mechanical part of Kraig is finished. As I cast my mind back to Kraig's younger days, I recall a time when Kraig accidentally soloed a boss when he got separated from the group because grapple is dumb powerful. It was kinda boring. So while Kraig still has some resources devoted to grappling and will be able to shut down a single target when needed, I didn't go full bore on grappling. Pummeling Style gives Kraig pounce and allows him to pool his full attacks into a single application of damage to help him overcome damage reduction. I bought +1 handwraps with a furyborn enchantment. The furyborn enchantment increases the item bonus on the weapon they're attached to by 1 each time the weapon hits the same enemy. I thought about doing the usual chilling or flaming or whatever, but furyborn seemed cooler. I ended up taking the Mutagenic Mauler and Shield Champion archetypes. The Shield Champion gives Kraig some ranged capability, but he's never gonna be good enough at range to write home about.
Kraig isn't the tankiest tank that ever tanked, but the Spontaneous Healing mutagen effectively gives him +25 temp HP/day, the Drunken Brawler feat gives him +11 temp HP per hour as long as he has alcohol, and the drinking horn gives him temp HP up to three times a day as well. His damage should be pretty good having pounce and all.
Brawlers get poor skill points and fairly useless class skills. I did what I could but it wasn't much.
The stats in the profile are assuming unbuffed, but since mutagen lasts two hours at level 11 it's fairly safe to assume that will have 100% uptime in combat. Ideally someone will either prepare Enlarge Person's to cast on Kraig or use a wand for the same purpose so, space allowing, that will also be up every combat.
I spent almost a third of Kraig's gold on a Drinking Horn of Bottomless Valor. Seemed like the kind of thing Kraig needs. Assuming there isn't a limit on gold spent per single item, of course.
What's your thoughts on drinking alcohol in game? If you strictly hold to Paizo's alcohol/drugs/addiction rules, a casual wine tasting would kill a dwarf barbarian. Kraig gets some bonuses from drinking alcohol, but if the negatives are crippling I'll allocate those resources elsewhere.
Alls left is to add to Kraig's story to get him to the party but let's be honest: This isn't the first time Kraig has woke to find himself chained naked to a metal table and it will probably not be the last.
GM_DBH |
@The Tick in the barrel. With the current things happening in real life it's not a hurried recruitment. I'll close the recruiting on Wed 29th. At midnight. Do note I'm GMT +12.
@Erigga Ironheart. No problems with the healing. Our Oracle isn't a hardcore healer, being an Oracle of metal. He expressed the desire that we get more healing.
@Joker 27. You can use the advanced race guide for a weird race election if you wish.
@Krag Forge-hammer. You can blow your gold on one expensive item.
Helikon |
Ok Traxus is a backup healer, with maxed heal and knowledge engeneering skill, able to cast the all the heals and all the cures with great survival and perception
He also is built around the pump action, repeating heavy X-bow to rain down the smack on his enemies.
While he is not a good tank he can hold is own and his saves are quite decent.