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Author Topic: (Pathfinder) Interest Check / Recruitment - Iron Gods  (Read 4540 times)

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Offline ChulanowaTopic starter

(Pathfinder) Interest Check / Recruitment - Iron Gods
« on: October 07, 2015, 11:08:01 PM »

   Numeria, the land of fallen stars. A place known in equal parts for the savage Kellid tribes that roam its plains and hills, and the bizarre technological ruins dotting the same landscape. A brooding barbarian king sits in his palace, served by fawning technomancers. And in the hidden corners of this land, a new divinity stirs; A divinity that will shake Golarion to its core.

   In the town of Torch, the settlement's unignorable tower of violet flame has gone out. The only clue to its disappearance is a newly-discovered cave dug nearby. Are the heroes bold enough to unearth the otherworldly secret that sleep beneath the village and reignite the fires of Torch? Or will their first foray into Numeria's ancient mysteries be their last?




   So, I'm feeling the itch to run a Pathfinder game, and I feel like going with this, the Iron Gods adventure path! It's one of my favorite, and I've been wanting to launch a game for it for a good while... so why not now?

System: D20 (Pathfinder) - Paizo-published sources only, no 3.5 or third-party stuff, please.
Setting: Torch, a town in southern Numeria, in the Pathfinder Golarion world.
Genre: Savage Fantasy with super-science!
Players and Posting: I'm looking for four players, and will be running a DMPC. I would like a minimum of one post per week.
Smut content: Completely player-driven, if any. The game will be run in NC-Exotic, just to cover the possibilities.
Deadline: Recruitment is closing off next saturday (10 / 17 / 15)

Setting
   So, Iron Gods has kind of a wonky, atypical setting. The adventure path is set entirely within Numeria, a semi-wasteland populated largely by barbarians, with scattered, hardscrabble little outposts of civilization. In between are numerous ruins and dungeons that contain a wealth of arcane and esoteric things - unnatural creatures, technological artifacts, and unusual materials.

   Basically start with Clark's Third Law - "Any sufficiently advanced technology is indistinguishable from magic." And then add Conan, season with Fallout and Mad Max, and slap the result into a Dungeons and Dragons game, with all its elves and magic and the like.

   Sounds fun! For a little more in-depth detail, the Iron Gods player's guide can be downloaded for free here.

Here's a few images to give an idea of the aesthetic "flavor" we've got going on...




I want a few things from your characters.

Background: I'd like for characters to have some connection to the town of Torch. Maybe it's your home. Perhaps you're related to one of the known locals. It could be that your trade caravan makes regular stops to trade for Skymetals or something. I'll be coming up with a post about Torch before too long to help out with this.

Gender & Orientation: Whatever you like!

Appearance and personality: I'd like people to have pictures, if only for map tokens (yes! maps!) All I ask is that you not use manga / anime style images. As for personality, a character needs to be able and at least somewhat willing to work with a group.

Party selection: I'm going to try to pick up a roughly balanced party. In all honesty it's not something I'm going to sweat over, though; character personality and interest are more important than class. Four interesting sorcerers are a better party to my mind, than a party with boring but optimized melee / caster / divine / skilled classes.

Character Creation & House Rules

Starting Level: Being an Adventure Path, characters start at level 1
Abilities: I want to go with a 20-point buy.
Races: The seven "basic" races, as well as Changelings, Orcs, Ratfolk, and Skinwalkers.
Classes: All Paizo-published classes, including ACG, Pathfinder Unchained and Occult Adventures. No Antipaladins, Samurai, Ninja, or Synthesists, please.
Alignment: Any. However, Evil Characters are going to need to find reasons to help out an isolated town in Numeria...
Traits: Characters will begin with one Campaign Trait, and two other traits of their choosing. No Flaws or "Additional Traits" Feat.
Hit Points: max at 1st level, rolled each level after.
Starting wealth: Maximum for your class.

Background skills: I'll be using the Background skills system from Pathfinder Unchained. For those unfamiliar with the system, every level you get two skill ranks that can only be used for one of the following: Appraise, Craft, Handle Animal, Engineering, Geography, History, Nobility, Linguistics, Perform, Profession, Sleight of Hand. Classes still use their standard skill proficiency list. You can still use your "regular" skill points for these skills as well, if you like.

Fractional advancement: Also from Unchained, I'll be using the Fractional Base Statistic system. You can find out what that means here.


Look forward to seeing what everyone comes up with!
« Last Edit: October 09, 2015, 04:19:24 PM by Chulanowa »

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Re: (Pathfinder) Interest Check / Recruitment - Iron Gods
« Reply #1 on: October 07, 2015, 11:26:59 PM »
  Ooh!  I'd love to play. 

Offline Lunar Raven

Re: (Pathfinder) Interest Check / Recruitment - Iron Gods
« Reply #2 on: October 07, 2015, 11:28:35 PM »
Always wanted to have a play through of this one.  Will work on something for this!

Offline ChulanowaTopic starter

Re: (Pathfinder) Interest Check / Recruitment - Iron Gods
« Reply #3 on: October 08, 2015, 12:56:50 AM »
Torch

   Torch takes its name from the violet flame that burns atop its central hill. The fires ignited spontaneously in 4602 AR, and for nearly a year they lanced into the sky, forming a purple column of fire that could be seen for miles around. At the time, the Technic League was experiencing a period of upheaval in Starfall, and its agents were unable to investigate the rumors of the column of fire to the south. By 4604, the flames had died down to a man-sized bonfire, leaving the top of the hill blasted and blackened. Several industrious locals soon discovered the flame's heat possessed two unusual qualities-it was hot enough to smelt skymetal ores and work with difficult materials like adamantine, and the fires themselves radiated a strangely directional heat. A chunk of wood thrown a dozen feet over the fires would instantly burst into flame, yet a piece of paper set a foot from the bonfire's edge wouldn't even smolder. This unique combination of traits made the fire a perfect forge. After a few sudden flare-ups resulted in the tragic incineration of several smiths and their partially completed forges, the townsfolk learned how to interpret the flares and flashes that presaged such an eruption. Rather than build permanent structures around the fire, they came to rely upon portable workshops transported up the hill via wagon or carriage, so that when the fire began one of its unpredictable surges, the smiths could retreat to safety to wait for the blast of fire to recede.

   In this way, Torch has sustained itself. By the time the Technic League sorted its internal politics out and sent representatives to investigate in 4612, its agents found a burgeoning village growing around the base of the hill. After a cursory examination of the fire, representatives from the Technic League met with the village's leaders and worked out a deal-as long as Torch sent a monthly tribute of gold north to Starfall, the Technic League would not maintain an official presence in the region. In this way, the League turned what could have been competition (since at the time it still lacked the resources to effectively manage a remote site) into a source of income. Over the decades that followed, Torch grew steadily, yet has never truly prospered, because the Technic League constantly revises the amount of the tribute it requires. Frustrations with and resentments against the Technic League rightly have grown in Torch, yet the League's been careful to never tax the town to the point of rebellion, keeping them in an uncomfortable but relatively stable place between freedom and oppression.

Locations
1. Iven's Livery Stable: Most travelers visiting town leave their mounts and pack animals in the care of lven Lesky, a retired tracker who chose to settle in Torch after falling in love with a young Kellid woman named Annika whom he met when her tribe was overwhelmed by hill giants. Together, they buy and sell horses, doing frequent business with trade caravans drawn to the town's marketplace.

2. General Store: Torch's general store caters to scavengers, artisans, and metalworkers first and foremost, but also carries plenty of gear sought by adventurers traveling through Numeria. The town's unique forge attracts plenty of traders to the local marketplace, some of whom bring rare items which store owners like Inkrit Kollisun uses to stock their shelves. Most of the routine adventuring gear listed in the Pathfinder RPG Core Rulebook can be found here, but Inkrit leaves the sale of armor and weapons to the guildhouse artisans.

3. Silverdisk Hall: This busy gambling house features many card tables and dice games, all played with the local silverdisk currency in exchange for whatever money travelers bring with them. Proprietor Garmen Ulreth runs the place, and is rumored to be assisted by a gang of Kellid thugs known as the Ropefists - a name derived from their practice of wrapping their knuckles with rope before using their fists to punish transgressors. Garmen has made a career of providing fine drink, prime entertainment, and sometimes even floor shows for his patrons.


4. The Marrymaid: Given the frequent influxes of fortune-seeking scavengers and merchant caravans, the Marrymaid bordello opened its doors almost as soon as Torch established a successful economy. Wrennie Dalrorn oversees the entertainments inside. Some say she's the illegitimate daughter of an elven prince from Kyonin and a high priestess of Calistria, but she dismisses such rumors with a roll of her eyes and amused smile every time.

5. The Copper Coin: One of the oldest taverns in Torch, the Copper Coin stands right on the western edge of town. This fixture nightspot fills up with patrons almost every evening, and it is especially popular with laborers and artisans looking to relax after a hard day's work. Siblings Lawton and Katina Rimos run the Coin as a quality establishment with good food at reasonable prices. In fact, much like their father, who ran the tavern for 30 years before passing away, they pride themselves on claiming everything costs 'just a few coppers." Lawton runs the kitchen, cooking up signature dishes like spiced lamb and lentil soup with sourdough bread. Katina tends bar, serving up popular drinks like Rusty Ale, Wineberry Mead, Steelforged Stout, and Black Hill Whiskey.

6. Garrison and Armory: A crenelated 30-foot tower rises from this squat barracks housing the town's active militia and guards. Approximately two dozen off-duty guards can be found here, with three times that number patrolling the marketplace and city streets during the day. The connecting armory holds a selection of simple arms and armor for outfitting these conscripts, including crossbows, bolts, spears, and short swords, as well as a few suits of leather armor, chain shirts, and light steel shields.

7. Olander Estate: Serantha Olandir, the charismatic, influential leader of Torch's town council, lives in this large home. She lost her husband 2 years ago to a back alley mugging. Since then, she's made it her mission to ensure Torch doesn't become a den of crime and corruption by taking a more direct hand in shaping its politics.

8. Otterbie Manor: One of the original founding families of Torch owns this expensive manor, built by an enterprising merchant and ex-crusader from Mendev named Orm Otterbie. He passed away several years ago and his granddaughter, Bazlundi Otterbie, inherited his legacy, successfully organizing many of the town's artisans and smithies into a powerhouse consortium. By controlling access to their services and coordinating a communal profit-sharing scheme between them, the Otterbies have become one of the more successful families in town

9. Weeping Pond: This placid-looking pond is set off from the surrounding area by a crescent-shaped escarpment. No vegetation grows on the banks of this pond, and the waters carry a bitter stink of sulfur and other chemicals, enough to make the eyes water after spending too much time on the shore. The pond is fed by an underwater spring from under Black Hill, but no fish live in these waters, for the pond is tainted by runoff from the buried ship under Black Hill. Until recently, the foulness of the water has prevented anyone from discovering that the underwater spring leads into a series of caves under Black Hill. A shallow stream runs southeast of the pond and finally empties into Crowfeather Lake.

10. Crowfeather Palace: The contaminated waters running from the Weeping Pond collect in Crowfeather Lake. Here the taint diffuses to the point where the water becomes drinkable, though it retains a brackish aftertaste. Until recently, long exposure to the water could still cause birth defects and strange afflictions, but since the creation of the strange-looking building here, these effects have been all but eradicated. Called Crowfeather Palace because of its proximity to the lake and its almost miniaturized palatial facade, the building is the brainchild of Khonnir Baine. With the aid of the local priesthood of Brigh, Khonnir built this facility to help purify the waters of Crowfeather Lake. Utilizing a combination of divine and arcane magic with scavenged technological elements, a pipe-like extension from the building constantly purifies the waters around itself as if via a continually running purify food and drink spell, giving the townsfolk a safe source of drinking water.

11. Market Square: The southern shore of Crowfeather Lake is the location of Torch's largest marketplace. This location draws nearly as much attention and tourism as does the flame, for it's here that the town's skilled artisans put their wares on display.

12. Foundry Tavern: One of the more popular hangouts in Torch, the Foundry Tavern is aptly named. Its owner, Khonnir Baine, makes frequent appearances to demonstrate new inventions here-whether mechanical or magical. The tavern itself is always packed, and Khonnir rents out space in his neighboring foundry for visiting smiths and metalworkers to use.

13. Tempting Tonics: This building is home to Jhestine Imierin, the town's apothecary and healer. Jhestine's father was a Snowcaster elf and her mother a Kellid chieftain's daughter. She moved south during a particularly harsh winter and opened her apothecary shop to help the people of Torch deal with the tainted water from the Weeping Pond. Jhestine sells a variety of herbs and special substances, and now that Crowfeather Palace has made the waters of the lake drinkable, she's been able to turn her attention away from her original purpose to crafting all manner of other potions and elixirs for sale.

14. Seven Tears Farms: Fertile fields and orchards line the stream near the southern side of town here. Before Crowfeather Palace, these farms had to rely upon the generosity oflocal churches for water purification, but now the fields are flourishing. The produce grown here feeds most of Torch, thanks to the owner of the farms, a matronly woman named Celda Veed.

15. Town Hall: One of the grander buildings in Torch, the town hall doubles as a second garrison and lookout tower watching over the eastern roads. Council meetings take place in the hall every week on Oathday, but the hall sees frequent use for social gatherings as well, including many dances held in the neighboring square.

16. Chapel of the Wanderer: A somber man named Mylan Radli retired here after the town's previous gravekeeper passed away. Along with the blessings he administers to those passing through Torch, he also conducts funerals and looks after the town's cemetery.

17. Temple of Brigh: Bronze wind chimes and clockwork statues decorate the domed portico of this compound dedicated to the goddess of invention. The oldest faith in Torch, Brigh's temple sees regular worship from many of the town's citizens, and also includes a meticulously organized workshop managed by the town's religious leader, Joram Kyte. His friendly demeanor, active interest in the metal trade, and innovative crafting skills helped land him a seat on the town council many years ago.

18. Evercandle Inn: The name of this establishment refers to the strange alchemical candles used to light its rooms. These showpieces, which never diminish, are arrayed among multiple chandeliers in the common room as well as smaller, portable candlesticks by each bed in the individual chambers. Soceal Murgrave serves as the inn's proprietor, aided by her ever-present attendant Erlmon Reverstoudt.

19. Boarding House: The nine buildings surrounding this small park provide temporary housing for larger parties not wishing to stay at the more expensive inns in town. They see frequent use during the warmer seasons when their owner, Agren Maust, rents out rooms to scavengers, adventurers, and merchants seeking to do business in Torch for weeks at a time.

20. Warehouse District: This large building is home to the guild of metallurgists and artisans established by Bazlundi Otterbie. The guild was founded to support craftspeople in the skymetal trade, and the experts under its banner include several skilled armorers, blacksmiths, and weaponsmiths. The group always keeps a few weapons for sale in their shop.

22. Dolga's Foundry: The sounds of ringing hammers and dwarven songs frequently rise from this busy foundry, which is owned and operated by Dolga Feddert and her team of veteran crafters. An odd transplant from the Five Kings Mountains, Dolga helped found Torch and became the first to test the unique properties of the flame erupting from the hilltop. She also constructed many of the first buildings in town, and is Torch's oldest councilor.

23. Junkyard: Unprofitable components and debris smelted for skymetal invariably find their way to Torch's junkyard on the east side of town. An eerie bleachling gnome named Garritt Burrwaddle received the honorary title of Junkmaster after several decades of obsessively collecting and cataloging the items left here. Aside from hauling away junk no one wants, he provides an invaluable service to those searching for spare parts among the debris in his care.

24. Black Hill: Easily the most recognizable landmark in Torch, this bald escarpment rises at a steep slope in the middle of town. Until recently, the town's namesake torch burned at the hill's peak, emerging from a 5-foot-wide hole in the ground. Today, the flame is out, the hole caved in and filled with bubbling, foul-smelling sludge. The four specially-designed adamantine carts used to ferry ore to and from the fire now stand a short distance down the hill near the Black Hill Craneworks-a building run by Smeltrunner Oskah Unteret. She coordinates access to the flame and ensures merchants pay the appropriate tribute to the town's treasury. She bears no love for the Technic League, but holds the Black Sovereign in high regard, and loudly shares tales of his uniting of Numeria's tribes in every tavern she visits.

Notable NPC's
Captain Aaronlu Langer: Head of the town guard.
Bazlundi Otterbie: Town councilor and guild organizer
Dolga Freddert: Eldest of the town council
Joram Kyte: Councilmember, and deacon of the church of Brigh.
Khonnir Baine: Councilor and famed technological wizard.
Serantha Olandir: Activist town councilor.
Garmen Ulreth: Owner of the Silverdisk Hall gambling house;
Jhestine Imierin: Owner of Tempting Tonics, herbalist and alchemist.
Junkmaster Garrit Burrwaddle: Bleachling gnome and junkyard manager / scavenger
Mylan Radli: Local cleric of Pharasma
Smeltrunner Oska Unteret: head smith of the Black Hill forge where the Torch is located.
Val Baine: Khonnir Baine's adopted daughter and apprentice.
Sanvil Trett: Well-off merchant, known for his technological knowledge.

Dolga Freddert
Val Baine
Garmen Ulreth
Joram Kyte
Khonnir Baine
Sanvil Trett
« Last Edit: October 08, 2015, 01:00:10 AM by Chulanowa »

Offline BAMF

Re: (Pathfinder) Interest Check / Recruitment - Iron Gods
« Reply #4 on: October 08, 2015, 01:12:27 AM »
FUCK. YES.

I really, really, really want to play through this AP.

Offline Thorne

Re: (Pathfinder) Interest Check / Recruitment - Iron Gods
« Reply #5 on: October 08, 2015, 02:01:59 AM »
*Falls over backwards*
 .. howevermanied. *volunteers*

Now.. what did I do with that gunslinger..?

Offline eBadger

Re: (Pathfinder) Interest Check / Recruitment - Iron Gods
« Reply #6 on: October 08, 2015, 02:02:55 AM »
   
Doc Vile, Snake Oil Salesman
Human Alchemist
Character Sheet

Description & Background
Step right up, sir, step right up, come one, come all, gaze upon the marvels and medical mastery brought from abroad by yours truly, Doctor Vincent Vile!  If you're in need of a potion, curative, or just a bottle of that little something extra, Doc has precisely what you need for a reasonable price; just give it a day for full efficacy, won't you? 

A born salesman with a distressing lack of morals, Doc Vile was a fey-touched foundling that became a criminal product of the orphanages and streets of Starfall.  Brilliant and talented enough to gain an apprenticeship in an apothecary and soak up the skills of an alchemist, he was shrewd enough to realize that it was easier to turn a profit if you didn't bother doing the work.  His scams usually begin with some legitimate magic, but the bottles sold after the demonstration are inevitably junk: anything from colored water to plaster dust makes the grade.  Nor is he above cheating, theft or outright thuggery when the situation called for it. 

Vile did well for a while, until the jackboots of the Technic League caught up to him.  After a few beatings he realized the game was up; he barely managed to escape with his life and swore to keep on the move ever since.  He's made a home, of a sort, in Torch - this time taking a bit of care not to ruin his welcome.  Instead, he frequently travels the area, visiting new towns each time, then making a clean escape before the authority's interest turned too keen. 

The missing wizard wouldn't normally catch Vile's interest.  The whole endeavor seems pretty dangerous.  The last group to go in took a hefty purse with them, though, and there are stories of other things below.  And if they can find out what turns the Torch on and off his fortune is made!  With a few capable looking fellows to do the heavy lifting it's well worth the risk to take a look. 

Personality
Despite his lack of qualms, Vile isn't mean or sadistic.  He dislikes violence and takes no pleasure in hurting others.  Rather, he's simply not distressed if a few of the luckier members of society are inconvenienced by a redistribution of wealth.  Still, he knows the value of honor among thieves and won't cause trouble among his allies; he'll even do what he can to assist them as they handle the thuggery and earn him some coin.  He has a brilliant mind and a clever tongue that delights in the experience of language - sometimes to the bedazzlement of his audience. 

Description
Vile is unkempt, unshaven, down on his luck and tattered.  Despite the appearance, though, he has the jaunty style and wit of a pauper prince and a knack for transforming at a moment's notice from a ruffian to a selfless altruist.  Average height, his body is marked by the leanness of a malnourished youth.  He takes particular pride in his long, curling mustache and a gold tooth - legacy of his run in with the Technic League - sparkles when he grins.  He's usually found with a shabby tophat, worn shirtsleeves, vest and trousers, covered by a wide belt and a heavy leather jacket.  His pockets are stuffed with vials and trinkets.  An ironshod cane is a gentlemanly affectation, but it's a solid thing and a few of the dents were gained in back alley brawls. 


Sexuality
Doc Vile has a keen eye for wenches and a delight in carnal enjoyment. 



   
Hannah the Marionette
Android Occultist
Character Sheet
Trait: Numerian Archaeologist

Description & Background
Although Fereghast claimed the title of Archaeologist, he was in truth no more than a grave robber.  So when he stumbled upon the ancient tomb of the boy-king Ra'jin, not hesitating to smash apart the frescoes or discard the desiccated offerings, he naturally took everything he might sell and paid little heed to what significance it might hold.  Among such items was a doll - a time-stained marionette enchanted with minor magic, garishly dressed and painted with gossamer ghostly strings ascending from her joints; undoubtedly some toy to amuse the young monarch. 

Fereghast could never get the magic to work, however, and finally concluded the spell was broken.  While the rest of the looted riches were sold off, the doll remained; it was too lifelike but, at the same time, too disturbingly artificial to be anything but a morbid curiosity.  Eventually it was his young daughter, Mia, who stumbled upon the marionette and rescued it from cobwebs and rot for tea parties and dress up, naming it Hannah after a character from her story. 

As the games continued, Hannah seemed to come more alive.  Some color returned; she was clean and the paint restored.   Mia thought her father must have taken a rare interest, while the glaring, glowering father, ever disappointed at the presence of a daughter rather than a male heir, took little notice.  Then things would move at night or when out of sight, the doll shifting to a new spot or scattered toys finding their way onto a shelf.  Mia claimed her playmate would speak to her, sometimes, reading stories or singing old fashioned nursery rhymes.  It would have terrified some, but Mia welcomed the mystery as a distraction from her father's beatings and her empty stomach.  Fereghast, when he heard of it, simply assumed the cantrip enchantments weren't as decayed as he'd presumed.  But he was rich, by then, respected and too busy to bother trying again to sell a toy.  Besides, it kept the brat quiet and away from meetings with his colleagues in the Technic League. 

Her awakening during the day, speaking and moving around with increasing ease, seemed inevitable by that point.  The staff made a few signs of their gods, but there was enough other magic in the mansion by that point and neither the master nor girl seemed upset.  The doll seemed happy enough to take up a few chores, and that was that.  For a few years, at least. 

By the time Mia was sixteen the fortune had been worn away by high living, bribes, poor investments and scams.  The staff was gone, the mansion falling to ruin, and Fereghast's evening port had become a bottle of cheap gin.  Drunk, angry, without the coin to buy even the cheapest whores that would ignore his disease, he stumbled into his daughter's room.  She'd watched his ruin from afar, with satisfaction, sneering at him; probably helped the swindlers.  He demanded recompense. 

The girl knew better than to struggle by then.  She knew to hold her doll's hand as they cried, waiting for the brute to be done with his rutting.  But this time something seemed to break; Mia fought, scratching and kicking, ineffectual.  Hannah tried to help, but hardly knew what to do; she animated the other dolls, pushed and pulled, spoke sternly and begged to no avail.  Then the knife was in Mia's hand - it had been hidden beneath her pillow - and she stabbed, released the worn walnut handle as Fereghast stumbled back in surprise.  There was too much drink in him, though, fortified with poppy.  He plucked the blade from his shoulder and the violence began, red, red everywhere until the screaming stopped and he turned to sobbing, trying to shake her awake; the knife fell to the floor. 

Then it was in Hannah's curious hand and it was easy, so easy to slip in into the bastard's flesh. 

Hannah wasn't charged with a crime, but there was no provision for her, either.  Cast to the streets of Torch, she tried to survive by puppet shows and dance while she sought to become a playmate in some new nursery.  She likely would have done well in such a role, but in truth she was terrifying; her bloody history and unsettling magic only worsened matters.  With the search for Baine becoming more desperate the guard found a simple solution for good riddance: she would join the next expedition, willingly or otherwise. 

Personality
Hannah is detached, alien and unsettlingly cheerful about even the worst of things.  She is kind, protective, and eager to help, but graceless in her attempts, which usually offend more than endear to her eternal frustration and confusion.  She is fond of song, rhymes, and puppetry and these color her speech with odd bits of poetry and drama.  Her goals are simple: to care for and teach her charges - with her life, if necessary, as she's come to realize the nursery and battlefield aren't so different after all.  She's also found her odd magics are surprisingly adept at destruction - as though she weren't made simply to be a boy king's playmate. 

Description
Almost, but not quite human looking, Hannah is petite, slim, and delicate, with pale skin and a garishly painted face in the style of an old puppet.  Her white hair is chaotic, jutting wildly at all angles.  She is prone to large ribbons, small top hats, stripes and flouncy dresses, although for this expedition she has dressed up in armor just like Sir Buttons.  Hannah carries a collection of small, handmade dolls, many blood stained or ragged with age, as well as a few skulls of past family pets, which she's quick to produce for spell casting or impromptu performances. 

Sexuality
Mister Knife says Daddies aren't allowed to touch personal places. 






   
Soma Blacktorque, Last Errant of the Great Machine
Skald 1



Appearance:  Soma is young, but her serious and dour mien lends her gravitas.  Her eyes in particular are haunting, usually the black of charcoal but flaring into a brilliant fire orange when her passions are aroused; not an uncommon occurrence, for both rage and desolation are quick to surface.  A gnome, she is barely over 3' tall, thin and wiry but with strength and stamina that reveal her fey heritage. 

In normal dress, Soma tends toward the utilitarian - although she can rarely refuse the small touches of design and material that mark fine craftsmanship.  She denies vehemently, however, that such arise from any sense of vanity. 


Background:  Soma's great-great-grand dame, the matriarch of the clan Onilla Blacktorque was a master of the mechanical in a way perhaps unseen for a half millenium before or since.  Her works were not merely gears, but machines that spanned planes and functioned beyond understanding.  In the final months of her life, as her mind began to break apart from her knowledge, enhanced by injections of celestial elixir, she imagined a machine capable of creating the very stuff of divinity.  While she crumbled and broke, Onilla committed the Schematic of the Great Machine to print for her clan to build after her passing. 

The Blacktorque clan descended beneath the surface and began to build.  Each master, as they gained understanding of the Machine, felt their mind begin to fracture and eventually slipped into madness.  They could speak only of beauty, light, and the inevitable perfection of the Machine's function.  Under the guidance of the mad, the Blacktorque labored for five centuries, until at last the Machine was approaching completion. 

Soma spent her childhood at work, but upon reaching adulthood she joined the Errants; members who would travel abroad to locate parts, information, or specialists not available within the clan.  Soma was collecting materials when disaster struck.  Returning to the Machine, she found her clan slaughtered - not merely killed but torn asunder by some unnatural force.  No other errants returned.  At last, lacking any other hope of completing the Machine, Soma opened the Schematic and began to read.  The next component, she learned, was to be found among the desert ruins. 


Personality:  Under the blows of tragedy and slow work of the Schematic, Soma has already begun to feel her sanity thinning.  Her rage grows like a force of magic, erupting in the midst of combat as a soul piercing litany of celestial recounting her clan and the Schematic.  Soma realizes the change, as well as the inevitability of madness and destruction, but refuses to abandon her legacy.  Each night she reads another page of the Schematic. 

Those around her, unknowing of her troubles, find Soma melancholy or volatile; she is eloquent and driven but indecipherable.  When able to control her emotion, Soma is quiet, reserved, polite and formal.  For her part, Soma holds the lives of those who aid her above all else, save only the Machine itself.  They are, after all, her new clan and though they don't know it, they carry on the prophetic word of Onilla toward Divinity. 


Sexuality:  Unknown.  If asked, she notes the superiority of a finely crafted tool to meet one's own needs.  Probably a virgin, technically. 


Sheet:  Link
« Last Edit: October 10, 2015, 05:18:39 AM by eBadger »

Offline Blinkin

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Re: (Pathfinder) Interest Check / Recruitment - Iron Gods
« Reply #7 on: October 08, 2015, 08:25:02 AM »
Would a swashbuckler merchant guard fit into the AP? I could generate one in about an hour for it.

On the image thing... I would need help with that as I'm way, way out of reach on images... but otherwise, could get a character to you today.
« Last Edit: October 08, 2015, 08:59:58 AM by Blinkin »

Offline BAMF

Re: (Pathfinder) Interest Check / Recruitment - Iron Gods
« Reply #8 on: October 08, 2015, 08:31:04 AM »
I don't know what I want to roll up just yet, but I have a char image in mind. I'll figure something out. Will take a look at the SRD later & see if anything falls out of my brain.

Offline eBadger

Re: (Pathfinder) Interest Check / Recruitment - Iron Gods
« Reply #9 on: October 08, 2015, 10:11:19 AM »
Would a swashbuckler merchant guard fit into the AP? I could generate one in about an hour for it.

On the image thing... I would need help with that as I'm way, way out of reach on images... but otherwise, could get a character to you today.

Once you have a description, I'd be happy to help out, blinkin. 

Offline BAMF

Re: (Pathfinder) Interest Check / Recruitment - Iron Gods
« Reply #10 on: October 08, 2015, 10:22:57 AM »
Man. I'm looking for character art, and I feel like I just recently saw something that might suit that. Let me see if I can find it again.

Edit: My apologies. The one I thought was an interesting fit was one I saw before you provided a description. Would work for an interesting swashbuckler, but not really the right feel for the description you gave.

For those interested

« Last Edit: October 08, 2015, 10:28:11 AM by BAMF »

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Re: (Pathfinder) Interest Check / Recruitment - Iron Gods
« Reply #11 on: October 08, 2015, 10:54:58 AM »
The description is mutable. If a good image pops up, it can be altered to fit.

I'm down to history and gear. I'm taking local connection as the trait, and probably need some information on the adopted daughter as I'm thinking that they were close friends when she was in town with her parents for trading and business...

Offline BAMF

Re: (Pathfinder) Interest Check / Recruitment - Iron Gods
« Reply #12 on: October 08, 2015, 10:57:00 AM »
You say that, Blinkin, & what pops to mind is a really neat looking ... male.. swashbuckler that I saw earlier. :P

Offline eBadger

Re: (Pathfinder) Interest Check / Recruitment - Iron Gods
« Reply #13 on: October 08, 2015, 11:03:43 AM »


https://s-media-cache-ak0.pinimg.com/736x/70/0e/8e/700e8e9bbded4ee0bddfb5f99039b9ad.jpg

Image is artwork in a loose style, woman striding forward through flying debris with a bird (dove or small raptor) in the background; she's holding a rapier, some black leather armor on legs and torso with hints of detail work, long sleeves and gloves, decolletage is open with a bit of lace lapels, several gold necklaces (or one thick one) with a large red gem, a brown hood and cape with matching jewelry and a pair of short peacock feathers, face is slightly shadowed, looks fairly young, with a few straight chin length bangs escaping the hood.  Overall impression is capable, tough, feminine and sexy but not cheesecake, and a bit mysterious. 

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Re: (Pathfinder) Interest Check / Recruitment - Iron Gods
« Reply #14 on: October 08, 2015, 11:23:06 AM »
Sounds doable. I have an old link, but don't recall what it is. Can someone describe it to me?

http://img1.wikia.nocookie.net/__cb20120225034903/leagueoflegends/images/8/8f/Fiora_OriginalSkin.jpg

Offline Blythe

Re: (Pathfinder) Interest Check / Recruitment - Iron Gods
« Reply #15 on: October 08, 2015, 11:38:42 AM »
Interested, and I blame BAMF for my interest.  :P

Particularly interested in playing a rogue. Unsure on race just yet. Will find character art and whip up a sheet for GM perusal in a bit to see if what I've got in mind would be a good fit or if there's enough room.

Offline BAMF

Re: (Pathfinder) Interest Check / Recruitment - Iron Gods
« Reply #16 on: October 08, 2015, 11:39:04 AM »
I also have this one floating around. If someone could describe it for him? I think I'd do a really poor job at image description. :X


Offline eBadger

Re: (Pathfinder) Interest Check / Recruitment - Iron Gods
« Reply #17 on: October 08, 2015, 11:44:23 AM »
Sounds doable. I have an old link, but don't recall what it is. Can someone describe it to me?

Artwork of woman at the base of stairs, a large window at the top with a rose design; rose petals are falling around her.  Broad bladed rapier is thrust forward dramatically at the viewer, a rose petal laying on the blade.  Tight dark blue pants with a gold pinstripe, tight white and gold shirt with an asymmetric design and gold armored shoulders, gold armored bracers.  Stern face with very full, pouty red lips, pale skin, bright blue eyes.  Black hair, chin length in front rising to very short in back, with bright red streaks framing her face.  A very narrow purple cape with gold trim flows behind her (maybe just a hand wide, descending from her left shoulder, continuing the jacket's asymmetry) ending in a point rather than squared. 

Offline Andi

Re: (Pathfinder) Interest Check / Recruitment - Iron Gods
« Reply #18 on: October 08, 2015, 12:05:20 PM »
Ah, the thundering herd... *grins* I'm interested. Should have time to work on a character tonight. Chula, how unusual (by the standards of Pathfinder as a system) are you willing to roll with?

Offline Thorne

Re: (Pathfinder) Interest Check / Recruitment - Iron Gods
« Reply #19 on: October 08, 2015, 12:11:38 PM »
Well, sure. Someone offers to run PF, everyone who likes system games jumps...

.. and.. foo. I just noticed that aasimar are not on the list. Oh well. Elf it is. >.>

Offline eBadger

Re: (Pathfinder) Interest Check / Recruitment - Iron Gods
« Reply #20 on: October 08, 2015, 12:12:23 PM »
Ah, the thundering herd... *grins* I'm interested. Should have time to work on a character tonight. Chula, how unusual (by the standards of Pathfinder as a system) are you willing to roll with?

*Mumbles something about an android occultist in the works and promises to make your character look normal*

Offline BAMF

Re: (Pathfinder) Interest Check / Recruitment - Iron Gods
« Reply #21 on: October 08, 2015, 12:26:20 PM »
*Mumbles something about an android occultist in the works and promises to make your character look normal*

Didn't see androids on the allowed list. >.> Did I miss something? Cuz otherwise, that was my initial gut reaction idea too. :P

Offline eBadger

Re: (Pathfinder) Interest Check / Recruitment - Iron Gods
« Reply #22 on: October 08, 2015, 12:30:31 PM »
Ah!  No, apparently not; just assumed, as they were sort of made for this setting, yeah? 

Anyways, will put it together because inspiration and why not.  I still have a snake oil salesman alchemist on the backburner and the skald is up. 

Offline Snake

Re: (Pathfinder) Interest Check / Recruitment - Iron Gods
« Reply #23 on: October 08, 2015, 12:56:26 PM »
I'm interested but I've never played Iron Gods and don't know alot about it.

Offline Blythe

Re: (Pathfinder) Interest Check / Recruitment - Iron Gods
« Reply #24 on: October 08, 2015, 01:12:56 PM »
Gah, scratch that, withdrawing interest. Hope y'all have fun. :)

Offline Thorne

Re: (Pathfinder) Interest Check / Recruitment - Iron Gods
« Reply #25 on: October 08, 2015, 03:03:16 PM »
Right. So, as pitch ...

Rasila 'Raz' Silkwind
Gunslinger (Techslinger): 1
Campaign Trait: Stargazer

As elves go, Raz doesn't fit most of the expectations. She has the mysterious part down, and she certainly takes the long view, but even her elvish has a strange accent, and she occasionally shows mannerisms that would better fit a human or catfolk.
 
Physically, she is tall and slender, pale skin lightly tanned. She wears her black hair pulled back, to keep it out of her face. A greyish long coat of unusual cut covers her leather armor - and her pistol and powder-horn - but not the long blade sheathed and slung across her back. She completes this outfit with sturdy boots and tough-looking wool-and-leather pants. Riding pants, technically - not that Raz seems to care overmuch.
A faint tang of gunpowder clings to her person, under a slightly stronger hint of sandalwood and jasmine. She keeps a more-or-less alert posture, blue eyes always on the move, and moves with what most would consider a typical elvish grace.


Background Stuff
Her father taught her to handle a gun - his - at an early age. From her mother, Raz learned to make her own powder and shot. A family friend - a master smith - taught her enough to eventually make her own pistol, albeit under protest (Raz still isn't entirely certain why a (retired) paladin freezes and pales a shade at certain noises).

Rasila is used to a fair amount of strange. Her father swears in a language he refuses to teach her, and some of his mannerisms cause her mother to shake her head in fond (exasperated) bafflement.
Family friends include a family of catfolk - all the kittens! - and the village's blacksmith. 'Normal' in Steelmeet is defined by the day; Goats stampeding in the streets? Must be Wealday. A forge of dwarves 'helped' break up the tavern (and they /said/ they were only there to talk to the village smith)? Must be Starday. Raz tends to take oddities in stride, as a result - she's used to working with people who don't meet the usual definition of 'normal', and she's used to coping with personal quirks.
And she's heard stories... so many tales that don't sound like places she is likely to see on Golarion. Places with exotic-sounding names and winters that never seem to end ...
Going to Numeria was not a whim. It is known for being a place where strange things happen. Maybe they are stranger than her father's rifle - which Raz has only ever seen the once. Maybe they are stranger than the stories he has been known to tell... she won't know until she goes and looks.

Oh, sheet!
Rasila 'Raz' Silkwind
Female elf gunslinger (techslinger) 1 (Pathfinder Campaign Setting: Technology Guide 13, Pathfinder RPG Ultimate Combat 9)
CG Medium humanoid (elf)
Init +4; Senses low-light vision; Perception +6
--------------------
Defense
--------------------
AC 18, touch 14, flat-footed 14 (+4 armor, +3 Dex, +1 dodge)
hp 10 (1d10)
Fort +2, Ref +6, Will +0; +2 vs. enchantments
Immune sleep
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee aldori dueling sword +2 (1d8+1/19-20)
Ranged pistol +4 (1d8/×4)
Special Attacks deeds (covet charge, gunslinger's dodge, reliable), grit (1)
--------------------
Statistics
--------------------
Str 13, Dex 18, Con 10, Int 14, Wis 11, Cha 12
Base Atk +1; CMB +2; CMD 17
Feats Dodge, Gunsmithing[UC]
Traits alchemical adept, just like new, stargazer
Skills Acrobatics +1 (-3 to jump), Bluff +5, Craft (alchemy) +6 (+8 to craft alchemical items), Craft (firearms) +4, Intimidate +5, Knowledge (engineering) +6 (+8 to identify alien monsters' abilities and weaknesses), Knowledge (planes) +3 (+5 to identify alien monsters' abilities and weaknesses), Perception +6, Sense Motive +1, Survival +5 (+6 while in forest terrain); Racial Modifiers +2 Perception, +1 Survival, woodcraft
Languages Celestial, Common, Elven, Orc
SQ gunsmith
Gear:
Equipped: lamellar (leather) armor[UC], 
Carried: aldori dueling sword[ISWG], hip flask[UE], pistol[UC], black powder[UC] (10),  waterskin, powder horn[UC].
masterwork backpack[APG]: bedroll, gunsmith's kit[UC], hemp rope (50 ft.), mess kit[UE], mirror, pot, soap, torch (10), trail rations (5),
belt pouch: flint and steel, firearm bullet[UC] (10), 3 gp.

--------------------
Special Abilities
--------------------
Alchemical Adept Raw materials are not consumed on failed craft checks for alchemical items.
Elven Immunities - Sleep You are immune to magic sleep effects.
Grit (Ex) Gain a pool of points that are spent to fuel deeds, regained on firearm crit/killing blow.
Gunsmithing You can use a gunsmithing kit to craft/repair firearms and ammo.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Stargazer Disable Device or Knowledge (engineering) +1 and is a class skill
Woodcraft +1 Knowledge (Nature) and Survival, increasing to +2 in forests.
--------------------

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« Last Edit: October 10, 2015, 04:07:11 PM by Thorne »

Offline Lunar Raven

Re: (Pathfinder) Interest Check / Recruitment - Iron Gods
« Reply #26 on: October 08, 2015, 03:29:19 PM »
GARON BAINE (char. sheet W.I.P.)
N Male Human Kellid
Brawler 1 (Shield Champion & Winding Path Renegade archetype)

Height: 5' 11"   Weight: 175 lbs.
Age: 23      Deity: Irori

Campaign Trait: Local Ties (adopted son of Khonnir Baine)
Other Traits: Centered (Religion), Reactionary (Combat)


Background: Garon was orphaned as a child when his tribe was destroyed by the Technic League and their gearsman automatons to take possessions of the resources in the region they occupied, though he was too young to remember this when it happened.  This all occured during Khonnir Baine's wandering years and he was found by the man few days when he was on the verge of dying from starvation.  Extending the same kindness as he had to his adopted daughter Val, he took the child in as his own and named him Garon.

The years that followed were unremarkable, but as Khonnir tried to impress his skills and talents upon his adopted children, it became fairly obvious that Garon didn't quite possesses the talent to pick up magic, though he did manage to attain a modicum of the older man's technical skills.  Unlike his sibling, Garon was more interested in martial pursuits, mainly as a way to connect with his Kellid roots, but given that there was very few opportunities presented in Torch, he took his lessons in the only places available to him - in the occasional bar fight and back alleys.  After a couple of particularly bad beatings, and a stern lecture from his father, Garon decided it was time to find a way to keep himself safe.  With his father forbidding him the use of weapons, he turned what was left to him - a sturdy shield - not only could he keep himself safe with it, it also proved to be a sturdy bashing implement in a pinch.

The use of a shield, and only a shield, as part of his fighting style earned him a certain degree of fame which Garon came to enjoy and has been practicing rigorously with it ever since, utilising it in a manner few ever do.  Having found his calling, he threw himself into training, moving on from common brute to a true, if untested, warrior.  It was this single minded dedication that caught the attention of a group of monks passing through Torch.  Adepts from the Houses of Perfection in Jalmeray, they had traveled far to assess the possibility of opening new schools in these rugged lands and possibly bringing refined civilisation to the northmen.  Whilst Garon was an avid student, they quickly realised that like so many in the north, he was more interested in their martial prowess rather than the associated spirituality.  Though his apprenticeship with them was brief, Garon proved a quick study and was able to quickly understand the philosophy behind their strange teachings (along with a few 'borrowed' scrolls).

Along with their teachings, the monks left Garon with another gift - a philosophy of self-perfection that came from the teachings of the god Irori - teachings that Garon has taken to heart and made it the creed of his life; where once he believed magic to be the only path to greater power, he now saw many paths to his goals.

Appearance: Garon's appearance is that of a Kellid all round - dark haired, heavy browed, and sturdily built with coarse body hair, his weather-beaten features tend to highlight the piercing quality of his sky-blue eyes.  Standing at just under 6 foot, he carries himself like a warrior, his back straight and posture almost defiant.  Generally proud of his physique, he wears close fitting clothes to highlight it, more to intimidate those who would pick a fight with him rather than a desire to show off.  He tends to favour practicality over fashion, and sombre colours over flashy or gaudy garb.

Despite being muscular of body and possessing very little body fat, he is a valiant trencherman and has developed a slight paunch as a result, whilst his nose is slightly crooked from having been broken several times in the numerous fist fights he's been in during his youth.

Personality: Despite a bit of a rough looking exterior, Garon has a heart that can generally be said to be in the right place.  He is self-conscious of the fact that he isn't the sharpest tool in the shed and takes care not to say unnecessary things, and while his temper does get the better of him every once in a while, he is happy to let others take the lead in areas of expertise that he cannot.

Being raised by Khonnir has given Garon a healthy respect for magic, and tends to view friendly (or at least non-hostile) magic users, especially practitioners of the arcane, in a more favourable light.  Around friends he trusts, Garon has a lighter side to him and laughs more freely - being an adopted child, he tends to treat everyone close to him as one large extended family and hates to see squabbles, especially over trivial matters.

Orientation: Bisexual.  Living in the harsh land of Numeria, Garon takes his pleasures wherever he can find it.  That said, women are more likely to be his romantic interests.

Offline eBadger

Re: (Pathfinder) Interest Check / Recruitment - Iron Gods
« Reply #27 on: October 08, 2015, 04:15:00 PM »
   
Hannah the Marionette, Android Occultist and out of work Governess, added to my previous post as a character option (I did promise to make all the other characters sound normal). 

If you're set against Androids I can certainly roll her as something else and just re-fluff (the race really doesn't bring much to her) but it seemed appropriate to the character and setting.  Lemme know. 
« Last Edit: October 08, 2015, 04:18:01 PM by eBadger »

Offline Blinkin

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Re: (Pathfinder) Interest Check / Recruitment - Iron Gods
« Reply #28 on: October 08, 2015, 06:21:07 PM »
Ok, I've scrapped the female swashbuckler idea as not really doing much for me creatively. So, I've crafted a male Swashbuckler in it's place. Hopefully, it won't all be robots and androids that can't be hit with precision damage.

To make him a little more interesting and versatile, he has a bit of the larceny in him; he can open locks and deal with most kinds of traps, but if it's a technological thing, someone else gets to blow themselves up. ;) That should help with some overlap.

The history is yet to be written, but it'll come soon and I'll add it to this post. The physical description is also liable to be altered, depending on if I can find someone to dig up an interesting pic of a male swashbuckler... please?

Alrighty, added a history.

Anyway, here he is...

Name: Andru Hezblaid
Race: Human
Sex: Male
Class: Swashbuckler (Inspired Blade archetype)
Age: 18



Physical Description:

Standing at a not-unimpressive 5’10, Andru is a ruggedly handsome figure of a man with slightly curly dark brown hair that usually looks wind-swept. His hair frames a tanned, strong-jawed face that’s dominated by large, deep green eyes under even dark brows. A strong, patrician nose resides above sensual lips that seem to always be ever so slightly curled as if he finds something secretly amusing, although what that might be is forever a mystery to everyone.
A lean, wide-shouldered form is accentuated by well toned, muscular limbs and a broad chest over a tight waist in a V-shape that runs from his shoulders. Narrow hips move with the grace of a dancer… or predator… with each deliberate movement of his legs.

Most often found in loose, comfortable tunics with well fitted leather breaches tucked into thigh high, turned down boots and a coat of contrasting color, He strikes quite a figure wherever he goes. A finely tooled weapons belt with a rapier on the left under an obviously well crafted buckler sits casually about his hips with a sash that matches his tunic. A wide-brimmed, heavily plumed hat completes the image of the dashing fencer before you.

Personality:

Andru might be best described as a man with far, far too much energy coupled with an easy-going, gregarious attitude towards life. If he considers you a friend, you’ll never find a truer companion; if he thinks of you as an enemy… enjoy whatever time you might have left. A zest for life and a determination to live every moment is perhaps the most conservative thought when it comes to the swashbuckling fighter.

In contrast, Andru believes that even your worst enemy may have some redeeming value; even if it’s only comic relief. He’ll happily sit down with a man he may have to kill tomorrow and have a civil drink and conversation with him… as long as the rules of etiquette and civilized behavior are observed. Conversation and a drink should never be wasted simply because you may have to kill him the next day; Live today and let tomorrow sort itself out!

Equally at home in a tavern brawl as on the deck of a ship with the sails booming in the wind as he is in the arms of a woman, he’s a man to have at your back in nearly any situation. Andru will always follow his morals and principles… what those may be is often anyone’s guess, but there’s no doubt that he will always follow them

Background:

The son of moderately successful merchant parents, Andru’s first memories were of traveling and watching his parents bargaining for merchandise to buy as well as sell in other parts of the world. In spite of what some would call a silver tongue, Andru never really took to the business; his head in the clouds far, far more than the practical world. But, he did love seeing new places and new things… particularly things like the violet flame of Torch… it helped that he had visited the community many times over his life and had developed some friendships among the people of the unforgiving land; and a deep concern of the machines that moved across it without the touch of goodly hands… something that he’s made a life’s work to remove from the world at his first convenience… it shouldn’t be too difficult to finish the job.

A naturally gifted talent with a blade, it only took Andru a few weeks to begin to learn what would become his career with the rapier and buckler. Quick-witted and quick on his feet, the dance of parry and thrust, of flashing blades and the ring of steel on steel drew him as strongly as the feel of the ground moving under his feet. As dedicated as he is to his art, he learned the tricks and traits of fancy sword-play until it was engraved into his very bones; a natural extension of his arms. It’s not enough to simply beat a man, but you must do it with style!

Over the months and years, Andru has seen many of the places where coin exchanged hands and goods moved;  a fair amount of the world beyond that boundary, but in his heart, if he hasn’t laid eyes upon it himself, it simply doesn’t exist until he’s been there. A man with a restless soul, it’s not in him to stand still when there’s still things to see, women to experience and places to go.

When Andru received a letter from a friend in Torch telling about the disappearance of the Violet Flame and the disappearance of the old wizard… as well as a fair number of adventurers… his nature simply could not resist going and he, in characteristic Andru fashion, has every confidence that he can solve the mystery in short order.
« Last Edit: October 09, 2015, 05:01:56 AM by Blinkin »

Offline eBadger

Re: (Pathfinder) Interest Check / Recruitment - Iron Gods
« Reply #29 on: October 08, 2015, 06:45:45 PM »
I'm at a complete loss for languages...any suggestions based on the setting?  Or else I'll just snatch up a few random racials. 

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Re: (Pathfinder) Interest Check / Recruitment - Iron Gods
« Reply #30 on: October 08, 2015, 06:52:38 PM »
I've got a Skinwalker Barbarian that I'll be reworking to the game.

Offline BAMF

Re: (Pathfinder) Interest Check / Recruitment - Iron Gods
« Reply #31 on: October 08, 2015, 07:04:39 PM »
I'm at a complete loss for languages...any suggestions based on the setting?  Or else I'll just snatch up a few random racials.

The players guide for the AP suggests Hallit for dealing with "savage" folk in the area who don't even have Common as a language. Androffan is available if you drop a point in Linguistics or the trait...otherwise I'm not sure there's any real "must haves?"

I've got a Skinwalker Barbarian that I'll be reworking to the game.


And this has decided for me that I won't be going barbarian or fighter. I'd been going between caster & melee type, but now I will just roll up a kineticist (since I really, really want to try out the class).

I'd like y'all to know that I have read part of the AP; I invite Chul to smack me if I drop any spoilers.

Offline ChulanowaTopic starter

Re: (Pathfinder) Interest Check / Recruitment - Iron Gods
« Reply #32 on: October 08, 2015, 08:41:32 PM »
ebadger,

Pretty much every NPC appears to speak common and hallit. Some other common ones seem to be Orc, Infernal, and Giant. Androffan seems to be more of a "flavor" thing, but who knows?

Andi,

Quote
Chula, how unusual (by the standards of Pathfinder as a system) are you willing to roll with?

Whaddya mean, exactly?

Lunar Raven,

I'm not sure yet. I'd have to familiarize myself with te multiclassing variant in there to decide


Offline Andi

Re: (Pathfinder) Interest Check / Recruitment - Iron Gods
« Reply #33 on: October 08, 2015, 09:13:55 PM »
I don't quite know yet. I /do/ have a concept of a savage elf running around who wants played, but being how said elf is also a born lycanthrope, that's difficult. Still debating ideas. I may challenge myself...

Online TheGlyphstone

Re: (Pathfinder) Interest Check / Recruitment - Iron Gods
« Reply #34 on: October 08, 2015, 09:24:19 PM »
Flagging with interest, because Iron Gods is awesome.



@Chula: How do you like the sound of a Human Alchemist who was raised from birth by Goblins? Sure, normally human babies are delicious, but it only needs to happen once.
« Last Edit: October 08, 2015, 09:52:20 PM by TheGlyphstone »

Offline ChulanowaTopic starter

Re: (Pathfinder) Interest Check / Recruitment - Iron Gods
« Reply #35 on: October 08, 2015, 10:34:18 PM »
@Chula: How do you like the sound of a Human Alchemist who was raised from birth by Goblins? Sure, normally human babies are delicious, but it only needs to happen once.

How does... I don't... whaaat? Why?

Offline Andi

Re: (Pathfinder) Interest Check / Recruitment - Iron Gods
« Reply #36 on: October 08, 2015, 10:36:05 PM »

Decided to go with a more regular concept:

Khalirran Ceillune, aspiring master hunter (Elf Hunter 1)

Background
Khalirran hails from Kyonin - not that any elf would take him for anything but a Snowcaster without the fascination with heavy furs at first glance. He's tall even for an elf, unusually solidly built for one of that people, with silver hair drifting in color towards the frigid blue of glacial ice, steel-grey eyes, with pale skin and a powerful baritone voice. His constant companion is Irien, a deinonychus he has raised from hatching and trained to be a hunting companion.

Khalirran is a native of Kyonin, the child of a small commune of elves that decided to settle down in the lush forests of the ancient homeland after a few centuries of travel. His parents - all five of them - raised him as their own, whether that was genetically true or not, and permitted him his own choice of paths; Khalirran turned out to be as prone to travel as his mother; he is, by elven standards, classically educated, speaking Sylvan almost as well as his native Elven, with training as singer, naturalist, and general forest-walker.

Character Sheet
Khalirran Ceillune
Elf (Snowcaster) hunter 1 (Pathfinder RPG Advanced Class Guide 26)
NG Medium humanoid (elf)
Init +3; Senses low-light vision; Perception +12
--------------------
Defense
--------------------
AC 14, touch 11, flat-footed 13 (+3 armor, +1 Dex)
hp 8 (1d8)
Fort +2, Ref +5, Will +3; +2 vs. enchantments
Immune sleep
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee dagger +0 (1d4/19-20)
Ranged paueliel composite longbow +4 (1d8/×3)
Hunter Spells Known (CL 1st; concentration +4)
. . 1st (2/day)—abundant ammunition[UC], gravity bow[APG], summon nature's ally I
. . 0 (at will)—chameleon scales, create water, know direction, light
--------------------
Statistics
--------------------
Str 10, Dex 16, Con 10, Int 14, Wis 16, Cha 11
Base Atk +0; CMB +0; CMD 13
Feats Sharp Senses[APG]
Traits rich parents, seeker of brightness, stargazer
Skills Acrobatics -2 (-6 to jump), Climb -2, Craft (bows) +4, Handle Animal +4, Heal +7, Knowledge (dungeoneering) +6 (+8 to identify alien monsters' abilities and weaknesses), Knowledge (geography) +7 (+9 to identify alien monsters' abilities and weaknesses), Knowledge (nature) +7 (+9 to identify alien monsters' abilities and weaknesses), Perception +12, Stealth +1, Survival +7; Racial Modifiers +4 Perception, +2 Spellcraft to identify magic item properties
Languages Common, Elven, Orc, Sylvan
SQ animal companion (deinonychus named Irien), animal focus (1 minutes/day), elven magic, manifestation points, ability scores, nature training, wild empathy +1
Combat Gear silversheen flight arrows[APG] (10); Other Gear mwk studded leather, dagger (4), flight arrows[APG] (20), paueliel composite longbow, bedroll, belt pouch, candle (2), chalk, everburning torch, flint and steel, hammer, masterwork backpack[APG], mess kit[UE], piton (4), pot, sack (2), silk rope (50 ft.), spell component pouch, sunrod (3), tindertwig (4), torch (10), trail rations (5), waterskin, wooden holy symbol of Shelyn, 2 gp, 5 sp
--------------------
Special Abilities
--------------------
Animal Companion (animal companion (deinonychus named Irien)) (Ex) If no current companion, summon nature's ally spells last 1 min/level but only 1 at a time.
Animal Companion Link (Ex) You have a link with your Animal Companion.
Animal Focus (1 minutes/day) (Su) As a swift action, gain bonuses from emulated animal(s). If no companion, +1 slots.
Bat (60 feet) (Su) When assuming this aspect, gain darkvision with listed range, or blindsense at higher levels.
Bear +2 (Su) When assuming this aspect, gain listed enhancement bonus to Con.
Bull +2 (Su) When assuming this aspect, gain listed enhancement bonus to Str.
Elven Immunities - Sleep You are immune to magic sleep effects.
Elven Magic +2 to spellcraft checks to determine the properties of a magic item.
Falcon +4 (Su) When assuming this aspect, gain listed competence bonus to Perception.
Frog +4 (Su) When assuming this aspect, gain listed competence bonus to Swim & Acrobatics to jump.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Manifestation Points, Ability Scores ([none], 14/psychic duel) Every combatant begins a psychic duel with a pool of MP equal to the combatant’s HD + the average of her Intelligence, Wisdom, and Charisma scores. As a free action, a combatant can draw from this pool to generate MP. A combatant who draws any numb
Monkey +4 (Su) When assuming this aspect, gain listed competence bonus to Climb.
Mouse (Su) When assuming this aspect, gain evasion, or improved evasion at higher levels.
Owl +4 (Su) When assuming this aspect, gain listed competence bonus to Stealth.
Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.
Snake +2 (Su) When assuming this aspect, gain listed bonus to att on AoO & to AC vs. AoO.
Stag +5 (Su) When assuming this aspect, gain listed enhancement bonus to speed.
Stargazer Disable Device or Knowledge (engineering) +1 and is a class skill
Tiger +2 (Su) When assuming this aspect, gain listed enhancement bonus to Dex.
Wild Empathy +1 (Ex) Improve the attitude of an animal, as if using Diplomacy.
Wolf (10 feet) (Su) When assuming this aspect, gain scent with listed range.


--------------------

Irien
Deinonychus
N Small animal
Init +3; Senses low-light vision, scent; Perception +5
--------------------
Defense
--------------------
AC 15, touch 14, flat-footed 12 (+3 Dex, +1 natural, +1 size)
hp 22 (2d8+6)
Fort +6, Ref +6, Will +1
--------------------
Offense
--------------------
Speed 60 ft.
Melee bite +5 (1d4), 2 talons +5 (1d6)
--------------------
Statistics
--------------------
Str 11, Dex 17, Con 17, Int 2, Wis 12, Cha 14
Base Atk +1; CMB +0; CMD 13
Feats Weapon Finesse
Tricks Attack, Attack, Attack Any Target, Defend, Down, Fetch, Fighting, Stay, Track
Skills Acrobatics +3 (+15 to jump), Perception +5, Stealth +11
SQ animal focus, attack any target, defend, fetch, fighting, manifestation points, ability scores, track
--------------------
Special Abilities
--------------------
Animal Focus (Su) As a swift action, gain bonuses from emulated animal(s).
Attack Any Target [Trick] The animal will attack any creature on command.
Bat (60 feet) (Su) When assuming this aspect, gain darkvision with listed range, or blindsense at higher levels.
Bear +2 (Su) When assuming this aspect, gain listed enhancement bonus to Con.
Bull +2 (Su) When assuming this aspect, gain listed enhancement bonus to Str.
Defend [Trick] The animal will defend you.
Falcon +4 (Su) When assuming this aspect, gain listed competence bonus to Perception.
Fetch [Trick] The animal will get a specific object.
Fighting [Trick] The animal has been trained to fight.
Frog +4 (Su) When assuming this aspect, gain listed competence bonus to Swim & Acrobatics to jump.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Manifestation Points, Ability Scores ([none], 11/psychic duel) Every combatant begins a psychic duel with a pool of MP equal to the combatant’s HD + the average of her Intelligence, Wisdom, and Charisma scores. As a free action, a combatant can draw from this pool to generate MP. A combatant who draws any numb
Monkey +4 (Su) When assuming this aspect, gain listed competence bonus to Climb.
Mouse (Su) When assuming this aspect, gain evasion, or improved evasion at higher levels.
Owl +4 (Su) When assuming this aspect, gain listed competence bonus to Stealth.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Snake +2 (Su) When assuming this aspect, gain listed bonus to att on AoO & to AC vs. AoO.
Stag +5 (Su) When assuming this aspect, gain listed enhancement bonus to speed.
Tiger +2 (Su) When assuming this aspect, gain listed enhancement bonus to Dex.
Track [Trick] The animal will track a scent.
Wolf (10 feet) (Su) When assuming this aspect, gain scent with listed range.

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« Last Edit: October 10, 2015, 06:01:19 PM by Andi »

Online TheGlyphstone

Re: (Pathfinder) Interest Check / Recruitment - Iron Gods
« Reply #37 on: October 08, 2015, 10:39:03 PM »
How does... I don't... whaaat? Why?

Because it'd be hilarious? ;D

Also, Challenge Accepted.

Offline persephone325

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Re: (Pathfinder) Interest Check / Recruitment - Iron Gods
« Reply #38 on: October 09, 2015, 12:21:45 AM »
I'm interested, if there's still room.

Offline ChulanowaTopic starter

Re: (Pathfinder) Interest Check / Recruitment - Iron Gods
« Reply #39 on: October 09, 2015, 12:31:16 AM »
Well, there seems to be plenty of interest! So, I'm gonna give everyone who's interested until NEXT Saturday (10 / 17 / 15) to get their characters all worked out. I may call it sooner if character submissions taper out before then, but i figure a week and some days is plenty of time!

Persephone, everyone's welcome to put in a character!

Offline Thorne

Re: (Pathfinder) Interest Check / Recruitment - Iron Gods
« Reply #40 on: October 09, 2015, 12:38:44 AM »
Decided to go with a more regular concept:

Khalirran Ceillune, aspiring master hunter (Elf Hunter 1)
No character image yet... have to find one.

 ... Gimme.. um .. until around this time tomorrow. >.>

Because it'd be hilarious? ;D

Also, Challenge Accepted.

 ... someone just /had/ to do it, didn't they. :p
I'm just having this mental image .. something out of Oglaf. <.<

Offline persephone325

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Re: (Pathfinder) Interest Check / Recruitment - Iron Gods
« Reply #41 on: October 09, 2015, 01:08:35 AM »
Persephone, everyone's welcome to put in a character!

Am I correct in believing that this will take place on the forums? I'm familiar with the roll20 app, but my laptop is way too slow for that. I've been waiting patiently for a game like this for a long time. :-)

Offline ChulanowaTopic starter

Re: (Pathfinder) Interest Check / Recruitment - Iron Gods
« Reply #42 on: October 09, 2015, 01:22:43 AM »
Am I correct in believing that this will take place on the forums? I'm familiar with the roll20 app, but my laptop is way too slow for that. I've been waiting patiently for a game like this for a long time. :-)

Ayup. 100% done on E.

Offline persephone325

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Re: (Pathfinder) Interest Check / Recruitment - Iron Gods
« Reply #43 on: October 09, 2015, 01:26:46 AM »
Ayup. 100% done on E.

Awesome! I still consider myself a bit of a "noob" to D&D/Pathfinder/etc, so I might need a little help when it comes to making a sheet. More so with making sure all the stats are in order. I hope that's not too much of a problem?

Offline BAMF

Re: (Pathfinder) Interest Check / Recruitment - Iron Gods
« Reply #44 on: October 09, 2015, 01:29:58 AM »
Character Name:Dayanara-Aeryth
Race:Half-elfClass:Kineticist 1
Gender:FemaleOrientation:Straight?
Height:5’4”Weight:120 lbs.
Alignment:NeutralDeity:Nethys
Age:22Campaign Trait:Skymetal Smith
*WIP*Character Sheet*WIP*
~~~Made ya' look!~~~

Character Background:
Native to Torch, Daya’s parents work as a scavenger/crafter duo, her human father making trips to Scrapwall for metal, which his elven wife painstakingly crafts into jewelry. Wanting their child to be the best of both their races, they decided to give her a name from both. Myrianestiri was completely unsurprised when her husband chose a long, multi-syllabic human name; to compensate slightly, she chose an elvish name that wasn’t such a mouthful. Eventually Byrne realized his wife was right and began calling his daughter Daya.

Growing up, her parents taught her both their passions. Her father taught her what makes a piece of scrap metal salvageable, which metals were able to be melted down easily, which ones were more difficult, but were worth the effort, and how to purify a chunk of metal by melting it down and skimming off the impurities. Her mother taught her how to work with the pure metals to create delicate pieces of art: bracelets, bangles, anklets, chains, filigrees, baubles, and charms.

It was her eighteenth birthday. Her father had just arrived home with a wagon full of materials for his wife to craft over the next few months. His eyes were sparkling in a mischievous way; Daya knew he had brought her something special. That night when the three of them had sat down to a meal her mother had specially prepared, full of her daughter’s favorites, Byrne had slid a small wrapped package across the table toward her. Inside, there was a piece of metal unlike any she’d ever worked with before. Skymetal, her father called it.

Daya spent a couple of months deciding what she’d do with this gift. Eventually, she decided to create a pendant that celebrated her mixed heritage. A small hammer to represent the human’s industrious nature, wrapped in leafy vines to represent the elves’ affinity for nature and their forest homes that her mother had told her stories of as a little girl. One night while she was diligently bending the tiny leaves into place, a cinder from the forge floated into her face. The memory of what happened next is a blur of swirling flames and searing heat. The next morning, Myrianestiri found her daughter crumpled on the floor of the forge completely unscathed with a beautiful hammer-shaped pendant clutched in her hand.

Early on, Myrianestiri tried to mentor her daughter in controlling her powers. Unfortunately, though they welled up from within like her own sorcery, the methods she’d taught herself didn’t seem to work for her daughter. When she realized her parents could do no more to help her, Daya started spending more and more time alone, feeling alienated for the first time in her life. Although nobody outright rejected her, Oska thought the time she spent doing “magic tricks,” as he called them, was time that would be better spent at the forge honing her craft. Khonnar Baine supported her thirst for knowledge of exotic metals, but his knowledge of magic was from books. As a result, Daya found herself alone just outside of town training herself to harness her gift...or curse.

When the Torch at the top of the hill went out, Daya and her mother were both devastated. Myrianestiri didn’t use its powers often, but she went anually to create one outstanding piece. This year, she had planned to take her daughter in an attempt to rekindle their relationship that had become strained in the last couple of years.

Appearance:
Surprisingly short for her 5’11” mother and 6’3” father, Daya’s frame is lithe but powerful. Broad shoulders and fiery red hair from her father, and soft curls that frame her face and ever-so-slightly pointed ears from her mother, Daya is a blend of the best attributes from her parents - at least according to them. However, her parents can’t explain the subtle golden skin and vibrantly gold eyes.

Personality:
The blend of traits from both parents don’t end at appearance. From her father, Daya has an adventurous attitude and a slightly brash way of speaking. From her mother, she has an obsessive streak and a healthy appreciation for nature and beauty - rare things to find in Numeria. This mix of attributes results in a girl eager to relight the Torch and excited to learn more about the origins of the exotic metals that fill her father’s stories. The obsessive quality plus the unattributed fiery temper can be a volatile mix as well - she loathes disruptions and distractions and is quick to snap at those who would interrupt her at her craft.


Thoughts? Look good? I'll work on the crunchy buildy bits tomorrow. Wanted to give y'all a taste of something rather than with Kofi where y'all had to wait on, "What's BAMF doing?? WHAT'S BAMF DOING?!" :P

Offline ChulanowaTopic starter

Re: (Pathfinder) Interest Check / Recruitment - Iron Gods
« Reply #45 on: October 09, 2015, 01:38:27 AM »
Not too much. There's a lot of online resources...

http://www.myth-weavers.com/ - is the site I see mot people use to create their character sheets
http://www.d20pfsrd.com/ - has basically all the rules you could need, though has a lot of third-party stuff, and tends to not have anything Setting-specific.
http://archivesofnethys.com/ - Everything here is Paizo-published, including setting-specific stuff, but is primarily character options rather than system rules and the like.
http://www.jody-white.com/pathfinder-ability-score-calculator.php - an online point-buy calculator. You set it to high Fantasy (20-point), out in your race (or the ability modifiers of the race you're using) and play with hte sliders.

And of course, the player's guide for this particular Adventure Path cna be found in a link in the OP  :-)

Offline BAMF

Re: (Pathfinder) Interest Check / Recruitment - Iron Gods
« Reply #46 on: October 09, 2015, 01:40:24 AM »
This is totally unrelated, but I've been meaning to say something. Chul, I frickin' love your avatar. There are times where I just have to find one of your posts to just watch it for a bit. :P

Offline eBadger

Re: (Pathfinder) Interest Check / Recruitment - Iron Gods
« Reply #47 on: October 09, 2015, 02:46:12 AM »
Awesome! I still consider myself a bit of a "noob" to D&D/Pathfinder/etc, so I might need a little help when it comes to making a sheet. More so with making sure all the stats are in order. I hope that's not too much of a problem?

Awesome and welcome!  To expand on Chula's links:

A step by step character creation outline can be found here http://www.d20pfsrd.com/basics-ability-scores/character-creation

Character Sheet:

Start by going to http://www.myth-weavers.com/ and setting up an account.  It's free, no popups, no spam, just sleek and simple.  Once signed up, click on Sheets, Create, click Sheet, enter a character name and drop down to 'Pathfinder' for sheet template, click Create and you have a character started! 

I highly suggest starting with a Fighter, preferably a Human one, if this is your first game.  It's a very capable and useful class, but also basic without a lot of abilities or magic, and your role in the group and combat is pretty clear (if things get violent, get between us and them and hit the bad guys with the pointy end of something). 

There are six stats; read up a bit on them, but know that none are useless, although for a fighter you're mostly interested in Strength, followed by Constitution, then a little Dexterity and do whatever you like with the rest.  A workable stat set for a Human would be Strength 18, Dexterity 12, Constitution 14, Intelligence 10, Wisdom 11, Charisma 12.  Everything average or better, with a couple above average and one really great. 

The physical description is also liable to be altered, depending on if I can find someone to dig up an interesting pic of a male swashbuckler... please?



Image is artwork, plain white background, a male swashbuckler holding a rapier in his right hand which is pointed down and to the side at an angle for a side view of the blade, stepping forward with left hand holding a flagon of ale at shoulder height, a few suds splashing, as though in a toast.  Lots of brown; high leather boots, brown pants might be leather or cloth, a trio of wide leather belts and a baldric with large silver buckles covers his waist from hips to lower rib cage accented by a low hanging off-white sash.  A shortsleeved leather jacket, long dark brown cloth sleeves, leather gloves; a slightly open collar shows a linen shirt that matches the sash in color, the collar slightly askew.  Square jaw, clean shaven chin, long straight nose, unkempt brown hair, his chin is slightly down, mouth in a grin at the viewer.  The impression is a seasoned swashbuckler with slightly intimidating good humor; perhaps toasting someone just before a duel begins or giving an ironic cheer to someone he doesn't like. 

Offline persephone325

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Re: (Pathfinder) Interest Check / Recruitment - Iron Gods
« Reply #48 on: October 09, 2015, 02:47:22 AM »
Not too much. There's a lot of online resources...

http://www.myth-weavers.com/ - is the site I see mot people use to create their character sheets
http://www.d20pfsrd.com/ - has basically all the rules you could need, though has a lot of third-party stuff, and tends to not have anything Setting-specific.
http://archivesofnethys.com/ - Everything here is Paizo-published, including setting-specific stuff, but is primarily character options rather than system rules and the like.
http://www.jody-white.com/pathfinder-ability-score-calculator.php - an online point-buy calculator. You set it to high Fantasy (20-point), out in your race (or the ability modifiers of the race you're using) and play with hte sliders.

And of course, the player's guide for this particular Adventure Path cna be found in a link in the OP  :-)

I'm very familiar with the d20 website and the calculator. And I have a bunch of old sheets on Mythweavers. It's just been a while since I had to do anything with them, so I feel like I'm going to be a bit rusty. lol

Offline BAMF

Re: (Pathfinder) Interest Check / Recruitment - Iron Gods
« Reply #49 on: October 09, 2015, 02:56:28 AM »
If you want some help, you can ping me, Persephone. I'd be glad to help you. <3

Offline ChulanowaTopic starter

Re: (Pathfinder) Interest Check / Recruitment - Iron Gods
« Reply #50 on: October 09, 2015, 03:10:09 AM »
I'm very familiar with the d20 website and the calculator. And I have a bunch of old sheets on Mythweavers. It's just been a while since I had to do anything with them, so I feel like I'm going to be a bit rusty. lol

No problem. Any questions, just ask  :-)

Offline BAMF

Re: (Pathfinder) Interest Check / Recruitment - Iron Gods
« Reply #51 on: October 09, 2015, 03:16:24 AM »
...dammit, Chul. Your avatar is following the beat to my song (Fire Burning by Sean King).

Offline persephone325

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Re: (Pathfinder) Interest Check / Recruitment - Iron Gods
« Reply #52 on: October 09, 2015, 04:05:40 AM »
Thank you guys! ^^

Here's hoping I won't make too many mistakes on my first go. XD

Offline Lunar Raven

Re: (Pathfinder) Interest Check / Recruitment - Iron Gods
« Reply #53 on: October 09, 2015, 04:34:54 AM »
Lunar Raven,

I'm not sure yet. I'd have to familiarize myself with te multiclassing variant in there to decide
Its not a huge thing, just thought it might provide for some interesting options - generally, instead of having to actually change between two (or three or more) classes, you can progress by staying in a single class (and thus getting the full range of its abilities) and obtain some of abilities of a secondary class, generally at the expense of the number of feats you have (basically losing feats at 3rd, 7th, 11th, 15th, and 19th levels for some class abilities from the secondary class).

As I said, don't worry about it too much, I was just seeing if the option would be available.  :-)

Offline Blinkin

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Re: (Pathfinder) Interest Check / Recruitment - Iron Gods
« Reply #54 on: October 09, 2015, 04:50:34 AM »



Image is artwork, plain white background, a male swashbuckler holding a rapier in his right hand which is pointed down and to the side at an angle for a side view of the blade, stepping forward with left hand holding a flagon of ale at shoulder height, a few suds splashing, as though in a toast.  Lots of brown; high leather boots, brown pants might be leather or cloth, a trio of wide leather belts and a baldric with large silver buckles covers his waist from hips to lower rib cage accented by a low hanging off-white sash.  A shortsleeved leather jacket, long dark brown cloth sleeves, leather gloves; a slightly open collar shows a linen shirt that matches the sash in color, the collar slightly askew.  Square jaw, clean shaven chin, long straight nose, unkempt brown hair, his chin is slightly down, mouth in a grin at the viewer.  The impression is a seasoned swashbuckler with slightly intimidating good humor; perhaps toasting someone just before a duel begins or giving an ironic cheer to someone he doesn't like.

Sounds great! Just have to make some minor changes and it'll work!

Thanks much Friend, I'll buy you a good flagon of ale when we have a chance to stop off at a bar... I'll give you a lesson in the manly art of wenching as well. ;)

Offline ChulanowaTopic starter

Re: (Pathfinder) Interest Check / Recruitment - Iron Gods
« Reply #55 on: October 09, 2015, 10:35:31 AM »
...dammit, Chul. Your avatar is following the beat to my song (Fire Burning by Sean King).

Dem pigtails, right?

Offline BAMF

Re: (Pathfinder) Interest Check / Recruitment - Iron Gods
« Reply #56 on: October 09, 2015, 01:40:10 PM »
Badger, I came across this picture & it made me think of your marionette so I thought I'd share. (Also, Dita Von Teese = <3. ::) )

Offline ChulanowaTopic starter

Re: (Pathfinder) Interest Check / Recruitment - Iron Gods
« Reply #57 on: October 09, 2015, 02:19:20 PM »
I just noticed something, regardign the campaign trait "Local Ties"
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.

I just want to make a note here - You don't have to go with Khonnir Baine for this, at least not with me DM'ing. Feel free to pick up someone from the list of NPC's I noted for the town, pretty much any of whom would give you pretty much the same benefit. Is the Junkmaster your doddering uncle? Did you once have a joint business venture with Sanvill Trett? Are you the long-lost half-dragon daughter of the Black Sovereign, Kevoth-Kul? Maybe you and Val Baine are just besties 4-eva?

Offline Blinkin

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Re: (Pathfinder) Interest Check / Recruitment - Iron Gods
« Reply #58 on: October 09, 2015, 02:33:33 PM »
I did pick Local Connection at first, but as there is always 1 trait in all of the adventure paths that everyone wants, and this seems to be the one, I switched to something else. The original idea was that Tari, the scrapped character, was a good friend of Val from frequent visits to the community... but now, it's mute.

Andru's history does have him being friendly with some people in the community, but nothing of import or worth calling it a local connection. More along the lines of pen-pals or something.

I did take a trait that gave Disable Device as a class skill, but it's strickly the rogue's version, since traditionally, roues are the least common class to see in a game and someone has to be able to open locked doors. It also gave the character a little more depth and a hint of the larceny in his heart that just makes him a little more interesting.

Unfortunately, it seems that the other traditional element is also missing... the nearly all female party... which prompted me to play a male this time. *shrugs*

Anyway, here's hoping that not everything in the path is immune to precision damage... I enjoyed Ghostwheel's game, but without the precision damage, Swashbucklers just don't dish out much damage against anything with damage reduction.

Online TheGlyphstone

Re: (Pathfinder) Interest Check / Recruitment - Iron Gods
« Reply #59 on: October 09, 2015, 03:16:51 PM »
Okay, so I've finished my proposed backstory. Going to work on the mechanics now.

Grub, The Biggest Goblin Ever
When the Scrapchewer tribe's chieftain was killed leading a raid on the nearby human town, the Scrapchewers found themselves with a puzzling and dangerous problem. Normally, the death of a goblin chieftain would have the strongest or sneakiest potential successor claiming the vacant seat, but in this  particular case there were three different candidates of roughly equal ability. The first one to jump would get ganged up on by the other two, and directly attacking one rival would leave their back defenseless against the third. Leaderless, the goblins dithered and fought and argued for days until the Scrapchewer shaman came up with an idea. The last chieftain had been killed by the man-chief of the town - whichever of the three prospective chieftains could sneak into the man-chief's home and steal the best thing from him would be most worthy of becoming the new chief. So they set out, creeping into the great human town under cover of night with a remarkably un-goblin-like focus on their task and finding the big stone hut that the man-chief lived in.

The first goblin went left at the entrance, and found the huge room and table where the man-chief ate his dinner. A great fire burned in one wall, and the first goblin knew to steal the man-chief's fire would show he was best, so he took a burning brand from the fire and ran for his life. But as the guards saw him and chased, he ran so fast that the wind of his passage extinguished the torch, and the first goblin returned to the Scrapchewers in failure.

The second goblin went right at the entrance, and found the room of swords and armor where the man-chief and his soldiers kept their weapons. A huge, jeweled sword sat on a pedestal in the center of the room, and the second goblin knew to steal the man-chief's own sword would show he was best, so he took the great sword and ran for his life. But as the guards saw him and chased, the weight of the sword slowed him down. He would not abandon his prize, so the dogs ran him down, and the second goblin did not return to the Scrapchewers at all.

The third goblin went up from the entrance, to the upper floor of the stone hut, but seeing nothing worth stealing at first, he decided to stop for a snack. A delicious smell came from one room, the unmistakable scent of a baby - but as the third goblin crept into the nursery, he was struck with an even better idea. He knew that humans liked their babies very much, and to steal the man-chief's own baby - for it could be no one else's baby, not here in the heart of the man-chief's home - would show he was best. So he lifted the sleeping baby from its crib and crept out the way he had came. He went slow and quiet, so that the guards and the dogs did not notice him at all, even as the angry baby bit him when he muffled its cries. Eventually, the third goblin returned to the Scrapchewers; wet,cold, and thoroughly chewed upon, but alive with his prize.

The winner of the game was clear, being the only goblin to return with their prize. Many of the other goblins expected a feast of delicious roast baby to celebrate the ascension but again, the new chieftain had other ideas. The man-chief had taken their last chieftain from the Scrapchewers, and now the Scrapchewers had taken the human's next chief from them - but they would not stop there. He would see the baby taught to be a proper goblin, not a weak and stupid man; any chieftain could tame a wolf or worg, only a truly great chieftain could tame a human.

So began the life of Grub, the Biggest Goblin In The World.

Goblins barely knew how to take care of their own babies, so it was to be expected that Grub - so named because it was pale, soft, and wriggled a lot - would fare the same or worse. Certainly Chief Mudbubbler had no idea what to feed Grub, when he remembered to feed the baby at all, but luckily there were enough soft slugs and bugs in the random piles of 'food' he dumped into the man-baby pen for Grub to thrive. Years passed, and eventually the attempts to steal the baby away for someone else's dinner faded as it became obvious Mudbubbler meant what he said and was not simply fattening it up all for himself. Grub became a sort of mascot for the Scrapchewer tribe, helped along in acceptance by his cheerful and extremely goblinesque willingness to resort to violence at the slightest provocation. Being as big as strong as any goblin even as a young child, he was a perfectly loyal enforcer for Chief Mudbubbler, even as he regularly snuck into the shaman's hut to threaten the secrets of various elixirs and potions out of the far more fragile goblin. When Mudbubbler was eaten by a crocodile, Grub simply transferred his obedience to the next Chief, but was no longer entirely  content as a Scrapchewer. For the first time, he wondered what lay beyond the tribes' borders  - it was a dangerous world for goblins, but he was a very dangerous goblin. One story in particular had long captured his imagination, for it was said (more like screamed, under torture) that far to the north lay another human town built around a huge purple flame that never went out. Unhealthily fascinated with fire even by goblin standards, Grub knew he had to see this flame, and learn its secrets. He could keep normal torches burning, and beat people over the head with them, but a torch of purple fire would be truly wondrous.

So Grub set out to the north, into the wilds of Numeria in search of the great purple flame. He had learned enough from human captives to be able to communicate, and was smart enough to know that he had to disguise himself as a human and not let people know he was actually a goblin (which proved remarkably easy). Eventually he found the town of Torch, only to learn the horrifying news; the great purple flame that never went out...had gone out. This had to be fixed, else his quest had been for naught. He would do anything to restore that purple flame, whoever or whatever got in his way...

Offline ChulanowaTopic starter

Re: (Pathfinder) Interest Check / Recruitment - Iron Gods
« Reply #60 on: October 09, 2015, 03:30:05 PM »
Okay, so I've finished my proposed backstory. Going to work on the mechanics now.

Grub, The Biggest Goblin Ever
When the Scrapchewer tribe's chieftain was killed leading a raid on the nearby human town, the Scrapchewers found themselves with a puzzling and dangerous problem. Normally, the death of a goblin chieftain would have the strongest or sneakiest potential successor claiming the vacant seat, but in this  particular case there were three different candidates of roughly equal ability. The first one to jump would get ganged up on by the other two, and directly attacking one rival would leave their back defenseless against the third. Leaderless, the goblins dithered and fought and argued for days until the Scrapchewer shaman came up with an idea. The last chieftain had been killed by the man-chief of the town - whichever of the three prospective chieftains could sneak into the man-chief's home and steal the best thing from him would be most worthy of becoming the new chief. So they set out, creeping into the great human town under cover of night with a remarkably un-goblin-like focus on their task and finding the big stone hut that the man-chief lived in.

The first goblin went left at the entrance, and found the huge room and table where the man-chief ate his dinner. A great fire burned in one wall, and the first goblin knew to steal the man-chief's fire would show he was best, so he took a burning brand from the fire and ran for his life. But as the guards saw him and chased, he ran so fast that the wind of his passage extinguished the torch, and the first goblin returned to the Scrapchewers in failure.

The second goblin went right at the entrance, and found the room of swords and armor where the man-chief and his soldiers kept their weapons. A huge, jeweled sword sat on a pedestal in the center of the room, and the second goblin knew to steal the man-chief's own sword would show he was best, so he took the great sword and ran for his life. But as the guards saw him and chased, the weight of the sword slowed him down. He would not abandon his prize, so the dogs ran him down, and the second goblin did not return to the Scrapchewers at all.

The third goblin went up from the entrance, to the upper floor of the stone hut, but seeing nothing worth stealing at first, he decided to stop for a snack. A delicious smell came from one room, the unmistakable scent of a baby - but as the third goblin crept into the nursery, he was struck with an even better idea. He knew that humans liked their babies very much, and to steal the man-chief's own baby - for it could be no one else's baby, not here in the heart of the man-chief's home - would show he was best. So he lifted the sleeping baby from its crib and crept out the way he had came. He went slow and quiet, so that the guards and the dogs did not notice him at all, even as the angry baby bit him when he muffled its cries. Eventually, the third goblin returned to the Scrapchewers; wet,cold, and thoroughly chewed upon, but alive with his prize.

The winner of the game was clear, being the only goblin to return with their prize. Many of the other goblins expected a feast of delicious roast baby to celebrate the ascension but again, the new chieftain had other ideas. The man-chief had taken their last chieftain from the Scrapchewers, and now the Scrapchewers had taken the human's next chief from them - but they would not stop there. He would see the baby taught to be a proper goblin, not a weak and stupid man; any chieftain could tame a wolf or worg, only a truly great chieftain could tame a human.

So began the life of Grub, the Biggest Goblin In The World.

Goblins barely knew how to take care of their own babies, so it was to be expected that Grub - so named because it was pale, soft, and wriggled a lot - would fare the same or worse. Certainly Chief Mudbubbler had no idea what to feed Grub, when he remembered to feed the baby at all, but luckily there were enough soft slugs and bugs in the random piles of 'food' he dumped into the man-baby pen for Grub to thrive. Years passed, and eventually the attempts to steal the baby away for someone else's dinner faded as it became obvious Mudbubbler meant what he said and was not simply fattening it up all for himself. Grub became a sort of mascot for the Scrapchewer tribe, helped along in acceptance by his cheerful and extremely goblinesque willingness to resort to violence at the slightest provocation. Being as big as strong as any goblin even as a young child, he was a perfectly loyal enforcer for Chief Mudbubbler, even as he regularly snuck into the shaman's hut to threaten the secrets of various elixirs and potions out of the far more fragile goblin. When Mudbubbler was eaten by a crocodile, Grub simply transferred his obedience to the next Chief, but was no longer entirely  content as a Scrapchewer. For the first time, he wondered what lay beyond the tribes' borders  - it was a dangerous world for goblins, but he was a very dangerous goblin. One story in particular had long captured his imagination, for it was said (more like screamed, under torture) that far to the north lay another human town built around a huge purple flame that never went out. Unhealthily fascinated with fire even by goblin standards, Grub knew he had to see this flame, and learn its secrets. He could keep normal torches burning, and beat people over the head with them, but a torch of purple fire would be truly wondrous.

So Grub set out to the north, into the wilds of Numeria in search of the great purple flame. He had learned enough from human captives to be able to communicate, and was smart enough to know that he had to disguise himself as a human and not let people know he was actually a goblin (which proved remarkably easy). Eventually he found the town of Torch, only to learn the horrifying news; the great purple flame that never went out...had gone out. This had to be fixed, else his quest had been for naught. He would do anything to restore that purple flame, whoever or whatever got in his way...

That's fucking amazing, and you're first in line if I ever run "We Be Goblins!" Seriously, you're making me want to start a second interest check thread here  ;D

The downside is... yeah, that's a lot of wacky. Might you have a similarly remarkable, if somewhat more conventional character up that sleeve of yours?

Online TheGlyphstone

Re: (Pathfinder) Interest Check / Recruitment - Iron Gods
« Reply #61 on: October 09, 2015, 03:35:12 PM »
That's fucking amazing, and you're first in line if I ever run "We Be Goblins!" Seriously, you're making me want to start a second interest check thread here  ;D

The downside is... yeah, that's a lot of wacky. Might you have a similarly remarkable, if somewhat more conventional character up that sleeve of yours?

...I could if I really have to, yeah. Can the concept be salvaged to tolerable levels of wacky? It's not even really meant to be wacky at all, rather a bit sinister in actual play....a human who thinks he is and thinks like a goblin, but with a human's intellect and strength.

If it's just not workable, I can put together a White Mage Arcanist to cover our current apparent lack of both divine and arcane magic.
« Last Edit: October 09, 2015, 04:12:12 PM by TheGlyphstone »

Offline ChulanowaTopic starter

Re: (Pathfinder) Interest Check / Recruitment - Iron Gods
« Reply #62 on: October 09, 2015, 04:01:09 PM »
Its not a huge thing, just thought it might provide for some interesting options - generally, instead of having to actually change between two (or three or more) classes, you can progress by staying in a single class (and thus getting the full range of its abilities) and obtain some of abilities of a secondary class, generally at the expense of the number of feats you have (basically losing feats at 3rd, 7th, 11th, 15th, and 19th levels for some class abilities from the secondary class).

As I said, don't worry about it too much, I was just seeing if the option would be available.  :-)

After looking at it, gotta say no, I'm gonna stick with conventional multiclassing. But! I've decided to also use the fractional base bonuses system.

For those without unchained, here's how it works.

Math 'n' stuff
Each class has a certain Base Attack Bonus progression, based off of its hit die value. d6 characters get +1/2 BAB each level, D8 characters get +3/4, and D10 and D12 characters get +1 per level. Also, classes get "good saves" (start at +2, advance by 1/2 every level) and "bad saves" (start at 0, advance by 1/3 every level).

Normally these fractions are rounded down for the class information, before you add it to your character; a level 1 rogue, for instance, is written as BAB +0, Fort +0, Ref +2, Will +0.

With fractional advancement though, you "keep" those fractions. That rogue is instead BAB +3/4, Fort +1/3, Ref +2 1/2, Will +1/3.

Now, if you only stick with the one class, nothing changes, they advance just like the class charts say, and fractions don't add do your rolls or anything anyway. But when you multiclass, you add all those fractions together. So say you multiclass Rogue 1 / Wizard 1.

Standard: BAB +0, Fort +0, Ref +2, Will +2
Fractional: BAB +1 1/4, Fort +2/3, Ref +2 5/6, Will +2 5/6

Do note that you do not get the +2 bonus from "good" saves twice. So, say you add in a level of cleric, which like Wizard, has a good Will save. You would end up with: BAB +2, Fort +3 1/6, Ref +3 1/3, Will +3 1/3
Where with standard multiclassing, you would end up with BAB +0, Fort +2, Ref +2, Will +4

Basically, it lets you get a little bit more out of your base scores when you multiclass.
« Last Edit: October 09, 2015, 04:40:54 PM by Chulanowa »

Offline ChulanowaTopic starter

Re: (Pathfinder) Interest Check / Recruitment - Iron Gods
« Reply #63 on: October 09, 2015, 04:12:07 PM »
...I could if I really have to, yeah. Can the concept be salvaged to tolerable levels of wacky? It's not even really meant to be wacky at all, rather a bit sinister in actual play....a human who thinks he is and thinks like a goblin, but with a human's intellect and strength.

As much as I do like the story you've got for him, it's a hard sell for me, at least this time around. Though weirdly enough, you're tempting me to just let you make a goblin full-out. Or if you could make him a gnome?  Gnomes are super-weird ANYWAY...
« Last Edit: October 09, 2015, 04:13:38 PM by Chulanowa »

Online TheGlyphstone

Re: (Pathfinder) Interest Check / Recruitment - Iron Gods
« Reply #64 on: October 09, 2015, 04:13:38 PM »
As much as I do like the story you've got for him, it's a hard sell for me, at least this time around. Though weirdly enough, you're tempting me to just let you make a goblin full-out.

A full-out goblin would also work, but I'd rather save that for an actual WBG game. It really just wouldn't work as a gnome, sadly.

Howabout a White Mage Arcanist? Not sure if I want to go Ratfolk or Elf, but it would neatly cover our current lack of both arcane magic and healing in applications?
« Last Edit: October 09, 2015, 04:17:12 PM by TheGlyphstone »

Offline ChulanowaTopic starter

Re: (Pathfinder) Interest Check / Recruitment - Iron Gods
« Reply #65 on: October 09, 2015, 04:18:49 PM »
A full-out goblin would also work, but I'd rather save that for an actual WBG game. It really just wouldn't work as a gnome, sadly.

Howabout a White Mage Arcanist? Not sure if I want to go Ratfolk or Elf, but it would neatly cover our current lack of both arcane magic and healing in applications?

I've got no problems with seeing a white mage arcanist,  :-)

Online TheGlyphstone

Re: (Pathfinder) Interest Check / Recruitment - Iron Gods
« Reply #66 on: October 09, 2015, 04:20:56 PM »
Let's see what I can do with that then. And if someone decide to make a real divine caster, I can just drop the archetype (technically a power boost for me anyways).

Offline BAMF

Re: (Pathfinder) Interest Check / Recruitment - Iron Gods
« Reply #67 on: October 09, 2015, 05:22:21 PM »
Oh god fractions. Am glad I'm not planning to multi class. >.>

Online TheGlyphstone

Re: (Pathfinder) Interest Check / Recruitment - Iron Gods
« Reply #68 on: October 09, 2015, 05:56:43 PM »
Okay, round 2. It's not as...inspired...as Grub, but a bit more conventional.

Erevel Ondovir
Male Elf Arcanist (White Mage) 1
Campaign Trait: Numenarian Archaeologist
http://www.myth-weavers.com/sheet.html#id=585113
Backstory
Erevel was born and raised in the heart of the Elven kingdom of Kyonin, but unlike far too many of his peers, he was fascinated with what lay beyond the elven borders from a very early age, and more importantly, what lay above. Having been born on Golarion long after the elves' return from Sovyrian, Erevel grew up knowing only a handful of people who had actually been there, but hearing countless stories of the wonders of worlds beyond. Early in his youth, he spent a time in Omesta as well, and this relatively short association with the gnomes dwelling there only heightened his interest in the far reaches of space and other planes. So of course, when he first learned of the relics of Numeria on the other side of the prickly River Kingdoms - practically next-door as elves would reckon things - he became the next best thing to obsessed. Every book in the extensive elven libraries about Numeria bore his fingerprints, and he made regular trips to Greengold to pester traveling merchants about more texts or even actual artifacts.

Such an obsession had a predictable effect on his ability to study for the mystical career he otherwise seemed destined for, but over time, his constant dabbling and exposure to different traditions and practices of magic built up his understanding of the arcane arts, and even a passing familiarity with the mechanisms of divine healing magic. A veritable sorcerous jack-of-all-trades, he turned his gaze again outward to stories of a strange town in Numeria, a forge-village built around a vent that belched violet flame into the sky. Whatever produced that flame had to be immense in size, and buried deep below the ground, but all the same it was almost certainly the largest artifact ever discovered. He simply had to know more about it, and he set out immediately to the town of Torch with a letter of introduction from his chief tutor to the renowned sage Khonnir Baine, only to discover on arrival that the wizard had gone missing in the very tunnel and caves Erevel wished to explore.
Spoiler: Click to Show/Hide
Erevel is very much the epitome of the 'cloistered academic' stereotype - massively over-prepared in terms of book learning, but with a decided lack of real-world experience in the adventuring profession. His scholarly career has kept him extremely sheltered from the greater dangers of the world, and the consequences of those dangers, which also leaves him exceedingly optimistic - at times bordering on naively so. He is entirely too willing to metaphorically roll up his sleeves and get to work - certainly no coward - but his lack of practical experience may result in a mis-estimation of how much work is involved.
« Last Edit: October 17, 2015, 07:46:13 PM by TheGlyphstone »

Offline eBadger

Re: (Pathfinder) Interest Check / Recruitment - Iron Gods
« Reply #69 on: October 10, 2015, 05:40:44 AM »
   
Doc Vile, Human Alchemist and Snake Oil Salesman, added to my previous post as a character option (yes, another one).  I may still tweak Hannah, but since she didn't seem to hold any interest that's a bit low on my priorities. 

Offline ChulanowaTopic starter

Re: (Pathfinder) Interest Check / Recruitment - Iron Gods
« Reply #70 on: October 10, 2015, 11:21:48 AM »
They're looking good so far guys  :-)

Offline Lunar Raven

Re: (Pathfinder) Interest Check / Recruitment - Iron Gods
« Reply #71 on: October 10, 2015, 01:01:03 PM »
Here's a second character I'd like to pitch in addition to my first concept.  I'm cool with either one or the other.  Ultimately, he's supposed to become a gun-totting wizard-warrior  ::)


FALDIS GALANDEL (char. sheet W.I.P.)
CN Male Elf
Magus 1 (Myrmidarch & Spell Dancer  archetype)

Height: 5' 9"   Weight: 165 lbs.
Age: 121      Deity: Calistria

Campaign Trait: Numerian Archaeologist
Other Traits: (pending)


Background: The circumstances of Faldis' early life were unremarkable, which contrasted with a child who had distinctly unelf-like ideas.  Where the rest of elven society was prepared to remain in perpetual stasis, Faldis observed how the war against Treerazer was at a virtual standstill.  Yet whilst the demons could replenish their numbers from the abyss, elves and their much slower population growth continued to suffer from attrition and were content to merely contain the threat.  This led to a certain exasperation on young Faldis' part, who wanted to find new ways to help his people rather than sticking to tried-and-failing methods.

Whilst his intellect entitled him to prestigious schools of wizardry, Faldis was more interested in more martial application for magic, and divided his time equally between magical pursuits and the warrior's craft - to Faldis, magic was undisputedly a powerful force, but it took time to learn and truly master, where as the usage of mundane weaponry was faster yet lacked the power - how to bridge this gap was a source of endless fascination for Faldis.  That was when Faldis heard of Numeria and it's super science.

This became a source of endless fascination to Faldis; the ability for even a common soldier to pick up weapon that would allow him to unleash powerful energies with merely the press of a button or the pull of a trigger, without requiring a magically inclined mind or the muscle to swing it or pull the cord.  As soon as he was able, Faldis embarked on trip northward.  His first encounter with the Technic league taught the young elf caution, so thereafter he skirted the borders of Numeria, and any discovery of ancient Androffan technology, no matter how mundane or uninteresting, was a source of fascination to him.  After many years, he was able to put together the ancient Androffan tongue.

Since then, at least in Faldis' eyes, it is clear that elves would greatly benefit from possessing this technology - the bow must go; elves and guns were clearly made for each other.  Now if only he could actually get his hands on an actual working piece of Androffan technology, who knows what possibilities he might unlock... so he has come to Torch seeking to find out about it's mysterious purple fire column in hopes of finding something salvageable or useful to his studies...

Appearance: Faldis is an elven man of above average height, though not significantly so, and is lithe and hard bodied rather than muscular.  The straight hair that cascades about his shoulders is dark and lustrous, but it is his violet eyes and their unusual, even unnerving, intensity that generally arrests the attention of those who meet him.  Whilst he radiates much of the elegance that elves are know for, there is something ever so slightly off about his manner that seems to suggest a touch of madness despite the obvious intelligence in his eyes.

Personality: Faldis has always been unusual for an elf.  Whilst he champions elven values, he has a fascination for all things non-elven and how they can be used to slow, or even reverse, the declining role of the elves in the world.  Whilst Faldis has spent more time amongst the elves, he has had much more meaningful interactions with non-elves; as a result, he has little of the prejudices of traditional elves and would even try to befriend an orc if it were to give him the courtesy of not trying to cut him down first.

As a practitioner of the arcane, Faldis' first impulse is to generally deal with things in intellectual manner.  Friendly and affable, he likes meeting new people and learning about their experiences in general.  That said, he is a better at listening than at talking, since he feels that talking before understanding the person before him inevitably leads to misunderstandings.  This often leads to the impression of cunning and a certain underhandedness on his part as he lets friends and comrades talk ahead of him so that he can learn the personality of those he must deal with whilst revealing little of his own.

Because he believes that the technology to be found in Numeria will ultimately be able to help is kin win the war against Treerazer back in distant Kyonin, and perhaps revitalise the elven race as a whole, Faldis is almost obsessive with his pursuits to uncover and detail his finds in Numeria.  Any suggestions that he is wasting his time or that perhaps his kinsmen won't see things his way is a sure way to arouse his ire.

Sexuality: Pansexual.  As a devotee to Calistria, Faldis is open with matters relating to sex, though he especially likes human and, strangely, half-orc women.
« Last Edit: October 13, 2015, 08:33:52 AM by Lunar Raven »

Offline BAMF

Re: (Pathfinder) Interest Check / Recruitment - Iron Gods
« Reply #72 on: October 10, 2015, 02:39:49 PM »
Man. I just had a mini-panic attack. I was like, "Oh, look, it's Saturday. Didn't Chul say he was gonna wait til Saturday to pick?"

So then I went hurrying through the thread & found the "NEXT" Saturday. & now I'm relieved.

More on topic, though: Chul, are the Background Skill ranks limited to character level per skill like regular skill ranks?

Offline ChulanowaTopic starter

Re: (Pathfinder) Interest Check / Recruitment - Iron Gods
« Reply #73 on: October 10, 2015, 02:42:09 PM »
Man. I just had a mini-panic attack. I was like, "Oh, look, it's Saturday. Didn't Chul say he was gonna wait til Saturday to pick?"

So then I went hurrying through the thread & found the "NEXT" Saturday. & now I'm relieved.

More on topic, though: Chul, are the Background Skill ranks limited to character level per skill like regular skill ranks?

Yes. They function exactly like normal skill ranks, except that they can only be spent on background skills

Offline BAMF

Re: (Pathfinder) Interest Check / Recruitment - Iron Gods
« Reply #74 on: October 10, 2015, 02:47:57 PM »
Okay, thanks!

Er, actually, sorry. Follow-up question - Can you double up on them? Like, put one background skill into a skill you also put a point in with regular allotment? Or still limited to just one rank per skill no matter the origin of the skill point?
« Last Edit: October 10, 2015, 02:57:59 PM by BAMF »

Offline Blinkin

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Re: (Pathfinder) Interest Check / Recruitment - Iron Gods
« Reply #75 on: October 10, 2015, 03:40:28 PM »
I think that it's still restricted to the rules about ranks and levels... you can't have more than your level in skill ranks... so at 1st level, just one rank.

Offline Thorne

Re: (Pathfinder) Interest Check / Recruitment - Iron Gods
« Reply #76 on: October 10, 2015, 03:52:53 PM »
Okay, thanks!

Er, actually, sorry. Follow-up question - Can you double up on them? Like, put one background skill into a skill you also put a point in with regular allotment? Or still limited to just one rank per skill no matter the origin of the skill point?

From the looks, it completely separates 'background' skills from 'standard' skills (judging by what Herolabs does with it), so no.
And, I think, albeit I haven't looked into it very closely, that even if it didn't, Blinkin is right about the ranks not exceeding your level.

 ... I should pull that sheet into bbcode and post it, shouldn't I....

Offline BAMF

Re: (Pathfinder) Interest Check / Recruitment - Iron Gods
« Reply #77 on: October 10, 2015, 03:55:30 PM »
Okay. Thanks guys. :-)

Offline Thorne

Re: (Pathfinder) Interest Check / Recruitment - Iron Gods
« Reply #78 on: October 10, 2015, 04:08:35 PM »
No problem.

Okay, sheet edited into my pitch-post. Chu, if you have any questions, my PM-box is open. ^^

Offline persephone325

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Re: (Pathfinder) Interest Check / Recruitment - Iron Gods
« Reply #79 on: October 10, 2015, 08:08:54 PM »
Well, I was going to go with a psychic. But, reading through the page again, it looks like that might not be the best choice. lol

Got my race figured out. Just gotta figure out the other half again. Haha.


Actually, I just looked through some of my old character sheets. I have a Dhampir Druid with the Mooncaller archetype that I've been DYING to play. I think I might go with that instead.
« Last Edit: October 10, 2015, 09:01:28 PM by persephone325 »

Offline BAMF

Re: (Pathfinder) Interest Check / Recruitment - Iron Gods
« Reply #80 on: October 10, 2015, 09:08:25 PM »
>.> Except it's not a race that Chul's said yay to in the first post. Dunno if that's being bent or not, considering badger's got an Android option. :P

Online TheGlyphstone

Re: (Pathfinder) Interest Check / Recruitment - Iron Gods
« Reply #81 on: October 10, 2015, 09:15:24 PM »
I think Android was the only likely exception, because this is Iron Gods specifically and androids are central to the setting.

Offline persephone325

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Re: (Pathfinder) Interest Check / Recruitment - Iron Gods
« Reply #82 on: October 10, 2015, 09:32:48 PM »
I derped. I somehow thought that classes meant races... O_o Dunno where I got that from.

Offline ChulanowaTopic starter

Re: (Pathfinder) Interest Check / Recruitment - Iron Gods
« Reply #83 on: October 10, 2015, 09:49:41 PM »
Nah, sticking with my race standards :) Though thematically, changelings and Dhampirs are kinda similar, if you wanna go with that...

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Re: (Pathfinder) Interest Check / Recruitment - Iron Gods
« Reply #84 on: October 10, 2015, 09:56:11 PM »
Nah, sticking with my race standards :) Though thematically, changelings and Dhampirs are kinda similar, if you wanna go with that...

I'll see what else I can come up with. I originally had a Changeling in mind, and then was like "You know..." lol

Offline eBadger

Re: (Pathfinder) Interest Check / Recruitment - Iron Gods
« Reply #85 on: October 10, 2015, 11:52:33 PM »
Android was specifically nixed, thus my comments about adjusting her ;)

Just need to rework history for some sleeping princess flavor

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Re: (Pathfinder) Interest Check / Recruitment - Iron Gods
« Reply #86 on: October 11, 2015, 01:43:37 PM »
Hey, guys!

So, Barbarians move 10 ft. faster than their race.  Skinwalkers have a 30 ft. speed.  Does that mean in scale mail that my Barbarian moves at 20 ft, or would it be 30 ft. because the armor just cancels out that bonus from being a barbarian?

Offline Lunar Raven

Re: (Pathfinder) Interest Check / Recruitment - Iron Gods
« Reply #87 on: October 11, 2015, 01:46:23 PM »
Move at 30 ft.  As you noted, they cancel each other out, so your skinwalker would move a little faster than ordinary people in scale mail  :-)

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Re: (Pathfinder) Interest Check / Recruitment - Iron Gods
« Reply #88 on: October 11, 2015, 01:55:21 PM »
Awesome, thanks!  Now, one more niggling concern, does a chakram count as a thrown weapon?

Edit:  Nevermind, just read the description!  -feels like a doof.-  I assume, since it's described as a thrown weapon, then it gains the Strength bonus to damage, yeah?
« Last Edit: October 11, 2015, 01:56:45 PM by Bibliophilia »

Offline Lunar Raven

Re: (Pathfinder) Interest Check / Recruitment - Iron Gods
« Reply #89 on: October 11, 2015, 02:02:00 PM »
Yes, any thrown weapon gains the strength bonus, and you can use either strength or dexterity for determining the attack bonus.

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Re: (Pathfinder) Interest Check / Recruitment - Iron Gods
« Reply #90 on: October 11, 2015, 02:16:48 PM »
-perks.-  Wait, you mean I can use my MAB, instead of my RAB on it?

Offline ChulanowaTopic starter

Re: (Pathfinder) Interest Check / Recruitment - Iron Gods
« Reply #91 on: October 11, 2015, 02:23:36 PM »
No, for thrown weapons, you still use dexterity for the attack roll. Strength is just for damage. Thus why the Belt of Mighty Hurling is a thing.

Offline Lunar Raven

Re: (Pathfinder) Interest Check / Recruitment - Iron Gods
« Reply #92 on: October 11, 2015, 02:24:43 PM »
Ah, okay.  Must have missed that (or my mind is wandering into 3.5 territory)  :-[

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Re: (Pathfinder) Interest Check / Recruitment - Iron Gods
« Reply #93 on: October 11, 2015, 02:30:32 PM »
Damn!  -snickers.-  I was about to be all excited about my Xena-bear.

Still, that belt would be pretty damn sweet.  Loot, ho!  -snicker.-
« Last Edit: October 11, 2015, 02:32:41 PM by Bibliophilia »

Offline Thorne

Re: (Pathfinder) Interest Check / Recruitment - Iron Gods
« Reply #94 on: October 11, 2015, 04:38:44 PM »
I have this mental image now, of a dire grizzly in Xena's armor ...
Thank you for that. I think. ^^;

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Re: (Pathfinder) Interest Check / Recruitment - Iron Gods
« Reply #95 on: October 11, 2015, 07:36:24 PM »

Background:  Freja was born to a savage tribe of Kellids that lived on the outskirts of Torch.  Her strange coloring and the indefinable, yet palpable, sense of difference that lingered about her was enough to make the primitive, and suspicious, tribespeople regard her with mistrust.  Even her own family tended to treat her with a cool distance, causing her to seek the solitude of the wilderness from a very young age.  When she became lost as a small child, after wandering much further than she ever had before, no rescue party was mounted to find her, and her family wrote her off as one less mouth to feed and one less potential problem to solve.  Barely four years old, Freja was alone and frightened in the harsh wilderness of Numeria, suffering the bitterly cold nights of early spring and the hollow feeling of an empty stomach.

The quiet, whimpering sounds she made as she huddled in the roots of a tree for shelter, drew the attention of a nearby bear, who followed the sounds to the child.  Freja was terrified, at first, of the large, wild animal as it stuck its snout into the hole to sniff at her curiously.  However, she swiftly lost her fear and crawled out of her hole to cling to the warmth and protection the beast offered.  After guiding the child up onto its back, it lumbered back the way it had come, returning to the trio of cubs it had left behind in a nearby cave when it went to explore the unfamiliar sounds.  From that day, forward, Freja was considered one of the family, and she found her adopted family far more loving and accepting than her birth family had ever been.

As she grew, Freja learned to fight and hunt, swim and climb, from her brothers and sisters.  Her connection with them, and with the natural world, made it easy for her to communicate, even if only in a rudimentary and instinctual manner, with her animal kin.  As a result, when she experienced her first change in the midst of a hunt, while chasing an elk, she and her kin thought nothing of it.  It seemed only natural that a child raised by bears would find herself turning into one, at least in part.

Her first encounter with civilization, aside from the occasional hunter or traveler who wandered too close to their cave, came when she encountered something metal half-buried beneath the earth while exploring one day.  She and her brother, one of many, dug up the contraption out of curiosity, only to have it suddenly begin flashing lights and making a strange, high-pitched sound that hurt their ears.  When her brother swiped at it out of anger, it responded violently and it took both Freja and her brother a long time to bring it down, eventually tearing it to pieces.  Unfortunately, her brother was deeply wounded by the machine's attack, and Freja carried him home, but there was nothing anyone could do to save his life and he died in the night.  Deeply affected by this development, Freja decided that she had to find the metal beasts and destroy them, not only for her brother's sake, but for the sake of the wild she loved so dearly.

Hunting down these beasts meant leaving her home and returning to the humans who had abandoned her, but she considered her mission to be of the utmost importance.  Her remaining brother, and dearest friend, was determined to accompany her on her journey and she little recourse to stop him.  After a few days, however, she found herself glad of his company, even if his grumbling and stubbornness sometimes drove her crazy.  They returned to Torch, and set up camp on the outskirts, some distance from the Kellid tribes, and Freja's home.  She understood that her time among the bears had left her with little ability to communicate or socialize with humans.  So, she began trading with the Kellid tribespeople, bartering the pelts and meat from her kills, and using the interactions to relearn even their primitive manner of human socialization.

It was during this process that the light from Torch was extinguished, and then, she learned of the expedition beneath the city and the metal beast that was found.  This led her to finally enter the town proper, looking to join the next trip underground, in the hopes of finding and destroying any more of the metal beasts that might lie beneath.

Personality:  Freja has a difficult time socializing with others, at least those who aren't furry and befanged, and her awkwardness could be seen as a deliberate attempt to keep others at arms length.  Her closeness with Valdr, and the ease with which she interacts with him, makes it clear that the stiffness and distance is only reserved for other humanoids.  While it might be taken for a dislike, and despite her history with her tribe, she genuinely holds no ill-feeling for more civilized people.  Her social skills are severely lacking, and her time away from civilization has left her feeling wildly out of place and out of touch with human society.  She is focused on her mission, but she also wants to relearn to fit into civilized society, so that she can once more feel whole.

Gender & Orientation:  Freja is neither male nor female.  She appears female, but anyone who catches her undressed would find her dual nature extends beyond the combination of beast and man.  She's a virgin, but her nature leads her to consider any sentient being a potential partner, regardless of gender or race.
« Last Edit: October 11, 2015, 08:26:07 PM by Bibliophilia »

Offline Thorne

Re: (Pathfinder) Interest Check / Recruitment - Iron Gods
« Reply #96 on: October 13, 2015, 08:32:28 PM »
*cautiously pokes thread*

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Re: (Pathfinder) Interest Check / Recruitment - Iron Gods
« Reply #97 on: October 13, 2015, 08:40:05 PM »
-klaxons sound and lights flash.-

Offline ChulanowaTopic starter

Re: (Pathfinder) Interest Check / Recruitment - Iron Gods
« Reply #98 on: October 13, 2015, 10:57:11 PM »
Well, I think I heard something about a druid, and a rogue! Just wanting to make sure everyone interested gets the chance.

So far we've got...

ebadger - Doc Vile, Human Alchemist (Also Soma the Gnomish Skald, and Hannah the ___________ Occultist)
Thorne - Raz Silkwind, Elf Gunslinger
Lunar Raven - Garon Baine, Human Brawler and Faldis Galandel, Elf magus
Blinkin - Andru Hezblaid, Human Swashbuckler
Andi - Khalirran Ceillune, Elf Hunter
BAMF - Dayanara-Aeryth, Half-Elf Kineticist (Needs a sheet)
TheGlyphstone - Erevel Ondovir, Elf Arcanist
Bibliophilia - Freja Bjørnhjœrþ AKA "Gesundheit," Coldborn skinwalker Barbarian

Offline persephone325

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Re: (Pathfinder) Interest Check / Recruitment - Iron Gods
« Reply #99 on: October 13, 2015, 11:05:33 PM »
Arg! I want to submit a sheet, but I just...can't find my muse. >.<

I'll have to resend my interest. Sorry.

Offline BAMF

Re: (Pathfinder) Interest Check / Recruitment - Iron Gods
« Reply #100 on: October 13, 2015, 11:15:12 PM »
I will be working on my sheet for sure tomorrow. :-) Have been kinda sucked into DA:2. :P But I poked Mr L about poking me about it tomorrow. (Also, I told him he could play on the TV tomorrow, so I won't have the shiny distraction that is DA:2. ::))

Offline BAMF

Re: (Pathfinder) Interest Check / Recruitment - Iron Gods
« Reply #101 on: October 14, 2015, 05:05:37 PM »
>.> Ignore this.  O:)

Edit: For understanding - I was using this thread to mess with formatting, but accidentally hit "Post" instead of "Preview." Am now using a blank send-to PM for the same thing. Which is what I normally do. I don't know either. ::)
« Last Edit: October 14, 2015, 05:13:39 PM by BAMF »

Offline BAMF

Re: (Pathfinder) Interest Check / Recruitment - Iron Gods
« Reply #102 on: October 14, 2015, 09:29:33 PM »
Dayanara-Aeryth
Class:Kineticist 1Experience:0 (2,000)
Race:Half-elfAge:22
Height:5’4”Weight:120 lbs.
Gender:FemaleOrientation:Straight?
Alignment:NeutralDeity:Nethys
Size:MSpeed:30 ft.
Languages:Common, Elven, Hallit

Surprisingly short for her 5’11” mother and 6’3” father, Daya’s frame is lithe but powerful. Broad shoulders and fiery red hair from her father, and soft curls that frame her face and ever-so-slightly pointed ears from her mother, Daya is a blend of the best attributes from her parents - at least according to them. However, her parents can’t explain the subtle golden skin and vibrantly gold eyes.

Sheet
Ability Scores
STR: 12 (+1) | DEX: 16 (+3) | CON: 16 (+3) | INT: 12 (+1) | WIS: 12 (+1) | CHA: 9 (-1)

Combat
HP: 11/11
Init: +5 | BAB: +0
AC: 13 | Touch AC: 13 | Flat-footed AC: 10
CMB: +1 | CMD: 14
Fort: +5 | Ref: +5 | Will: +1; +2 vs enchantments, +2 vs fear & emotion

Attacks:
Light Crossbow: +3 (1d8/19-20)
Fire Blast: +3 (1d6+1/2 Con/20)

Class Features
Elemental Focus(Su): Choose primary element (fire). Gain basic utility wild talent.
Wild Talents: Gain wild talents (fire blast, basic pyrokinesis). (DC=10 + wild talent's effective spell level + Con)
Burn(Ex): Can accept burn (1 pt./round) up to 3+Con (6)
Kinetic Blast(Sp): Gain simple kinetic blast of fire type. Standard action to cast. Range of 30 ft. Treated as magic for bypassing DR.
Gather Power(Su): Can gather power as a move action to reduce burn.
Infusions(Su): Gain infusion wild talent (extended range).

Race Features:
Elven Immunities: Immune to magic sleep effects & gain +2 racial saving throw bonus vs enchantment spells & effects.
Adaptability: Receive Skill Focus as a bonus feat at 1st level.
Keen Senses: +2 racial bonus on Perception checks.
Low-Light Vision: Can see twice as far as humans in conditions of dim light.
Elf-Blood: Count as both elves & humans for any race-based effects.
Multi-Talented: Choose two favored classes at 1st level & gain +1 HP or +1 skill point whenever they take a level in either one of those classes.

Traits
Skymetal Smith: Own a skymetal charm worth 100gp. +2 trait bonus on Will save throws vs fear & emotion effects. Lose this bonus if you willingly sell or give up this item, but if it is destroyed or lost through no fault of your own, you retain a +1 trait bonus on such Will saves.
Reactionary: +2 trait bonus on Init checks.
Suspicious: +1 trait bonus on Sense Motive & becomes class skill.

Feats
Skill Focus: +3 bonus on all checks involving Perception; increases to +6 at 10+ ranks.
Point-Blank Shot: Within 30 ft. of target, ranged attacks gain +1 att/dmg.

Skills (4+Int; 5+2 Background)
Acrobatics (Dex):    +7
Appraise (Wis): +2
Craft (Jewelry) (Int): +5
Escape Artist (Dex): +7
Perception (Wis): +10
Sense Motive (Wis): +6
Stealth (Dex): +7

Gear
Light Crossbow (10 bolts)
Leather Armor
Artisan’s Outfit
Sorcerer’s Kit: backpack, bedroll, belt pouch, flint & steel, iron pot, mess kit, soap, torches (10), trail rations (5 days), waterskin
|
Background
Native to Torch, Daya’s parents work as a scavenger/crafter duo, her human father making trips to Scrapwall for metal, which his elven wife painstakingly crafts into jewelry. Wanting their child to be the best of both their races, they decided to give her a name from both. Myrianestiri was completely unsurprised when her husband chose a long, multi-syllabic human name; to compensate slightly, she chose an elvish name that wasn’t such a mouthful. Eventually Byrne realized his wife was right and began calling his daughter Daya.

Growing up, her parents taught her both their passions. Her father taught her what makes a piece of scrap metal salvageable, which metals were able to be melted down easily, which ones were more difficult, but were worth the effort, and how to purify a chunk of metal by melting it down and skimming off the impurities. Her mother taught her how to work with the pure metals to create delicate pieces of art: bracelets, bangles, anklets, chains, filigrees, baubles, and charms.

It was her eighteenth birthday. Her father had just arrived home with a wagon full of materials for his wife to craft over the next few months. His eyes were sparkling in a mischievous way; Daya knew he had brought her something special. That night when the three of them had sat down to a meal her mother had specially prepared, full of her daughter’s favorites, Byrne had slid a small wrapped package across the table toward her. Inside, there was a piece of metal unlike any she’d ever worked with before. Skymetal, her father called it.

Daya spent a couple of months deciding what she’d do with this gift. Eventually, she decided to create a pendant that celebrated her mixed heritage. A small hammer to represent the human’s industrious nature, wrapped in leafy vines to represent the elves’ affinity for nature and their forest homes that her mother had told her stories of as a little girl. One night while she was diligently bending the tiny leaves into place, a cinder from the forge floated into her face. The memory of what happened next is a blur of swirling flames and searing heat. The next morning, Myrianestiri found her daughter crumpled on the floor of the forge completely unscathed with a beautiful hammer-shaped pendant clutched in her hand.

Early on, Myrianestiri tried to mentor her daughter in controlling her powers. Unfortunately, though they welled up from within like her own sorcery, the methods she’d taught herself didn’t seem to work for her daughter. When she realized her parents could do no more to help her, Daya started spending more and more time alone, feeling alienated for the first time in her life. Although nobody outright rejected her, Oska thought the time she spent doing “magic tricks,” as he called them, was time that would be better spent at the forge honing her craft. Khonnar Baine supported her thirst for knowledge of exotic metals, but his knowledge of magic was from books. As a result, Daya found herself alone just outside of town training herself to harness her gift...or curse.

When the Torch at the top of the hill went out, Daya and her mother were both devastated. Myrianestiri didn’t use its powers often, but she went anually to create one outstanding piece. This year, she had planned to take her daughter in an attempt to rekindle their relationship that had become strained in the last couple of years.
|
Personality
The blend of traits from both parents don’t end at appearance. From her father, Daya has an adventurous attitude and a slightly brash way of speaking. From her mother, she has an obsessive streak and a healthy appreciation for nature and beauty - rare things to find in Numeria. This mix of attributes results in a girl eager to relight the Torch and excited to learn more about the origins of the exotic metals that fill her father’s stories. The obsessive quality plus the unattributed fiery temper can be a volatile mix as well - she loathes disruptions and distractions and is quick to snap at those who would interrupt her at her craft.


Aaaaaaaaaaaand done! Before deadline even! Go me! Hopefully it's all good. :-)

Offline Ala Rai Sen

Re: (Pathfinder) Interest Check / Recruitment - Iron Gods
« Reply #103 on: October 15, 2015, 01:42:00 AM »
Out of curiosity, why are androids disallowed? Considering that this is likely the only adventure path where that race is thematically appropriate.

Offline BAMF

Re: (Pathfinder) Interest Check / Recruitment - Iron Gods
« Reply #104 on: October 16, 2015, 09:12:30 PM »
*makes lightsaber noises*

Nyyyrrrz.

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Re: (Pathfinder) Interest Check / Recruitment - Iron Gods
« Reply #105 on: October 16, 2015, 09:29:29 PM »
-waves hand.-  These are not the 'roids you're looking for.

Offline Thorne

Re: (Pathfinder) Interest Check / Recruitment - Iron Gods
« Reply #106 on: October 16, 2015, 09:44:07 PM »
I have a veritable salad of possible responses to that, and not one of them is anything less than slightly rude. My brain is unhelpful right now. ^^;

Offline Ershin

Re: (Pathfinder) Interest Check / Recruitment - Iron Gods
« Reply #107 on: October 17, 2015, 07:13:11 AM »
Hope this is in on time




Alternate image
Lilli Didymus
Female Halfling Cavalier


Character Sheet:
http://www.myth-weavers.com/sheet.html#id=590183
(note: Needs items and traits - Waiting to see if I get in to choose an order that would work better with the rest of the group)

Background:
Lilli was raised in a small farming community called Knockbridge about 20 miles south-west of Torch. While the land in the plains of Numeria tends to be harsh and unfogiving, generations of hard work, elbow grease and a family line of druids aiding them saw their community blossom. While not as successful as those who tilled the fields in areas where the soil was naturally fertile they still make do with what they grow while still being able to make the appropriate tithes to local government and a little extra to sell at market.

While not to scale of the veritable giants known as humans who they called their neighbors, the Didymus family always stood their ground and proved through their mastery of loyal beasts that they could time and again do as much (and sometimes more) on their farmlands as any of the tall folk. The fourth child in a family of sixteen, Lilli was always an adventurous child who would attempt to chase hares, climb to the highest points in town where even the human children feared to go and often rode atop her family's sheep dog Ambrocious, encouraging the beast to charge at windmills while she hald a broom and saucepan lid as though they were a gilded, shining lance and shield and she and her faithful steed were charging a true giant. Of course, sometimes she would forget to get the dog to stop, resulting in a pair of sore heads and a broken broom.

Her ability to guide the farm dog didn't go unnoticed. The eldest member of Lilli's family, her grandfather Quixano Didymus, often sat back to watch her little adventures and recall his own encounters with the druid who now aids the town. He managed to convince the druid to permit his granddaughter to raise one of the wolf pups the druid's animal companion had recently birthed (who she would name Amber) while the retired cavalier would teach her proper form along with the codes and edicts of chivalry he had aspired to when he was a young man. By the time of her majority, Lilli was chasing the occasional bandit or thief who came to the sleepy village atop her loyal wolf, wielding her grandfather's original lance and modified armour which he had the local blacksmith repair for her and alter slightly to fit her feminine form.

While Lilli and Amber were accompanying a small caravan to Torch to ensure that her neighbors would remain safe on their travels the great beacon the town was named after was snuffed out. The halfling's adventurous spirit and curiosity were sparked, while she didn't quite understand the significance the tall folk held to what amounted to a big candle the concern of the townsfolk was enough that she decided to investigate further.
« Last Edit: October 17, 2015, 07:33:01 AM by Ershin »

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Re: (Pathfinder) Interest Check / Recruitment - Iron Gods
« Reply #108 on: October 17, 2015, 08:14:05 AM »
Ershin, that is...utterly flippin' adorable.  -grins.-  The Labyrinth and Don Quixote references just made me squeal.

-eyes Chula.-  You also happened to land on someone's favorite character from that movie.

Offline Blinkin

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Re: (Pathfinder) Interest Check / Recruitment - Iron Gods
« Reply #109 on: October 17, 2015, 08:34:40 AM »
Hmmm... my favorite character was Gwedo... ;)

Oh, and the princess in that filmy white number... I carried a soft... well, not so soft... spot for Carrie Fisher for years after that.

Offline Lunar Raven

Re: (Pathfinder) Interest Check / Recruitment - Iron Gods
« Reply #110 on: October 17, 2015, 11:25:10 AM »
Oooo, halfing warrior - reminds me of Mazzy Fentan from Baldur's Gate.  Good times.  Shame she wasn't more developed as a character.

Offline ChulanowaTopic starter

Re: (Pathfinder) Interest Check / Recruitment - Iron Gods
« Reply #111 on: October 18, 2015, 04:31:37 AM »
So. All the character sheets are entered into the system!

*BEEP**BOOP**BOOP**BEEP**BOOP*

Calculations have been run! Scenarios and simulations without end! A few naps were had, too!

Probably too many naps, since it is now 2:00 AM in Sunday.

Anyway, the results are...

*WHIRR**ZZZT**WHIRR**ZZZT**ZZZT**ZZZT*

Raz Silkwind, Elf Gunslinger submitted by Thorne!
Freja Bjørnhjœrþ, Skinwalker Barbarian, submitted by Bibliophilia
Lilli Didymus, Halfling Cavalier, Submitted by Ershin
Erevel Ondovir, Elf Arcanist, Submitted by TheGlyphstone

I'll have an OOC and Ic thread up shortly, but like I said, it's... kinda late!



Thanks everyone for your interest, and i'm really sorry I couldn't accommodate everyone... but wait there's more! Obviously there's plenty of Pathfinder interest out there, and you know what? I have free time. So... I'm planning to kick up a second group for pathfinder-ing here on E! I just need to decide what.

Offline Blinkin

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Re: (Pathfinder) Interest Check / Recruitment - Iron Gods
« Reply #112 on: October 18, 2015, 04:36:00 AM »
Congrats to the lucky few.

If I may, I would like to keep Andru in the mix as a replacement character in the event that someone drops or a slot opens up.

Good luck to ya'll and have a great game!

Offline Lunar Raven

Re: (Pathfinder) Interest Check / Recruitment - Iron Gods
« Reply #113 on: October 18, 2015, 05:29:53 AM »
Congrats to all!  Likewise, I'll still pitch my hat in case any opening become available for it.

Here's hoping it goes the distance  :-)

Offline Ershin

Re: (Pathfinder) Interest Check / Recruitment - Iron Gods
« Reply #114 on: October 18, 2015, 07:01:36 AM »
I'm actually really surprised I got in considering all the other incredibly good applicants, but thank you very much ~

I'll get to finishing off Lilli's inventory and choose an appropriate Order to mesh with the group when I get home this evening.

Offline BAMF

Re: (Pathfinder) Interest Check / Recruitment - Iron Gods
« Reply #115 on: October 18, 2015, 09:55:35 AM »
Have fun you guys!!

Offline ChulanowaTopic starter

Re: (Pathfinder) Interest Check / Recruitment - Iron Gods
« Reply #116 on: October 18, 2015, 10:54:54 AM »
Alright... Got the threads up!

OOC Thread - Go ahead and bring your sheets here, and let's bonk heads a little bit.
IC Thread - Is waiting for establishment!

Offline Andi

Re: (Pathfinder) Interest Check / Recruitment - Iron Gods
« Reply #117 on: October 18, 2015, 12:32:37 PM »
Congrats, have fun.