DM Magister Ludi's Legacy of Fire

Game Master Gordon the Whale

In the barren wastes of the Brazen Peaks, secrets await those brave enough to find them.


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Now recruiting for two level 2 characters in an ongoing Legacy of Fire campaign. Here is the campaign page, where you will find house rules and links to the gameplay and discussion pages.

I am managing party creation differently than normal in two ways.

First, the campaign started with one character, and new characters are added as the game progresses. Outside of roleplaying games, this is a very common trope for heroic fantasy: One hero begins their quest alone, and encounters allies as they go. There are currently two players. The two characters under consideration will be the third and fourth, and will be added relatively close to each other.

Second, each of the spots in the campaign comes with a general character concept and backstory. The exact build and details of the backstory are up to the player, and they have total control over their character once play begins. However, the GM want to make sure that the right character types, both in terms of mechanical party balance and in-character motivation, are present at each point in the story.

If you feel that this constrains you too much, then I wish you luck in finding a campaign that suits you better. There are many to choose from here on the messageboards.

Character Generation

  • Premade Character Concepts: Each of the spots in the campaign comes with a general character concept and backstory. The exact build is up to the player, and they have total control over their character once play begins. However, the GM wants to make sure that the right character types, both in terms of mechanical party balance and in-character motivation, are present at each point in the story.
  • Nonstandard races: This is a very genie-centric campaign. Most of the character concepts can accommodate some kind of genie-touched race (ifrit, oread, suli, sylph, or undine). For the purposes of this campaign, genie-touched races can generally pass as humans, though they can be distinguished by someone who knows what to look for. Some character concepts also allow other nonstandard races. Characters which take powerful nonstandard races (more than 12 RP in the race builder) do not gain a flavor feat (see below) at level one, but do gain flavor feats at every even level.
  • Traits: All characters get two traits. One will be a LoF campaign trait, which I will assign to you as part of your backstory. The other is at your discretion.
  • Ability scores: 20 point buy. Alternatively, roll (on the boards) 4d6 for each, keeping the highest 3 dice, and assign rolls to the 6 scores as you like. You may reroll the entire set one time. You may not roll and then decide to do point-buy instead. If you want to apply for two different roles, and want to roll for ability scores, use the same rolls for both roles. (Haha.)
  • Starting equipment: Standard wealth by level. If you start with an item creation feat, you may use it to create one magic item, which counts as half-price for calculating your starting wealth. You may not spend more than half of your starting wealth on any one item.
  • HP: Characters receive their full hit die hp at first level, and half-plus-one at later levels.
  • Source material: I allow material from all Paizo works. Let's leave out Antagonize, though. 3rd party material may be allowed on a case-by-case basis. If something isn't working for party balance and fun, I reserve the right to ask the player to change their build.
  • Flavor Feats: PCs recieve one bonus feat at level one, and one at each even level. These feats should help make the character more interesting, rather than simply provide a mechanical advantage. Typically, these feats give highly situational bonuses, and typically do not affect combat. Combat applicable feats may be allowed if they are sufficiently situational, non-optimal, and interesting. Players should ask the GM if they have questions about what feats qualify.
  • Fractional base saves: Multiclass characters will use fractional base saves and attack bonuses. High BAB: 1/level; Med BAB: .75/level; Low BAB: .5/level; Good save: 2 + 0.5/level; Bad save: 0.33/level.

And here are the characters currently up for recruitment:

The Lawyer:

This character is a member of the Pathfinder Society (not organized play; just the in-game organization). Their backstory should end with them joining Delvehaven, the Pathfinder lodge in Westcrown, Cheliax, where they meet Felliped Leroung, a young nobleman with a passion for knowledge and antiquities, and then are assigned to accompany him on an archaeological mission to the wilds of Katapesh.

This character's motivation for adventure is the acquisition of wealth, power, and fame. This sounds selfish, but they seek to achieve these goals only through honorable means. They should be a force for rationality and legality in the party, but a desire for financial rewards and advancement in society is also good. They are interested in knowledge, but primarily as a tool to achieve their greater goals. This character should be LN. Their campaign trait is Seeking Adventure.

As a level 2 character, the Lawyer starts with 1000 gp worth of equipment. Go ahead and choose your starting equipment, but be aware that at the beginning of the campaign, you will be a prisoner and not have any gear on you.

Mechanically, this character will be responsible for divine magic and diplomacy. They do not have to be a heal-bot, but they will be the closest thing in the party. My suggested class is cleric of Abadar; an oracle would also be an option. Human is good, especially considering the Chelaxian origin, but half-elf, tiefling or any genie-touched, especially oread or ifrit, would also work. The other standard races would be okay with a compelling backstory for it.

The Hunter:

This character is a native of the dry interior of Katapesh and Osirion. Their backstory should end with them being hired as a local guide by an adventuring party passing through Ipeq, in Osirion, headed south through the gnoll-infested Brazen Peaks into Katapesh. The character should be generally familiar with the local gnoll tribes and geography, but should not have spent a lot of time in the Brazen Peaks in the past year or two.

Their motivation for adventure is the joy of the hunt, though the pleasures of material rewards are not lost on them. This character should bring a hatred of gnolls and a willingness to use underhanded tactics to the party. Their campaign trait is Gnoll Killer. Alignment should probably be in the range of CN, N, or CG.

As a level 2 character, the Hunter starts with 1000 gp worth of equipment. Go ahead and choose your starting equipment, but be aware that at the beginning of the campaign, you will be a prisoner and not have any gear on you.

Mechanically, this character is responsible for dishing out damage in combat, tracking, and wilderness survival. They should use two-handed weapons (though not necessarily to the exclusion of ranged weapons.) My suggested class is ranger, with gnoll as favored enemy. That really seems like the best option, but you might be able to make a barbarian or inquisitor work, too. Human is a good race, but half-elf, half-orc, gnoll, or genie-touched, especially suli or ifrit, would also work. The other standard races would also be okay if you can make a compelling backstory for it. A gnoll PC may use a gnoll out of the advanced race guide with two class levels or a bestiary gnoll with only one class level.

Recruitment will be open until 10 pm on Monday, August 6, US CDT. (3 am on Tuesday, August 7th, GMT)

Liberty's Edge

Ludi, this actually sounds pretty intriguing, and reading through some of your campaign's discussion posts, you sound like a good, hands-on (but flexible GM). I really like the idea of starting with one, adding someone else, adding another, etc. Very interesting.

In reading your guidelines and such, it sounds like you're cool with us applying for both positions, yes? And since we have a fixed theme, how much of a backstory are you looking for - just a quick summary of their life, or a "how I got to this spot specifically", or, "Hi, I'm Joe and this is my life story" montage??

Couple of specific questions:
  • What is the campaign trait for the Hunter?
  • Is the "Rich Parents" trait on the table if it makes sense?
  • I'm a little confused about multiclass BAB and saves...for instance, if I went Fighter 1/Cleric 1, what would my BAB and saves be?


@Ricky - Hunter has the Gnoll Killer trait. End of second paragraph.

@Magister Ludi - The Hunter's "joy of the hunt", how literally do we need to take that? Can we build on the trait and hatred for the Carrion King? Instead a love of hunting/killing "things". Can it be a more "noble" (questionable) cause/drive for the need to excel in tracking, combat, etc... Guess I'm working with the CG alignment.

Liberty's Edge

Pathfinder Adventure Path, Rulebook, Starfinder Roleplaying Game Subscriber

BAB would be 1, IIRC; 1 (from Ftr1) + 0.75 (from Clr1) = 1.75, rounded down to 1. Saves would be Fort 3 (2.5 from first class, + 0.5 from second class), Ref 0 (0.33 from first class + 0.33 from second class = 0.67, rounded down to 0), and Will 2 (2.5 from Clr1 + 0.33 from Ftr1 = 2.83, rounded down to 2).


Black Thom wrote:
Hunter has the Gnoll Killer trait. End of second paragraph.

Correct.

For backstory: I am looking for a life story, at least as far as whatever is relevant. Where were you born and raised? How did you come to be a member of your class? What events led you to the point given in the character concept? A good backstory should incorporate your traits and flavor feats. More importantly, it should demonstrate your ability to play an interesting character.

Rich Parents is an acceptable trait. Average starting wealth at 1st level is around 100gp. Rich parents makes that 900 gp, so about +800gp. If you use it at 2nd level, your starting wealth increases from 1000gp to 1800gp. Maximum item value is still half, so 900gp.

John Woodford wrote:
BAB would be 1, IIRC; 1 (from Ftr1) + 0.75 (from Clr1) = 1.75, rounded down to 1. Saves would be Fort 3 (2.5 from first class, + 0.5 from second class), Ref 0 (0.33 from first class + 0.33 from second class = 0.67, rounded down to 0), and Will 2 (2.5 from Clr1 + 0.33 from Ftr1 = 2.83, rounded down to 2).

Also correct. Here's more about that if you are curious.

fractional base bonuses:
Fractional base bonuses is a rule originally from Unearthed Arcana. It looks like it's not open content, so I can't link to it online. The point is so that a multiclass character doesn't have base attack or saves that are lower or higher than it would have been able to get by single classing.

The fractions are the same fractions used in the class advancement tables; the results are just rounded down already in the tables. This variant adds together the values from the different classes before rounding them off. It also doesn't allow the +2 bonus at level 1 more than once per save.

Consider a bard1/oracle1/rogue1. (Suboptimal, but will make my point.)
Bard has medium bab, bad fort, good ref, good will.
Rogue has medium bab, bad fort, good ref, bad will.
Oracle has medium bab, bad fort, bad ref, good will

brd1: bab: +0.75; fort: +.33; ref: +2+.5; will: +2+0.5
ora1: bab: +0.75; fort: +.33; ref: +.33; will: (2)+0.5
rog1: bab: +0.75; fort: +.33; ref: (+2)+.5; will: +.33
total: bab: +2.25; fort: +1; ref: +3.33; will: +3.33
round: bab +2; fort +1; ref: +3; will : +3

for comparison:
brd3: bab +2; fort +1; ref +3; will +3
ora3: bab +2; fort +1; ref +1; will +3
rog3: bab +2; fort +1; ref +3; will +1

or, using the standard method:
brd1/ora1/rog1: bab +0; fort +0; ref +4; will +4

It's clear that the fractional method creates base bonuses that are more like a combination of the individual classes.

@Black Thorn: That interpretation for the Hunter is fine. They do not need to be an indiscriminate killing machine. They do have to enjoy killing whatever they consider to be suitable targets. Given the campaign trait, suitable targets should include gnolls.

Liberty's Edge

@ Black Thom/Ludi - Thanks, I read through that 3 times trying to find it and kept overlooking that - it must have been the prolific usage of the word "gnoll" :)

@ Woodford/Ludi - Thanks, much clearer; I do recall seeing that 'back in the day', just don't think I've ever used it

And Ludi, thanks for further info on the backstory, sounds good.


@Ludi - Sounds like a great idea> Not sure if I'll apply, I'll let my mind mull over your requirements and see if anything pops out. However I'd like to follow how the it all goes do you mind if I dot your game thread?

The Exchange

@Magister: Good evening, first off I really like the concept, but want to clarify a couple of items. For "The Hunter" Would you consider a scimitar wielding Samsaran Magus? The concept is that the Samsaran in a previous reincarnation was killed by the Brazen Peak Gnolls, and since then all previous incarnations have become obsessed with returning to place were he died and hunting down the remaining ancestors from tribe that killed him. Thoughts? If you don't go for it, I could always roll a Samsaran Ranger with Gnoll as favored enemy.


DM Magister, I am very interested in the Lawyer character (though I could easily play either).

I envision someone at odds with his greed for fame and fortune. A man who yearns for a better life for himself without causing detriment to others. With these urges he has studied laws and customs from all parts of Golarion in order to understand how to legally work the system to his advantage.

I have played Pathfinder for a couple of years now and I am currently DMing the Jade Regent AP. I have zero experience with play-by-post games though I have run some 1-on-1 adventures with friends over email. I have both the time and motivation to be very active in this campaign.

As I have just come upon this thread I will start to work on a backstory and character build if these sort of motivations work with your ideas.

The Exchange

@Magister: Also how set are you on the "The Hunter" primary wielding a two hand weapon? The Ranger class has some great alternate fighting styles in APG that are good options.


Ok, I read some of the players guide and campaign page. It might take me a bit to work out character but I am thinking about rolling. If I get bad rolls then will it be ok if I withdraw? Don't want to hurt the party though could be fun.

I could see something like
4d6 ⇒ (2, 1, 3, 5) = 11 giving me 2 or 3 scores of 5 and then having like 1 13

Then I do the re-roll
4d6 ⇒ (1, 1, 3, 4) = 9 and doing getting worse. I actually did that in a home campaign and the group was 2nd edition actually worked it out with the DM to kill me off. I learned that sometimes going with something bad for personal fun can hurt others more.

Trying to practice some of the code

Looks like it does a decent average though since I am new to this. 4d6 ⇒ (5, 1, 1, 1) = 8


More about the Hunter, including some revisions:
I have been thinking about the character of the hunter, and realized that some more flexibility is possible.

The core requirement for this character is that they were hired in Ipeq to escort two Pathfinders into dangerous territory. As such, they should be a burly fighter type, and have some knowledge of the area. However, the knowledge of the area should not be too recent, because the party later runs into unexpected trouble. They do need to wield two-handed weapons. This is not because the GM believes only a 2-handed build can perform the necessary mechanical role; it is because there are nice 2-handed weapons to be gained as treasure, and there needs to be a character who can use them. I don't want to rebuild all the bad-guys to use two-weapon fighting. For the same reason, the character should be medium-sized.

This character's motivation for signing on as a guide/bodyguard can be as simple as the joy of the hunt and the opportunity to kill gnolls. However, they could also be looking for revenge for wrongs against themselves or a loved one*. They could also be searching for self-knowledge. Finally, an abhorrence of slavery is a possible aspect of this character, which can naturally transfer to a hatred of/desire for revenge against gnolls, who are well known as slavers. Gnoll-Killer is a fine trait, but so is Reclaiming your Roots. I will also allow Freedom Fighter as a regional trait for this character.

Mechanically, I am open to a lot of things with this character. A ranger with Gnoll Killer for the trait and gnoll as the favored enemy is very strong in this AP. But fighter, barbarian, inquisitor, or sohei monk (I will allow flurry with a single two-handed weapon) would also work. Magus is probably not ideal, because spell-combat won't work with a two-handed weapon. Cavalier is alright, if you accept that horses don't go indoors. Druid is not ideal, because most melee-focused druids end up wild-shaping instead of using weapons. Paladin is not an option because we already have one. Chaotic alignments are preferred, but not entirely required.

Out-of-combat, tracking and wilderness survival are good, but not entirely essential. There is an NPC who can fill that role if need be.

*@Celeador- In the case of a Samsaran, this could be the death of a previous incarnation.

Regarding both characters: I do like to see character growth over the course of the campaign, as long as it is done well. A character may start with a burning need for revenge or desire for gold, but discover through their adventures that there are more important things in life.

Also, I am willing to offer help on making the backstory mesh with the campaign. If I have advice for you that would spoil secrets for the other players, I will PM it.

@AwfulGoodPaladin: That sounds fine.

@Robbgobb: If you feel your rolls are really terrible, then you can withdraw. Out of twelve rolls total though, you are almost sure to have some decent ones, though you might have to live with some low ones too. For what it's worth, both players so far have opted for rolling, and gotten lucky.

Remember that, should you choose to roll, you get one full set of six, and then another full set of six, no mixing and matching.


Ok, I really like the idea of the 2 weapon Ranger after the gnolls.

Will just do both sets of rolls and decide on which to take.

1st set
4d6 ⇒ (5, 3, 6, 6) = 20
4d6 ⇒ (1, 2, 3, 4) = 10
4d6 ⇒ (3, 4, 3, 3) = 13
4d6 ⇒ (4, 6, 5, 2) = 17
4d6 ⇒ (6, 3, 6, 6) = 21
4d6 ⇒ (1, 5, 1, 6) = 13

2nd set
4d6 ⇒ (3, 3, 4, 2) = 12
4d6 ⇒ (1, 1, 1, 1) = 4
4d6 ⇒ (3, 4, 4, 3) = 14
4d6 ⇒ (5, 1, 1, 5) = 12
4d6 ⇒ (1, 1, 6, 4) = 12
4d6 ⇒ (3, 6, 2, 1) = 12

Here is hoping for some luck.

edit Looks like I will take the first set.
Do I get to assign them as I wish? Or do they go in that order?
I have
18
17
15
12
10
9

Looks like you were right about rolling.


@Tim- Go ahead and dot it if you want. Lurkers are welcome.


By the way, I forgot to put it in the original post: the current party members are Valik Roffeson, a Paladin of Sarenrae, and Felliped Leroung, an Archaeologist.

@Robbgobb: Can't complain about that first set, that's for sure. You can assign them in any order you want. Just to be clear, the Hunter should use a two-handed weapon, like a greatsword or falchion, not two weapons.


That is why I want to do it. I don't want to use two weapons. I can think about seeing the gnolls and as a child knowing it is better to cleave them in half than slice and dice. Those mouths are just too nasty.


Alright, lets see:

Set 1: 4d6 ⇒ (3, 4, 1, 3) = 11
4d6 ⇒ (3, 3, 4, 5) = 15
4d6 ⇒ (2, 3, 5, 5) = 15
4d6 ⇒ (1, 6, 1, 2) = 10
4d6 ⇒ (6, 3, 4, 1) = 14
4d6 ⇒ (6, 4, 6, 1) = 17

Set 2: 4d6 ⇒ (1, 1, 2, 3) = 7
4d6 ⇒ (5, 6, 4, 6) = 21
4d6 ⇒ (3, 2, 1, 2) = 8
4d6 ⇒ (5, 5, 2, 5) = 17
4d6 ⇒ (6, 6, 6, 6) = 24
4d6 ⇒ (4, 1, 3, 6) = 14

Can you say minmax?

6
17
7
15
18
13

~30pb

Question: On that 6, is it cool to just run it as a 6, or does it need to be bumped up to a 7?

Concept:
LN Suli Cleric 2 of Abadar
(Suli does a good job of mitigating the damage while still strengthening the build)
Energy Strike: Fire

STR 8
DEX 7
CON 13
INT 13
WIS 19
CHA 18

Two dump stats makes this build very difficult, but it will work... if I can figure out how to be effective in combat when I run out of spells.

Is this character from Cheliax?

The Exchange

@Magister: Sounds like a plan, and thanks for the ok using a Samsaran, let see if my luck holds... been rolling alot of 1's in my other pbp's so hopefully it works out!

1st set
4d6 ⇒ (3, 5, 2, 6) = 16
4d6 ⇒ (6, 2, 2, 3) = 13
4d6 ⇒ (5, 6, 4, 5) = 20
4d6 ⇒ (1, 5, 5, 6) = 17
4d6 ⇒ (2, 2, 6, 4) = 14
4d6 ⇒ (1, 6, 3, 5) = 15
2nd set
4d6 ⇒ (2, 1, 4, 1) = 8
4d6 ⇒ (4, 3, 1, 1) = 9
4d6 ⇒ (4, 1, 1, 4) = 10
4d6 ⇒ (6, 5, 4, 1) = 16
4d6 ⇒ (2, 4, 2, 6) = 14
4d6 ⇒ (3, 5, 5, 6) = 19

Edit: Yep, that works! I'll use 1'st set: 13, 11, 16, 16, 12, 14

Edit #2: I'll have a character built for you soon, with back-story.


@Kybryn: Play it with the 6. That's one of the things I like about rolling.

Statistics talk:
It's interesting... Your rolls are all ending up somewhere in the 30-40 point range, if they were point-buy. The current players have 27-point and 45-point buys; neither of them took the reroll option. I've done statistics on this and many other rolling methods; the median ability spread should be worth 21 points, with 5th and 95th percentiles at 7 and 37 points, respectively. I wonder if my statistics are off, or you guys are all just lucky. Or if there's something wrong with the random number generator...

100d6 ⇒ (2, 3, 3, 1, 3, 2, 3, 4, 2, 6, 5, 4, 2, 3, 5, 3, 2, 5, 2, 4, 4, 2, 2, 5, 6, 6, 4, 1, 5, 4, 6, 2, 5, 5, 4, 5, 6, 4, 3, 3, 2, 3, 2, 1, 5, 6, 1, 1, 3, 5, 5, 6, 1, 2, 3, 2, 5, 3, 6, 3, 3, 2, 3, 5, 2, 3, 6, 5, 6, 4, 5, 1, 3, 3, 1, 5, 5, 3, 2, 6, 6, 5, 1, 5, 2, 3, 2, 6, 5, 2, 1, 3, 5, 2, 2, 4, 6, 3, 1, 5) = 353
100d6 ⇒ (3, 4, 5, 4, 2, 6, 6, 4, 6, 4, 6, 3, 5, 6, 4, 2, 1, 3, 3, 3, 2, 4, 5, 2, 1, 4, 3, 4, 5, 5, 4, 1, 3, 4, 6, 3, 3, 4, 3, 6, 1, 1, 4, 5, 2, 2, 5, 2, 6, 6, 5, 2, 2, 4, 5, 2, 1, 4, 4, 3, 4, 2, 5, 5, 1, 4, 1, 5, 3, 6, 1, 3, 1, 1, 1, 6, 3, 5, 3, 5, 6, 1, 5, 3, 4, 6, 1, 4, 4, 1, 6, 1, 4, 5, 6, 1, 3, 4, 6, 6) = 360
100d6 ⇒ (4, 1, 1, 1, 4, 2, 3, 1, 5, 3, 3, 4, 3, 6, 3, 1, 5, 2, 4, 2, 6, 5, 1, 5, 1, 5, 2, 6, 4, 5, 2, 2, 6, 2, 2, 1, 2, 6, 5, 3, 2, 3, 2, 3, 5, 5, 6, 5, 6, 1, 4, 5, 6, 1, 4, 1, 1, 5, 5, 4, 6, 2, 6, 2, 5, 6, 5, 3, 2, 2, 3, 3, 5, 2, 6, 2, 6, 2, 5, 2, 5, 5, 6, 2, 4, 1, 2, 4, 1, 3, 2, 1, 3, 5, 6, 4, 3, 1, 6, 5) = 347
100d6 ⇒ (5, 6, 5, 4, 6, 1, 3, 1, 6, 2, 4, 3, 4, 2, 6, 1, 6, 1, 1, 6, 2, 2, 6, 2, 2, 2, 6, 1, 6, 5, 6, 5, 5, 2, 3, 2, 2, 6, 2, 2, 1, 5, 1, 2, 4, 5, 1, 4, 5, 5, 6, 3, 2, 5, 2, 5, 3, 3, 4, 6, 2, 3, 3, 1, 6, 3, 6, 2, 6, 6, 1, 6, 4, 5, 2, 4, 5, 1, 4, 6, 2, 3, 4, 6, 4, 2, 3, 3, 5, 4, 4, 3, 5, 5, 4, 4, 2, 1, 2, 3) = 359
100d6 ⇒ (6, 2, 4, 1, 3, 3, 3, 6, 2, 4, 2, 2, 1, 4, 1, 5, 3, 2, 4, 2, 5, 6, 6, 5, 1, 5, 3, 4, 4, 6, 6, 6, 1, 2, 4, 5, 6, 3, 5, 1, 6, 3, 2, 6, 6, 3, 5, 3, 3, 2, 4, 5, 5, 1, 6, 6, 5, 1, 1, 3, 1, 6, 2, 2, 3, 1, 5, 4, 6, 5, 5, 6, 5, 5, 5, 1, 2, 6, 6, 2, 6, 4, 6, 3, 3, 1, 5, 2, 3, 4, 4, 5, 1, 5, 4, 1, 1, 6, 4, 6) = 372
100d6 ⇒ (5, 1, 5, 5, 4, 3, 4, 4, 1, 1, 4, 5, 5, 5, 5, 6, 3, 3, 2, 1, 6, 5, 1, 6, 6, 4, 5, 6, 5, 3, 2, 4, 1, 4, 4, 1, 1, 5, 4, 5, 6, 4, 5, 3, 1, 6, 2, 3, 2, 3, 3, 5, 3, 1, 2, 4, 5, 4, 1, 4, 3, 1, 6, 4, 4, 3, 1, 3, 6, 5, 4, 5, 3, 1, 5, 4, 2, 5, 6, 1, 4, 3, 3, 5, 2, 2, 4, 3, 2, 3, 5, 4, 5, 1, 4, 2, 6, 5, 2, 6) = 360
100d6 ⇒ (6, 1, 6, 2, 2, 5, 1, 1, 5, 1, 3, 4, 3, 4, 6, 3, 2, 3, 4, 6, 1, 3, 5, 3, 4, 5, 6, 6, 3, 6, 4, 1, 2, 2, 1, 5, 6, 4, 2, 1, 2, 5, 6, 2, 5, 4, 3, 2, 5, 3, 3, 5, 4, 2, 5, 2, 5, 2, 1, 4, 3, 4, 1, 6, 5, 4, 5, 1, 5, 3, 4, 5, 5, 5, 5, 2, 6, 3, 6, 1, 3, 6, 2, 6, 3, 4, 5, 5, 5, 1, 3, 4, 3, 3, 1, 6, 2, 3, 1, 1) = 354
100d6 ⇒ (6, 6, 6, 2, 6, 6, 1, 3, 4, 2, 6, 5, 2, 1, 6, 4, 6, 2, 2, 3, 3, 2, 4, 5, 2, 6, 1, 5, 4, 2, 5, 1, 4, 5, 3, 4, 5, 5, 6, 5, 4, 5, 3, 5, 2, 3, 2, 3, 1, 5, 6, 5, 1, 4, 6, 1, 5, 6, 3, 1, 4, 1, 4, 2, 3, 5, 3, 6, 4, 6, 3, 3, 6, 4, 1, 1, 3, 4, 3, 4, 2, 3, 4, 6, 4, 4, 5, 4, 5, 4, 6, 2, 1, 2, 6, 2, 1, 3, 3, 4) = 368
100d6 ⇒ (3, 6, 2, 2, 4, 6, 2, 6, 4, 1, 2, 5, 3, 6, 5, 1, 6, 2, 6, 6, 3, 2, 4, 4, 5, 1, 6, 5, 4, 2, 1, 6, 2, 6, 6, 2, 1, 1, 6, 3, 4, 5, 4, 6, 2, 6, 1, 2, 6, 3, 1, 3, 3, 4, 1, 4, 1, 3, 6, 1, 3, 3, 1, 6, 1, 3, 5, 4, 6, 1, 3, 5, 6, 3, 6, 1, 5, 3, 3, 6, 1, 6, 4, 2, 2, 4, 3, 6, 2, 5, 3, 4, 4, 1, 3, 2, 3, 5, 2, 2) = 352
100d6 ⇒ (5, 1, 5, 3, 6, 5, 6, 1, 5, 2, 4, 6, 3, 6, 6, 1, 4, 6, 6, 5, 2, 4, 6, 1, 5, 1, 1, 5, 6, 1, 6, 3, 2, 6, 4, 3, 2, 3, 5, 4, 4, 5, 4, 3, 5, 1, 1, 4, 1, 5, 1, 2, 3, 4, 4, 2, 6, 2, 5, 3, 3, 2, 6, 4, 5, 3, 6, 2, 2, 1, 5, 5, 2, 2, 3, 2, 2, 2, 2, 1, 4, 6, 6, 1, 2, 6, 2, 1, 3, 1, 1, 3, 1, 4, 1, 4, 5, 3, 1, 1) = 337

That seems fair. For other statistics buffs, those 1000 rolls are consistent with a uniform distribution, p=0.70. Good enough for me.


Just to help to allay your fears over the random number generator...

4d6 ⇒ (4, 5, 4, 1) = 14 13
4d6 ⇒ (2, 4, 3, 4) = 13 11
4d6 ⇒ (3, 1, 6, 4) = 14 13
4d6 ⇒ (1, 2, 2, 4) = 9 8
4d6 ⇒ (3, 6, 5, 5) = 19 16
4d6 ⇒ (2, 3, 2, 1) = 8 7

11-pt buy!

4d6 ⇒ (3, 1, 2, 6) = 12 11
4d6 ⇒ (4, 3, 5, 1) = 13 12
4d6 ⇒ (5, 1, 3, 2) = 11 10
4d6 ⇒ (2, 5, 4, 4) = 15 13
4d6 ⇒ (3, 4, 6, 1) = 14 13
4d6 ⇒ (3, 1, 4, 1) = 9 8

7-pt buy!

So... it must have been just luck. Or the dice roller hates me. Probably the latter.


It's a quantum phenomenon, in which observation effects the outcome. If you observe the random number generator in such a way that you can detect an unbiased uniform distribution, then you observe an unbiased uniform distribution. If you observe the random number generator in such a way that you can detect a perverse demon that plays favorites, then you observe a perverse demon that plays favorites. Classic math-demon duality.

(That 11-point buy is totally playable as a ranger, though.)


Yeah, but I like to anthropomorphise the roller. Makes me feel better if I think it hates me, lol.

My first thought would be that I'd almost go with the 7-pt buy over the 11. The ranger needs to have a little WIS, even with one of the non-spell archetypes, and I really don't like dumping INT unless I'm going for the big dumb barbarian stereotype. Being a two-hander and front-liner, one would need STR, DEX, and CON to some degree.

On further reflection, however, an oread ranger could work. Put the 8 on WIS which would get bumped to 10, a lot easier to boost, if necessary.

STR 18 (16+2), DEX 13, CON 13, INT 11, WIS 10 (8+2), CHA 5 (7-2)

Or maybe swap STR and DEX (so 15 and 16) to get a couple more points to AC, since heavy armor is not an option (unless there's a dip into fighter). Or go elf and swap INT and WIS.

Could work.

Is the paladin in the group the resident meat shield? If so, a spring attack/skirmisher type build might work too, and DEX wouldn't matter as much.

I shall ponder.


Winner winner, chicken dinner!

Set 1
4d6 ⇒ (3, 4, 6, 3) = 16
4d6 ⇒ (6, 4, 5, 6) = 21
4d6 ⇒ (6, 5, 3, 6) = 20
4d6 ⇒ (1, 2, 3, 5) = 11
4d6 ⇒ (3, 6, 6, 1) = 16
4d6 ⇒ (1, 5, 4, 3) = 13
13,17,17,10,15,12

Set 2
4d6 ⇒ (5, 4, 6, 4) = 19
4d6 ⇒ (6, 5, 5, 2) = 18
4d6 ⇒ (4, 5, 4, 4) = 17
4d6 ⇒ (5, 6, 6, 3) = 20
4d6 ⇒ (3, 4, 1, 1) = 9
4d6 ⇒ (1, 4, 6, 5) = 16
15,16,13,17,8,15

Always wanted to play Legacy of Fire, built the 20pt buy... will just fit these numbers in, instead.

Luck be a Lady!


@Kybryn: Missed your question from before. The Lawyer doesn't have to be from Cheliax originally, but their backstory should end them up there, joining the Pathfinders and getting assigned a mission to Katapesh.


Here is my presentation for consideration of the Hunter. I see him as someone who learns that focus on killing doesn't work and as he levels with be upping his Int score to show his growth. He learned how to be a guide to have a chance to kill gnolls over being one to help. He is a good person but just lost his way. The roc could be worked in a couple of different ways. Hope the character works.

The Exchange

@Magister: For flavor feats, if I am reading you correctly. If I picked a Suli for instance, I get one flavor feat since I start at level 2? Flavor feats could be something non combat based that adds to the character, so would a Skill Focus or Eldritch Heritage be allowed? The I was thinking of Skill Focus: Intimidate


Magister Ludi wrote:
@Kybryn: Missed your question from before. The Lawyer doesn't have to be from Cheliax originally, but their backstory should end them up there, joining the Pathfinders and getting assigned a mission to Katapesh.

Sweet. Looking at options, I'm starting to really like the concept here:

Fresh from the grill, carne asada flavor bites, with limon on the side:

1. Admittedly delicate, and above tests of physical strength.
2. Never spent a day of his life doing manual labor
3. In fact, the only physical proficiencies he has are moving his mouth/arms to communicate and turning pages in books. He is not clumsy, but rather very careful. He rarely shows his sluggish nature as his personality doesn't warrant it.
4. While at the core a Machiavellian, he has learned all his life that honor and lawful behavior are powerful tools of legitimacy, and thus influence. He lives by a strict code which follows those virtues, as he is confident that his lofty ambitions will be best served in the long run by acting this way. His nature is not honor-bound, his learning is.
5. A talent for being objective and pragmatic.
6. Thought he lacks charm, his eloquent ability to convey his wise ideas earns peoples trust, and ultimately their loyalty.
7. While he he refuses lie, he patiently and delicately works to sweeten the truth in order to change peoples perspectives. This allows him to accomplish his ends while avoiding negative repercussions later on. Question: Does this kind of communication fall under Bluff or Diplomacy?

Crunch to come next, followed by his backstory.

Initial impressions and/or contradictions with the requirements for the character?


@Celeador: Correct, a Suli would get one flavor feat at level 2. Skill Focus (Intimidate) is not a particularly interesting choice, but it would be okay as long as it isn't serving to increase areas where the character is already strong. If it's going to lead into Dazzling Display, etc., then it needs to take up a regular feat slot.

Eldritch Heritage is more interesting. However, for starters, it's not available as a level 2 flavor feat, because it requires that you be level 3. Second, for most bloodlines, it would be combat-oriented. Chances are it would be relatively weak compared to other combat options available to a 4+ level character, though it might come in handy in certain situations. I would allow it (as a level 4+ flavor feat) as long as the choice of bloodline is appropriate (for a Suli, probably Elemental Bloodline) and it isn't synergistic with your other combat options.

@Zahir Arshad: I assume Extra Traits and Desert Dweller are your flavor feats. Both of those are good ones, but since you chose a powerful race, you only get one of them for now.

Backstory feedback:
I assume the Roc in the backstory is setup for an animal companion at level 4; that's a nice touch. I would like to see more in your backstory about being a Suli; I actually forgot you weren't human when I was reading it. Do you know the identity of your Janni ancestors? Is your entire family Suli, or are you a throwback? Do you pass for human, or flaunt your genie blood?


Will get to work on those changes.

Summary of changes:
I will likely take off one of the feats. Will read both of them and decide which I want first. Think Desert Dweller most likely.

I will work work on more of the Suli backstory. Had some thoughts but was going so long that figured would get what I had done then go back and fix what needed. I had forgotten that part till you brought it up.

I think it is going to be more of hints as I was thinking my father was waiting for me to mature to give me the history of my mother's side of the family.


Kybryn:
I like it. I would say that, as long as you could say it in a zone of truth, it's still Diplomacy instead of Bluff.

Suli is looking pretty popular so far. Genie-blood works well with the campaign, but I probably don't want both of these characters to end up genie-blooded, and I'm even less likely to choose two of the same nonstandard race, unless they are really clearly the best applicants.

On the subject of flavor feats, one good option is Skill Focus (profession), especially for the Lawyer.


Question about flavor feats:

Would you allow one of these as a flavor feat?

Versatile Channeler:

Benefit: You may make a choice whenever you use your
channel energy class feature.

If you normally channel positive energy, you may choose to channel negative energy as if your effective cleric level were 2 levels lower than normal. If you normally channel negative energy, you may
choose to channel positive energy as if your effective
cleric level were 2 levels lower than normal.


Selective Chanelling:

Benefit: When you channel energy, you can choose a number of targets in the area up to your Charisma modifier. These targets are not affected by your channeled energy.

While both have combat utility, Versatile Channeler is far from optimal, and is full of flavor. The lawyer is pragmatic, and thus will sacrifice a bit of healing power and a feat for some offensive power. Also, in addition to healing his allies, he would seek to judge his enemies through his channeling.


Okay, here is my tentative application.

Theodric Stavian

BTW, I would have no problem switching his race to human, and already have the concept planned out if necessary.

Light fluff, full backstory still to come:
1. Admittedly delicate, and above tests of physical strength.
2. Never spent a day of his life doing manual labor
3. In fact, the only physical proficiencies he has are moving his mouth/arms to communicate and turning pages in books. He is not clumsy, but rather very careful. He rarely shows his sluggish nature as his personality doesn't warrant it.
4. While at the core a Machiavellian, he has learned all his life that honor and lawful behavior are powerful tools of legitimacy, and thus influence. He lives by a strict code which follows those virtues, as he is confident that his lofty ambitions will be best served in the long run by acting this way. His nature is not honor-bound, his learning is.
5. A talent for being objective and pragmatic.
6. Thought he lacks charm, his eloquent ability to convey his wise ideas earns peoples trust, and ultimately their loyalty.
7. While he he refuses lie, he patiently and delicately works to sweeten the truth in order to change peoples perspectives. This allows him to accomplish his ends while avoiding negative repercussions later on.


@Kybryn: Sorry, both of those are tied too closely to one of your core class abilities. Not really flavor feats. I agree that Versatile Channeler is pretty weak, and makes sense for your concept. It won't do anything for you at level 2 (since a level 0 cleric doesn't channel at all) but I would allow it for level 2 and level 4 flavor feats combined. (So, no flavor feat at 2nd, Versatile Channel at 4th.) If you want Selective Channel, you have to take it as a regular feat.

Edit:
Just saw the build.

Quick look over:
  • You should only have two feats: your normal first level feat, and your second level flavor feat. You lose the first level flavor feat for choosing Suli. Also, what I wrote above applies.
  • I think the falcata should only be -4 to hit (+1 Bab, -1 Str, -4 nonproficiency)

  • Magister Ludi wrote:
    @Kybryn: Sorry, both of those are tied too closely to one of your core class abilities. Not really flavor feats. I agree that Versatile Channeler is pretty weak, and makes sense for your concept. It won't do anything for you at level 2 (since a level 0 cleric doesn't channel at all) but I would allow it for level 2 and level 4 flavor feats combined. (So, no flavor feat at 2nd, Versatile Channel at 4th.) If you want Selective Channel, you have to take it as a regular feat.

    No problem, I just swapped it for alertness.

    Edit: I'll probably write a backstory tomorrow.

    Edit: Just saw your look over. I didn't realize suli's were 16 pb. I'll likely drop alertness, or switch over to human. We'll see when I revisit this tomorrow.


    Need some guidance:
    I took out the feat. Wasn't too hard. My mind has a few different ways to go. I could easily drop Suli if need be. I just saw that they were drawn to ranger class when were wilderness types. I also saw how they opposed slavery.

    The main thing I was thinking of was the line Though physically superior to and more attractive than normal humans, some suli-jann are unaware of their genie heritage until later in life, when contact with a full-blooded genie draws forth a portion of their elemental power. and that I have the physical and mental traits but the elemental resistance and elemental assault could be locked away. I don't know if that is possible but was a main thing I thought would be cool to do. Might not be any genie's in the AP.

    I have updated my story. I can change it again if need be. The roc is possible companion but doesn't have to be. Just thought it made for a good story.


    Zahir:
    Haha, might be no genies in the AP. ;-)

    Being an unknowing Suli is fine. I actually think it makes it more interesting, because it means the fun stuff happens during the campaign. Haven't had a chance to look at the backstory yet, and I gotta go now.

    Lantern Lodge

    Interesting approach. I'll see how a concept fitting your requirements shapes up.

    Bunch o Rolls:

    Set 1
    4d6 ⇒ (5, 3, 2, 2) = 12
    4d6 ⇒ (4, 4, 6, 3) = 17
    4d6 ⇒ (4, 5, 3, 6) = 18
    4d6 ⇒ (6, 6, 5, 2) = 19
    4d6 ⇒ (6, 1, 3, 6) = 16
    4d6 ⇒ (1, 1, 3, 4) = 9
    10,14,15,17,15,8

    Set 2
    4d6 ⇒ (2, 3, 1, 4) = 10
    4d6 ⇒ (1, 3, 4, 1) = 9
    4d6 ⇒ (2, 6, 1, 5) = 14
    4d6 ⇒ (1, 6, 2, 4) = 13
    4d6 ⇒ (3, 6, 6, 4) = 19
    4d6 ⇒ (5, 6, 1, 1) = 13
    9,8,13,12,16,12


    As to these fabulous 2-handed weapons... we talking at level 2 or at level 4? Will there be a chance to "even out" an odd STR score?

    Or are you talking about much later, mid or high levels?


    Wow, I didn't expect 2-handed weapons to be so unpopular!

    There are good 2-handed weapons to be had throughout the campaign. I don't mean to imply that there are no other weapons to be found, just that the other characters will need them, and it's best if someone in the party can use the 2-handers. It's not going to be the Archaeologist. ;-)

    I think what I said about "must use 2-handed weapons in melee" may have been misleading. What I meant was, "when in melee, must use 2-handed weapons," not "must prefer melee." Archery/crossbow focused builds which use two-handers as a melee alternative are fine.

    As for evening out an odd strength score... The campaign will last long enough to do that. Don't worry if your strength at level 2 is only 19... or 17... or 15... I'm not looking for an insane strength score, I'm looking for a cool character.

    Zahir:
    The changes you made to your backstory are good. I'd call your submission complete, though you are still welcome to make modifications until Monday evening.


    Gnolls need to be wiped out. 2-handed weapons are the best way. The lazy carrion eaters deserve nothing less than a crushed head or a head split in half. There is no redeeming qualities there to require civilized engagement. The cowards will either ambush and gang up on their targets or run if losing.

    Zahir's story is never fully detailed:
    I will likely look at the him during the weekend. I really enjoy the character. I might add a line or two but trying not to go overboard as I will think of things all the time. I know that sometimes better to not describe too much of one's past.

    That is why the roc I thought was a cool story but doesn't have to be added in. Characters should be fluid. That is why rather than plan out 20 levels I just said I would likely be making myself smarter. I am not stupid but so focused on my hatred that I can seem like a fanatic. I expect the adventure to open my eyes and realize that I have been hurting myself and my father.

    I can't remember the last time I played the damage dealer. I am still newish to Pathfinder but I seem to either play the face, the healer, or the skill monkey. I rarely get a chance to optimize and this is much more fun that PFS. My gaming group (Thursdays) all have AP games but I just have PFS scenarios. If I am not chosen then appreciate any advice on how to improve.

    Lantern Lodge

    Couple questions
    1. Can characters with the appropriate craft skill craft a single masterwork item for the normal crafting cost as long as it is less than half your starting wealth? Edit: Scratch this question although you may want to answer it for others. Going to go a different route.
    2. Would you consider the spell-less ranger from Kobold Quarterly/Open Design or would you prefer to stick with the core material (since the Skirmisher can also replace spells)? I could spoiler the appropriate content or post alternative concepts if that would help.


    Vonna the Huntress
    CG Female Human Ranger - Beast Master/Infiltrator/Skirmisher 1

    Str 15, Dex 19, Con 16, Int 13, Wis 15, Cha 8 (thems the bones)

    Favored Enemy: Gnoll (comp longbow = 1d8+6)

    Trait: Gnoll Killer
    Feat - Opening Volley (regular, not flavor)

    Makes up for lower Strength. A true hunter... weakens prey from range, closes to finish them off. Range and engage.

    Her background is basically intimated by the description of these three archetypes - working on details (tarzan meets beastmaster):

    Beast Master

    Some rangers, particularly those in primitive lands or who were raised by animals, have unusually strong bonds with animals. Unique among rangers, they can bond with multiple animals of any kind, creating a menagerie of wild yet loyal creatures, like a strange family.

    Infiltrator

    Some rangers study their favored enemies and learn their ways, applying this knowledge to their own abilities and using their foes' strengths against them. Infiltrators are willing to walk a mile in an enemy's shoes so as to learn eveything there is to know about their foes in order to more effectively hunt and kill them.

    Skirmisher

    Many rangers rely on spells, but there are some who eschew aid from divine powers for their own reasons. Skirmishers rely on their wits, their wisdom, and sometimes even instinct to aid in their quests.

    @Magister Ludi - character concept mechanically solid?


    Okay, I've converted Theodric into a human. I may have missed a few kinks, but I'm pretty sure I got it all. I'll be working on his back story.

    Scarab Sages

    Good Afternoon Magister,

    Celeador here, submitting for you Ali Al'Zahrid. Ali is a switch hitting Human Ranger, with a favored enemy of Gnolls. The optional feats I have chose as a human are: Additional Traits, Skill Focus: Knowlege (Planes) and the additional traits are: Scholar of the Great Beyond: Knowledge (Planes), Genie Blood: Fire.

    In addition to the back story I have written. Ali is built around obtaining the Eldritch Heritage feat at level four. With the route of Elemental (fire). Rather then play a Ifirit or a Suli (both options I considered). I built Ali as a normal human that though your optional feats and trait's would slowly discover his elemental heritage. I though this would work well and give some great RP options. Any feedback or thoughts are appreciated. Finally I wanted to mention that Kybryn is a excellent player. He currently runs a Second Darkness campaign that I am currently in, and I really recommend him.

    Ali Al’Zahrid:

    Ali Al’Zahrid CR 1
    Male Human Ranger 2
    CG Medium Humanoid (Keleshite Human)
    Init +3; Perception +6

    --------------------
    DEFENSE
    --------------------

    AC 19, touch 13, flat-footed 16. . (+6 armor, +3 Dex)
    hp 22 (2d10+6)
    Fort +5, Ref +6, Will +1 (+1 vs fire attacks)

    --------------------
    OFFENSE
    --------------------

    Spd 20 ft.
    Melee Falchion +7 (2d4+6/18-20/x2) and
    . . Falchion +6 (2d4+9/18-20/x2)
    Ranged Longbow, Composite (Str +4) +5 (1d8+4/20/x3) and
    . . Longbow, Composite (Str +4) +3/+3 (1d8+4/20/x3)
    Ranger Spells Prepared (CL 0, 7 melee touch, 3 ranged touch):

    --------------------
    STATISTICS
    --------------------

    Str 18, Dex 16, Con 14, Int 12, Wis 13, Cha 11
    Base Atk +2; CMB +7; CMD 18

    Feats Additional Traits, Skill Focus: Knowlege (Planes), Power Attack -1/+2, Cleave

    Traits Dangerously Curious, Scholar of the Great Beyond: Knowledge (Planes), Gnoll Killer, Genie Blood: Fire

    Skills
    Acrobatics -1
    Climb +4
    Heal +1
    Intimidate +5
    Knowledge (Geography) +5
    Knowledge (Nature) +6
    Knowledge (Planes) +9
    Perception +6
    Ride +3
    Sense Motive +1
    Stealth +4
    Survival +6
    Use Magic Device +6

    Languages Gnoll, Common

    SQ Enemies: Humanoids (Gnoll) (+4 bonus) (Ex), Track +1, Wild Empathy +2 (Ex)

    Combat Gear:
    Breastplate - 200 gold
    Falchion - 75 gold
    Longbow, Composite (Str +4) - 500 gold
    Arrows - 40 - 2 Gold
    Arrows, Blunt - 20 - 2 Gold
    Arrows, Silver - 25 - 2.5 Gold
    Arrows, Cold Iron, - 25 - 2.5 Gold

    Other Gear:

    Adventureing Gear - 63 gold

    Backpack, Bedroll, Belt pouch, Clay mug, Dagger, 2 Fish hooks, Flint+Steel, Sewing Needle, Signal Whistle, 50ft String, 50ft Thread, Waterskin, 1 Week of rations, Whetstone, 2 candles, chalk, hammer, 4 pitons, 50 feet silk rope, 3 sunrods, 2 Alchemist fire.

    Potion Cure Light Wounds (2) - 50 gold

    Gold on hand: 53 gold

    --------------------
    SPECIAL ABILITIES
    --------------------

    Genie Blood: You gain a +1 trait bonus on saving throws against fire attacks, and gain a +1 trait bonus on Bluff, Diplomacy, Intimidate, and Sense Motive checks made against creatures of that subtype.
    Dangerously Curious: You gain a +1 bonus on Use Magic Device checks, and Use Magic Device is always a class skill for you.
    Scholar of the Great Beyond: You gain a +1 trait bonus on Knowledge (history) and Knowledge (planes) checks, and one of these skills (Knowledge (history)) is always a class skill for you.
    Gnoll Killer: You gain a +1 trait bonus on attack rolls and weapon damage rolls made against gnolls. If you are a barbarian and you’re fighting gnolls, your rage lasts 1 round longer than normal. If you’re a ranger and you select humanoid (gnoll) as a favored enemy, your trait bonus on attack rolls and weapon damage rolls against gnolls increases to +2. If you’re a spellcaster, you gain a +1 trait bonus to spell save DCs for damaging spells against gnolls.
    Enemies: Humanoids (Gnoll) (+4 bonus) (Ex) +4 to rolls vs Humanoids (Gnoll).
    Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
    Cleave: As a standard action, you can make a single attack at your full base attack bonus against a foe within reach. If you hit, you deal damage normally and can make an additional attack (using your full base attack bonus) against a foe that is adjacent to the first and also within reach. You can only make one additional attack per round with this feat. When you use this feat, you take a –2 penalty to your Armor Class until your next turn.
    Track +1 +1 to survival checks to track.
    Wild Empathy +2 (Ex) Improve the attitude of an animal, as if using Diplomacy.

    Backstory, Personality and Appearance:

    Backstory
    "I can hear you out there, so you may as well come out. Come closer boy, I won't hurt you. Here, you can warm yourself by the fire, the nights in the desert tend to be cold. Eat some rabbit, it looks like you haven't had a good meal in a week and there's plenty here to share, just make sure you thank Sarenrae for her bounty before you do. What am I doing out here? I could ask you the same thing. Well it’s a bit of a long story... a few miles over that dune is a small town named Fal’shiran, Oh your from there? Then you know about their problem with Gnoll lately. *spits* I can't stand the vicious beasts myself. Ugly, stupid and cruel, and that’s if your being generous. See this scar here? *points at his face* Still, they do get lucky from time to time, *sighs* I wish that was an easier lesson to learn. Anyhow, the caliph has a bounty of ten gold an ear on them; I like the dunes and can't stand the ugly mongrels, so it’s hard to beat the offer. Why do I hate them so much? *shrugs* alone they aren’t so dangerous, cowards mostly, but when they group up , well... when I was a child I was trained as a warrior for my tribe, I was to protect them in times of need, but what happens when you no longer have your tribe? Almost makes you wonder about the gods... almost. Anyhow, *coughs* I would prefer if we didn’t speak any more about it.

    Personality
    (CG) At first glance Ali Al’Zahrid seems to be carefree and happy, with few concerns about his life or where he is going. The longer you come to know him however, you can begin see a deep sadness that surrounds him. Ali is a Human without a home, a vagabond traveler who wanders the sands and sells his sword, one meal at a time. He can often be quiet, but in the middle of combat with Gnolls, a great and terrible anger will surface, long buried. Ali is slow to trust, but once you have earned his friendship, it will be a lifelong commitment.

    Appearance
    Hard angles and lines, like granite scoured by sand. Sharp gray eyes, black hair hair and a beard wrapped in a turban. A long scar on the rightside of his face from hairline to jaw made by a handaxe while still a child. Usually wears browns and tans that have been patched and repatched over years of hard use.


    @michaelane
    Yes, a character with a crafts kill can craft one masterwork item for its casting cost.
    I would consider the KQ spell-less ranger, but I don't have a copy myself and it's not on d20pfsrd.com for me to check it out. Searching the forums turned up generally good reviews, so I'll give it a go. Put relevant rules in spoilers if you make a build using it, and if your character is picked, I'll get the PDF.

    @Black Thom - looks fine. I'm looking forward to seeing the full build and backstory.

    Kybryn:
    I'm guessing that's Skill Focus: profession (lawyer) and Alertness as flavor feats, and Versatile Channeler as your regular 1st level feat? I would recommend you pick something else, and get Versatile Channeler at 3. Read it carefully:
    Versatile Channeler wrote:

    ...

    If you normally channel positive energy, you may choose to channel negative energy as if your effective cleric level were 2 levels lower than normal.
    ...

    Until level 3, that means no channeling.

    I know you're trying to figure out something useful to do in combat other than spells, since you can't hit the broad side of a barn with melee or ranged weapons. (Actually, the broad side of a barn has AC -3, so you technically could.) You have a good party-buffing domain ability with Leadership; you could change Protection to Law or Defense to get another, or for an offensive ability, consider Inevitable or Earth.

    I like your character concept, and I look forward to seeing your backstory. You also still need to pick most of your gear.


    Celeador:
    You should have 5 feats (1st level, human bonus, 1st level flavor, 2nd level flavor, 2nd level combat style) but your sheet only shows 4. Based on your longbow attack routine, I assume the missing feat is Rapid Shot.

    It looks like your attack bonuses on the falchion are 1 too high. (+2 bab +4 str = 6) Were you originally thinking of having a masterwork one?

    I like the idea of using Eldritch Heritage to put in some genie blood without going as far as Ifrit or Suli. For campaign plot reasons, I would prefer you went with Efreeti rather than the more generic Elemental (Fire); mechanically they are identical before the 9th level power anyway.

    However, your character as built won't be able to take Eldritch Heritage at 4th, because it requires 13 Cha.

    If you move things around so you can qualify, and get the Cha up to 15 by 11th level (headband counts), then be warned: I will make you take Improved Eldritch Heritage as a regular feat, or spend two flavor feats on it each time you take it. Greater Eldritch Heritage is not an issue, since the campaign won't go as high as 17th level.

    Everyone: I like to see a breakdown of skill bonuses on your sheet, like Theodric has. I also like to see it mentioned how you spent your favored class bonuses, what deity the character favors, and a physical description, which can be incorporated into the backstory.

    The characters are looking good. I'm sorry I won't be able to select all of them.

    Scarab Sages

    @Magister: Your right, when I did the math I calculated with a masterwork falchion. I'll switch around my stats to take advantage Eldrich Herratige(Efreeti), and include Rapid Shot in my feats. Thanks for the review, I don't use Hero Lab, so I do the math myself. I have no issue with spending two flavor feats for improved Eldrich Hereatige, I'll also modify my skill breakdown. And I may take a crafting skill and buy a masterwork longbow. I'll post when the changes are made. Thanks!


    A very rough draft of Theodric'sbackstory is up. At this point it's just a basic idea of where he comes from and some of his motivations. A question I have in order to mold his backstory correctly is: Why was he assigned to accompany Felliped into the wilds of Katapesh? What is the anticipated use of his skills and abilities? What reason did you have in mind for a Lawyer to join the pathfinders?

    When I understand that, I'll be able to determine his motive for joining the Pathfinders, and work that into his backstory.

    As for the crunch updates, I'll work on those tomorrow morning when I have more time.

    Thanks!

    Edit: Thanks for the "endorsement" Vhalas. Not to get tacky, but honestly speaking, "Celeador" is a very complete PbP player, and brings a unique element of personality into his gameplay, even during combat.

    Scarab Sages

    @Magister: Corrections have been made. Rapid Shot added. CHA changed to 13 for Eldrich Herratige (Efreeti), adjusted skill points using Theodric's format and moved a skill point out of Knowledge (nature) and into Craft (weapons) and crafted myself a Masterwork Falchion. Thanks for the feed back.


    The Lawyer:
    First, although the only serious entry for the Lawyer so far is actually a lawyer, with ranks in Profession (lawyer), that isn't actually required. I mean the name as a code name, not a literal description. I should have been more clear. An actual lawyer is absolutely fine; I have already asked for a Profession(lawyer) check in the campaign once, when the Paladin had to sign a mercenary contract, and I can think of at least one situation later on where it will be very handy. Merchant, scribe, banker, and accountant are all professions that fit a devoted cleric of Abadar; or they could simply be a priest.

    That said, the Lawyer's motives for joining the Pathfinders are the same as their general motives for adventuring: wealth, prestige, and advancement. Beyond that, it is the player's responsibility to come up with a character that wants to be a Pathfinder. However, here is a general idea:

    It's clear that Pathfinders, at least some Pathfinders, end up very wealthy and important people, and this could get the Lawyer's attention. Furthermore, an affinity for order and structure mean that they would rather adventure as a part of an existing hierarchical organization than strike out on their own.

    The Pathfinders' motives for sending the Lawyer on this particular mission will vary somewhat depending on the exact strengths of the character, but again, here are some ideas, along with some more setting information:

    Katapesh is a strange mixture of laissez-faire and legalistic, and can be confusing to outsiders. It is a country where slavery, drugs, poisons, prostitution, gambling, necromancy, summoning fiends, and a host of other acts that would be unspeakable in other areas of the Inner Sea are all perfectly legal, the penalty for murder of a commoner is six months in jail, a fine, and an official warning, and yet improperly filed paperwork can result in jail time, and being caught stealing bread twice is grounds for execution. Having a member of the team who understands the local laws may help the mission go more smoothly. The church of Abadar is the official religion of Katapesh and an important economic institution, so a cleric of that faith, even a foreign one, would also be an asset.

    Another important aspect is that the Society does not believe that this will be a dangerous mission; although the Brazen Peaks as a whole are known to be inhabited by gnolls, the Society's intelligence is uncharacteristically out-of-date, and they do not realize the extent to which the Carrion King has united the tribes, or the fact that Kelmarane itself is inhabited; these developments have only occurred in the past year or two. The Society believes that, with a sturdy local guide to deter random gnoll attacks on the road, the two should be able to make their way to the ruined temple, spend a few days grabbing artifacts and copying down inscriptions, and be headed home.

    Here is Felliped's character sheet, which may help you. Although Theodric is not well-suited to physical combat, and I think that fits the concept, a different character fitting this spot could be physically formidable, or at least capable, and provide protection for the young and untried nobleman. Or the local Venture Captain may consider Felliped to be too much of a loose cannon, and want someone more responsible to watch over him. Or the Society may consider both Felliped and the Lawyer to be rich dilettantes without the mettle for real adventuring, and have sent them on a cakewalk mission to keep them occupied, happy, and donating to the local lodge.

    I hope that helps.

    @Ali: Your Acrobatics doesn't add up, otherwise looking good.

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