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Dave the Dwarf Presents: Legacy of Fire!

Game Master Gandrik Th-kar

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Characters


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Talk about your characters here please. The group will start having traveled a few weeks together. So talk amongst yourselves about how you get along or act.


I had to stop applications. I don't want to turn anyone away but I can't run 12 people either.

20 point buy see recruitment for other details on character creation.

I will consider running a second ap if I get enough characters I like. I want party's of 4.

In the interest of running a good game I will make the hard decisions, I'm just putting it off lol.

I like humor and strong party relationships in my groups.

Grand Lodge

Hp 70/75 AC 33(27) (+8 Perc; +1 Init; Fort +8 (+7), Ref +6, Will +8)

like said if we are going with party of four i'll wait to see what people have already decided on

(and i think that there are a bit more than 4 peeps interested in your legacy of fire dm.

(i am sensing you will run 2 group of 4 character for this legacy?)


I'm thinking of running a cleric at this point. A cleric, possibly with a polearm.


Alch 2|| HP 13/18|| AC 15 FFAC 13 TAC 13 || FRW 4, 5, 1||

I am most definitely running a gnome alchemist who will have a slight malicious gleam in his eye when something goes boom. Not a psychopath, just really enjoys the rush of an explosion and the science of destruction.

Pretty sure I will go the bomber route instead of the mutagen route. Though the thought of having multiple arms is really cool, the thought of having a pair of bat wings and raining fire from above is even cooler!! 8)


Like I said in the recruitment post, most interested in a Paladin of Sarenrae. Probably a Suli-Jann as it fits the theme of the AP.

@Dave apologies for the lack of posts today, still on vacation and we were at the beach all day...and I got intoxicated =)

Also, I mentioned in the recruitment thread that a ranger or druid would be awesome if someone is thinking of playing those.


Posting from an iPad atm, I'll be home from vacation tomorrow evening and I finish my paladin's sheet and alias. Presenting

Hajar nar Jundi
Suli-Jann Paladin of Sarenrae

Campaign Trait: Finding Haleen
Background Religious Trait:

Blade of Mercy (Sarenrae):
You know that within the heart of even the most hateful and cruel living creature exists a sliver of shame and hope for redemption. You have trained long on martial techniques to use bladed weapons not to kill, but to subdue. When striking to inflict nonlethal damage with any slashing weapon, you do not take the normal –4 penalty on your attack roll, and gain a +1 trait bonus to any nonlethal damage you inflict with a slashing weapon.

Hajar's earliest memory is of Haleen. According to her a Quadiran merchant dropped him at the docks of Katapesh. Haleen was working as a guard and took pity on the youngling taking him under her arm and teaching him a bit about swordplay. Throughout the intervening years although she never took Hajar with her she recounted her adventures to him. During this time Hajar was also apprenticed to a cleric of Sarenrae. As Hajar grew into a man he become more enamored with the Dawnflower and her message of self betterment and personal growth. The combined martial influence of Haleen and spiritual guidance from Jaren ,the priest of Sarenrae who helped raise him, molded Hajar into a warrior of virtue for the Dawnflower. Because Hajar believes strongly in Sarenrae's message of redemption he trained to strike to to kill but to incapacitate.

more to come will be editing and adding more as time allows


Here is what I would like to do.
4 players for Legacy of Fire
4 players for Reign of Winter

I do not know if I have time too run 2 Ap's. So right now lets focus on 4 to 5 players for LoF.

I will have to say no to some of you in the interest of the game.

Grand Lodge

Hp 70/75 AC 33(27) (+8 Perc; +1 Init; Fort +8 (+7), Ref +6, Will +8)

well i can do both ap so no problems with me.

for Legacy of Fire i would do a Tiefling Rogue Knife master.

(DM, could it be possible for you to tell me if there will be lots off outsiders enemy ?)


Furball:
HP 23/23, AC 16, T 11, FF 15, CMD 16, Fort +4, Ref +6, Will +3, Init +3, Perc +2, Melee +3
Druid 3; HP 24/24; AC 14, T 12, FF 12; F +4, R +4, W +7; Melee +2, Ranged +3; CMD 14, CMB +2; Init +2, Per +10; Speed 20 ft;

I would submit this druid if I would be chosen. My plan was to max out survival and knowledge nature, so we have a ways to get food. I read the player's guide and mostly I saw was deserts, so in order not to get thirsty along the death valley.


Alch 2|| HP 13/18|| AC 15 FFAC 13 TAC 13 || FRW 4, 5, 1||

OK am I delusional? Are they charging for the players guide for LoF? I don't think they have ever charged for one of those in the past.


Furball:
HP 23/23, AC 16, T 11, FF 15, CMD 16, Fort +4, Ref +6, Will +3, Init +3, Perc +2, Melee +3
Druid 3; HP 24/24; AC 14, T 12, FF 12; F +4, R +4, W +7; Melee +2, Ranged +3; CMD 14, CMB +2; Init +2, Per +10; Speed 20 ft;

Pretty sure you are lol


Male Human (Half-Chelaxian/Half-Scarzni) Wizard (Diviner) 1

I have two concepts.

Concept 1: Ali Saif Al Awasef (Sword of Storms)

Male Sylph Magus (Bladebound)

Ali is descended from the djinn. He is from a noble family of warriors that train to harness the power of the storm into their blades. He is very confident in his abilities and proud of his ancestry. Many in his family are famous heroes. He seeks to follow the path of the hero that is expected of his family.

Ali's sword was passed onto him from his father. It is said his blade was created by a powerful wish granted by a djinni king. His ancestor wished for the power of a storm in his blade. The djinni plucked a lightning elemental from the plane of air and turned it into a blade. That is the blade that has been handed down from father to son within his family for ages.

Campaign Trait: Finding Haleen (Magus): The others that take this trait can be his adopted siblings since he is from a famous family of heroes.

Concept 2: Hamzah Hamas Al Dajannah (Fire of Heaven)

Male Aasimar Cleric of Sarenrae

Hamzah is descended from a family dedicated to Sarenrae. They are priests and paladins who spread the word of Sarenrae with voice and blade. They hunt down evil wherever it may hide and cleanse it with the light of the sun.

It is said that Sarenrae blesses some of the children of Hamzah's family with the blood of angels. If she should bestow such a blessing upon a child, that child will aspire to greatness in her name. Hamzah is such a blessed child. He has passed all the tests that show he has the blood of angels in him. He has been named Hamzah Hamas Al Dajinnah (Fire of Heaven). He is held to higher moral expectations than others and expected to go forth into the world and do great deeds in the name of Sarenrae.

Campaign Trait: Missionary

I figure the Magus concept would work if we're lacking some damage dealing or an arcane caster. The cleric would work if a healer is lacking. Either concept would be fun to play. I don't like to create aliases I don't use. I'll work out the mechanical details if I'm chosen. Either concept I can write up very quickly.


nilesr wrote:

Posting from an iPad atm, I'll be home from vacation tomorrow evening and I finish my paladin's sheet and alias. Presenting

Hajar nar Jundi
Suli-Jann Paladin of Sarenrae

Campaign Trait: Finding Haleen
Background Religious Trait:** spoiler omitted **

Hajar's earliest memory is of Haleen. According to her a Quadiran merchant dropped him at the docks of Katapesh. Haleen was working as a guard and took pity on the youngling taking him under her arm and teaching him a bit about swordplay. Throughout the intervening years although she never took Hajar with her she recounted her adventures to him. During this time Hajar was also apprenticed to a cleric of Sarenrae. As Hajar grew into a man he become more enamored with the Dawnflower and her message of self betterment and personal growth. The combined martial influence of Haleen and spiritual guidance from Jaren ,the priest of Sarenrae who helped raise him, molded Hajar into a warrior of virtue for the Dawnflower. Because Hajar believes strongly in Sarenrae's message of redemption he trained to strike to to kill but to incapacitate.

more to come will be editing and adding more as time allows

You got the first spot.


Leyli Wildspeaker wrote:
I would submit this druid if I would be chosen. My plan was to max out survival and knowledge nature, so we have a ways to get food. I read the player's guide and mostly I saw was deserts, so in order not to get thirsty along the death valley.

Character looks fine what is her story?


Gunk wrote:
OK am I delusional? Are they charging for the players guide for LoF? I don't think they have ever charged for one of those in the past.

Stats are 20 point buy. Tell me why he is a mercenary in Katapesh.


PM me, if you need a copy of the players guide. I will be home this evening around 5pm cst.
@Xavian, I think both characters would be awesome to RP with, Hajar would have interesting connections to both.


Male Human (Half-Chelaxian/Half-Scarzni) Wizard (Diviner) 1

So the paladin is in. That's a melee warrior. I think I can save the magus for another campaign.

If the paladin is in, I think I'll go with the Cleric of Sarenrae since he is a paladin of Sarenrae. That should work well with the paladin.

So I'll go with:

Hamzah Hamas Al Dajannah (Fire of Heaven)

Male Aasimar Cleric of Sarenrae

Hamzah is descended from a family dedicated to Sarenrae. They are priests and paladins who spread the word of Sarenrae with voice and blade. They hunt down evil wherever it may hide and cleanse it with the light of the sun.

It is said that Sarenrae blesses some of the children of Hamzah's family with the blood of angels. If she should bestow such a blessing upon a child, that child will aspire to greatness in her name. Hamzah is such a blessed child. He has passed all the tests that show he has the blood of angels in him. He has been named Hamzah Hamas Al Dajinnah (Fire of Heaven). He is held to higher moral expectations than others and expected to go forth into the world and do great deeds in the name of Sarenrae.

Campaign Trait: Missionary

I figure the Magus concept would work if we're lacking some damage dealing or an arcane caster. The cleric would work if a healer is lacking. Either concept would be fun to play. I don't like to create aliases I don't use. I'll work out the mechanical details if I'm chosen. Either concept I can write up very quickly.


Xavian

You are approved for the second spot. Discuss with Nilser about sharing that trait. With the sword story I think their is a family heirloom trait that lets you start with a masterwork sword I'd work with you so that it grows in power as you advance.

The cleric is good also.


Got a pally and cleric.

I'll check on the outsiders.


I am open to taking rogue, Druid, and alchemist I just need your stories.


There are at least some outsiders in the first book. I don't have the other books with me.


Hey Dave,

Just checking in again. It looks like you're mostly full at this point, but if you've still got a spot for me I'd love to role with you guys.

I had originally thought to go cleric, but I see that slot is filled, so I can play a Wizard. (never played one before!).

If you don't have room that's fine. If so, I submit:

Al-Akim Naziri
M Human Wizard.

This dark skinned young man grew up in Solku, on the edge of Katapesh in the shadow of the barrier wall mountains. He realized at a very young age his affinity for books and tomes, and became a constant seeker of knowledge. His parents unable to pry him from studies, sent him to apprentice at the Archive of Eminent Tomes in the city center. It was here that he met the Wizard that would become his mentor and instructor, Daryush Bahnoud.

Master Bahnoud, initially looked on Al-Akim with much skepticism. One so young does not normally take to the studies. But after years of succesful and diligent apprenticeship Master Bahnoud developed a guarded appreciation for the boy.

This apprenticeship continued on for 15 years. Less than 1 year ago, Al-Akim was granted the full title of Wizard. He has been sent by his now colleague, Bahnoud, to Katapesh to locate an old tome, a relic from a bygone era.


Alch 2|| HP 13/18|| AC 15 FFAC 13 TAC 13 || FRW 4, 5, 1||

Legacy of Fire Player's Guide

See?!! I'm not delusional. 8-)

It's alright. I found the player guide in an email sent to me by my DM quite some time ago when we were deciding what AP to play.


Gerry only 2 players have been accepted so far.
Look at this.

All of the following traits revolve around elements that are important to the Legacy of Fire Adventure Path.

You can look at these traits to get a general, spoiler-free idea about the types of foes and problems your character might face at some point during the Adventure Path— this is by design. Knowing that there are going to be elements such as gnolls, genies, and the like should help you build a character that fits more organically in the campaign you’re about to join. The following traits are geared toward your character’s joining of a ragtag group of adventurers, mercenaries, freed slaves, guards, and rapscallions under the watchful eye of a man named Garavel. Garavel has traveled throughout Katapesh to gather you and the other PCs to aid in the reclaiming of Kelmarane, a remote village in northwest Katapesh. This village once held the southern end of a trade route between Katapesh and Osirion, but it fell upon hard times and has lain abandoned for years. Said now to be the home of a tribe of gnolls in service to someone called the “Carrion King,” ruined Kelmarane represents a great possibility to the Pactmasters of Katapesh. If the village can be reclaimed and rebuilt, the trade resulting would strengthen Katapesh’s western and northern reaches, a region long plagued by gnolls, monsters, and worse.


You’ve been a slave your whole life, and have passed from master to master more times than you can count. Some of those masters were cruel, others kindly. In all cases, you’ve yearned to be free. When your most recent master fell on hard times, he sold many of his slaves to the city government, and as luck would have it, a recent opportunity to earn your freedom has manifested. The Pactmasters of Katapesh are looking to revitalize an old trade route to Osirion, and a band of mercenaries and guards is gathering to go out and supplement forces already in place near the ruined village of Kelmarane, now said to be infested by gnolls. You’ve secured a place among those mercenaries, under the watchful eye of Garavel. If you help in retaking Kelmarane, you’ve been promised your freedom. In any event, your life as a slave has toughened you and made you more resistant to hardship.

Benefit Choose one of the three categories of saving throw (Fortitude, Reflex, or Will); you gain a +1 trait bonus on all saving throws of that type.


You grew up in rural Katapesh, in a region where gnoll activity was a fact of life. You killed your first gnoll at a young age when a group of gnoll slavers attacked your village, home, or caravan, and your hatred of gnolls has only grown since then. Something in your past fueled your hatred of gnolls even further— perhaps your family was slaughtered by gnolls, or maybe you even served a few harrowing weeks as a prisoner of a gnoll tribe before a miraculous escape. When you heard that Garavel was looking for brave men and women to aid in retaking the village of Kelmarane from a tribe of gnolls in the service of the notorious Carrion King, you knew you had to be part of the group, and signed up immediately.

Benefit 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.


Your interest in the village of Kelmarane is more personal than most of the others who are heading out to aid in the reclamation. You aren’t seeking revenge against gnolls, glory, money, or anything else—to you, this is purely a matter of honor, as Kelmarane is where you were born. Your were forced to flee the village when you were only a few years old, and you didn’t discoverer this until a few years ago—perhaps you found an old document that revealed the truth, or maybe you learned the news from a relative. Both of your parents are now dead, and from what you’ve been able to piece together, one of your parents actually died in the village when whatever happened there happened. Your surviving parent spirited you away to safety to grow up elsewhere, but never spoke of Kelmarane and always told you that your other parent died when you were a child in a horrific tragedy like a fire or a flood that swept away the body. Now that you’ve started to uncover the truth, you are convinced that your heritage remains hidden in Kelmarane. Whether you just wish to find out what really happened to your parent that died there or you want to rebuild the village in his or her honor is up to you—but Garavel’s caravan to the village is just the opportunity you’ve been waiting for.

Benefit When your other parent died recently, among his or her effects was a single item that once belonged to the parent who died at Kelmarane. This item is your most valued possession—a piece of jewelry worth 350 gp, any masterwork weapon or armor worth no more than 350 gp, or a wand containing any 1st-level spell (CL 1st) with only 20 charges remaining. If you ever lose this item, your resulting depression imposes a –1 penalty on Will saves for 1 year.


The Pathfinder Society has long intrigued you—tales of the exotic lands and strange discoveries made by Pathfinders have enchanted your dreams and fired your imagination since childhood. When Pathfinders came through your village or neighborhood, they immediately enthralled you with their stories and knowledge. Yet at the time, you were far too young to join them, and when they left for adventure you had to stay behind. Now that you are of age, you’ve traveled to Absalom to apply for membership. The application process went well, and you’re now a full member. Your first assignment is to accompany Garavel’s group to Kelmarane—the Pathfinder Society has heard rumors of several ancient structures in the area, including a ruined monastery once dedicated to Sarenrae, and would like to learn more about them. Even more pressing is the mystery of what brought about Kelmarane’s ruin in the first place—reports of which are vague at best. If you can determine the cause of the village’s abandonment so many years ago, you’re sure the Society would be impressed.

Benefit You begin the game with your own wayfinder, a loan from your venture-captain. You’ve promised to pay your venture captain 500 gp for the wayfinder some day, but for now it’s yours to use. A wayfinder is a magical compass that grants you a +2 circumstance bonus on Survival checks to avoid becoming lost, and can be commanded to emit light as the spell (CL 5th) as a standard action.


Anyone wanting to play needs to choose one of the traits I posted


no problem. I will re-work my backstory around one of these.


re-worked backstory.

backstory:

This dark skinned young man grew up in Solku, on the edge of Katapesh in the shadow of the barrier wall mountains. He realized at a very young age his affinity for books and tomes, and became a constant seeker of knowledge. His father unable to pry him from studies, sent him to apprentice at the Archive of Eminent Tomes in the city center. It was here that he met the Wizard that would become his mentor and instructor, Daryush Bahnoud.

Master Bahnoud, initially looked on Al-Akim with much skepticism. One so young does not normally take to the studies. But after years of succesful and diligent apprenticeship Master Bahnoud developed a guarded appreciation for the boy.

This apprenticeship continued on for 15 years. Less than 1 year ago, Al-Akim was granted the full title of Wizard. With this title came full access to the vaults in the Archive of Eminent Tomes.

Al-Akim discovered, and deciphered, a series of scrolls which vaguely describe an event in Kelmarane 26 years ago. His mother, who he had always been told died during child birth, (nearly giving Al-Akim a sister) had actually died in Kelmarane during “the event”. Al-Akim approached his father regarding this revelation. The old man would give no details, only that Al-Akim had indeed been born there, and whatever this event was, it had forced his father to flee to Solku with Al-Akim still a babe. He did however provide Al-Akim, with a golden cuff bracelet set with small blue gemstones which had belonged to his mother. This has become his prized posession.

After the recent death of his father, the young wizard has developed an intense curiosity to determine what happened in Kelmarane, and what happened to his mother.

I will take the 350gp item.


Male Human (Half-Chelaxian/Half-Scarzni) Wizard (Diviner) 1

Geriatric,

You want to play the cleric and let me play my Sword of Storms idea? I don't mind if you had a good idea for a cleric.


Geri your wizard is approved.

Give me the cleric story if you want to change.


I'll take one or 2 more.

I want stories not numbers right now.


I'm fine with the Wizard at the moment, but if you would like to switch I have no qualms with playing the Cleric.


This is what your pally is playing race wise if you humans and gnomes want to go more exotic.

Sulis are defined by class levels—they do not possess racial Hit Dice. Sulis have the following racial traits.

+2 Strength, +2 Charisma, -2 Intelligence: Sulis tend to be strong and charming, but slow-witted.
Low-Light Vision: Sulis can see twice as far as humans in dim light.
Negotiator: Sulis are keen negotiators, and gain a +2 racial bonus on Diplomacy and Sense Motive checks.
Elemental Assault (Su): Once per day as a swift action, a suli can call on the elemental power lurking in its veins to shroud its arms in acid, cold, electricity, or fire. Unarmed strikes with its elbows or hands (or attacks with weapons held in those hands) deal +1d6 points of damage of the appropriate energy type. This lasts for 1 round per level. The suli can end the effects of its elemental power early as a free action.
Elemental Resistance: Sulis have resistance to acid 5, cold 5, electricity 5, and fire 5.
Languages: Sulis begin play speaking Common and any one elemental language of their choice (Aquan, Auran, Ignan, or Terran). Sulis with high Intelligence scores can choose from among the following bonus languages: Aquan, Auran, Draconic, Ignan, and Terran.


One thing about the Janni. Choose one element to channel and be resistant to.


Alch 2|| HP 13/18|| AC 15 FFAC 13 TAC 13 || FRW 4, 5, 1||

Incidentally, Gunk is my characters nickname. His real name is Gunga Mai. Gunk was just a nickname that stuck given him by his mother.

Gunga Mai's Back Story:
Early Childhood
Gunga Mai was born in a small town near Yavipho to his gnomish tinker parents. As a young gnome he spent much of his time working and toying around with his parents tools while listening to his father tell him of the glory days as a sapper in the gnomish elite regiment. These stories really struck a chord with the impressionable young gnome; far more resonance than even his father dared guess. His childhood was a happy one, surrounded by family and friends. As he grew up he started to help his mother and father in their tinker shop but he discovered his true calling. Instead of tinkering around with metals, pliers, and hammers, he found he rather liked creating new things out of reagents and ingredients. He quickly proved his worth to his father by formulating a recipe for alchemical grease that was superior to the grease he currently used … and it was far cheaper to produce. From that time forward, his parents indulged his passion for chemistry and even went so far as to buy him an alchemist kit. Not all of his experiments were a resounding success however and his mother gave him the nickname “Gunk” because of the many varied useless goopy liquids some of his failed experimentations created.
Tragedy
One day while on a road trip to a nearby town, his father’s wagon was attacked by a group of ignorant gnoll slavers looking to capture valuable halflings for the slave market. The slavers, ignorant of the fact that Gunks family were gnomes, managed to capture Gunk’s parents but in a heroic moment of sacrifice, his father managed to help Gunk escape. The hid in the nearby bushes as the gnoll slavers took his parents and looted whatever was left of their tinker’s wagon. From that point onward, Gunk became a child of the streets.
Professional Life
Gunk headed for Katapesh where he quickly proved his worth and began an apprenticeship with a human alchemist named Schwan Shi. After Gunk earned his full status with the Alchemist guild in Katapesh, he heard about Garavel and his quest to retake Kelmarane. Discovering that he could become a sapper just like his father and get revenge on the gnolls, Gunk jumped at the opportunity to join the group.
Trait 1: Gnoll hater? Benefit 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.
Trait 2: Explorer (Gnome) Desert Terrain +2 to survival checks.


Dave what do you think of this racial instead of elemental assault.

Energy Strike:
(Su): A suli with this racial trait has a stronger connection to one energy type than to the other three used by sulis. Choose one energy type: acid, cold, electricity, or fire. The suli's elemental assault ability can only deal energy damage of this type. The suli has resistance 5 to this energy type and no racial resistance to the other three types. While her elemental assault is active, the suli gains an additional ability based on the chosen energy type.

Earthfoot (acid): Whenever the suli moves through difficult terrain related to earth and stone (rubble, mud, sand, and so on), she may move through 5 feet of that difficult terrain each round as if it were normal terrain. This allows the suli to take a 5-foot step into that difficult terrain. Other kinds of difficult terrain (ice, caltrops, foliage, and so on) affect the suli normally.

Firehand (fire): Instead of adding damage to a melee attack, the suli may hurl a piece of her arm-flames as if it were a thrown weapon. The suli makes a ranged touch attack; if the attack hits, the target takes 1d6 points of fire damage. The flames have a range increment of 10 feet.

Icewalk (cold): The suli can walk on water-based liquids as if using water walk , except instead of hovering above the surface, she creates a temporary layer of ice that supports her and immediately melts once she moves away from it. This ice is not slippery to the suli and does not affect her balance or speed, though other ice affects her normally. Other creatures cannot travel on this ice, but the suli may carry a creature while moving.

Shockshield (electricity): Once per round as an immediate action, the suli can shock a creature that touches or attacks her with a natural attack, unarmed strike, or metal melee weapon, dealing 1d6 points of electricity damage to the creature.

This racial trait otherwise works like and replaces elemental assault.


Hajar's Consumables Male(Human) Paladin 3 Oracle 2 (Abbot Protector of Kelmerane) | HP47 | AC/Touch/Flat 20/11/19 | Fort/Ref/Will +9/+6/+9| Init: +1 | Percep: +0

Hello everyone. Introducing Hajar nar Jundi my character for the upcoming AP. I intend to play him according to his code (see paladin code in profile). As such I fully intend to take prisoners and allow surrender. Hopefully this is cool for everyone and allows everyone to fully RP their characters. Lets all have a great time.


Gunk your in. You have found a substance that Gnolls are allergic too (Soap?) you add it to your bombs. (+1 damage to gnolls)

Thats 4 I will wait to see if anyone else wants in.


nilesr wrote:

Dave what do you think of this racial instead of elemental assault.

** spoiler omitted **

That works if you want acid let me know we will rework it.


Male
Spoiler:
AC 18-FF 17-Touch 11/HP 16/11/Channel Energy: 5/6 Day
Cleric of Sarenrae 2

Hamzah is ready to be looked over. All I need to know is how much gold to start, so I can buy equipment.

Grand Lodge

Hp 70/75 AC 33(27) (+8 Perc; +1 Init; Fort +8 (+7), Ref +6, Will +8)

I'll post the fluff for my tiefling Rogue later today


Hajar's Consumables Male(Human) Paladin 3 Oracle 2 (Abbot Protector of Kelmerane) | HP47 | AC/Touch/Flat 20/11/19 | Fort/Ref/Will +9/+6/+9| Init: +1 | Percep: +0
GM: Dave the Dwarf wrote:
nilesr wrote:

Dave what do you think of this racial instead of elemental assault.

** spoiler omitted **
That works if you want acid let me know we will rework it.

I decided to go fire. Fire resistance will probably help in the desert.

Grand Lodge

Male Sylph Conjurer (Focused Teleportation) 5

This is Torivor's Conjurer. All of my info is on my profile, and I have a complete character sheet minus some gear because starting wealth has not yet been determined. If you'd like, I can transfer my crunch information from the mythweavers sheet to a spoiler stat block.


Furball:
HP 23/23, AC 16, T 11, FF 15, CMD 16, Fort +4, Ref +6, Will +3, Init +3, Perc +2, Melee +3
Druid 3; HP 24/24; AC 14, T 12, FF 12; F +4, R +4, W +7; Melee +2, Ranged +3; CMD 14, CMB +2; Init +2, Per +10; Speed 20 ft;

AHHH! Are you guys complete already? I was checking on updates until I've realized that this is on discussion thread already therefore no updates on the recruitment forum..

If still open, background is in the profile now.


Hajar's Consumables Male(Human) Paladin 3 Oracle 2 (Abbot Protector of Kelmerane) | HP47 | AC/Touch/Flat 20/11/19 | Fort/Ref/Will +9/+6/+9| Init: +1 | Percep: +0

@Leyli, so far the only 4 I know that Dave approved are Myself(Paladin), Geriatric (Wizard), Gunk (Alchemist) and Xavian (Cleric). Also, you would need to replace one of your traits with a campaign trait see above for Dave's posts.

@ Hamzah, I can see some awesome Diplomacy rolls with your touch of glory ability. Also, undead go poof

@Everyone in the thread, Like I posted earlier, let me know if you need the players guide, pm me. There is a ton of good background info on Katapesh and the region as well as background traits and other cool fluff


Furball:
HP 23/23, AC 16, T 11, FF 15, CMD 16, Fort +4, Ref +6, Will +3, Init +3, Perc +2, Melee +3
Druid 3; HP 24/24; AC 14, T 12, FF 12; F +4, R +4, W +7; Melee +2, Ranged +3; CMD 14, CMB +2; Init +2, Per +10; Speed 20 ft;

Cool, changed it already, I took the earning your freedom trait.

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