Due to popular request, I’ll be running a more sand-boxy version of Legacy of Fire. So I’m looking for explorers, sand devils, desert rats and assorted dust bunnies for a trek across Katapesh and beyond.
Standard 20 point buy (18 max score), 2 traits, average starting wealth. Everything in the Core Rule Book and Advanced Player’s Guide is fine. Ultimate stuff is upon GM approval (please cite source on character sheet- UC or UM, page #).
I definitely like flavor, but don’t require a novella for a character background. Unfortunately the Player’s Guide for this one isn’t free, but just think Arabian Nights style adventure.
|Mark Thomas 66 RPG Superstar 2009 Top 16|
|Erizi the Landless|
|Nasir al' Shahaadi|
|Amir Awad Hajjir|
Here is Izoma, a Katapesh summoner(synthesist) and fledgling pathfinder. Archtype taken from ultimate magic, feats from ultimate magic, spells (I only have 2) from APG and ultimate magic. I can easily remove the archtype if its not to your liking. Traits taken from the general list and the Legacy of fire player's guide.
Ok, this is what we have so far:
Alfred- Desert Druid
Nall- Wiz (Evoker)
Mark Thomas 66- Bard or Fire Oracle
Kzrira- Fighter (archer)
Inquisito Leet- Magus
Mark Sweetman- Alchemist
Rani- Wiz (diviner)
Izoma- Summoner (synthesist)
Let me know if I missed anyone or anything.
Since Faeler started this whole thing off, I'd feel pretty badly not having him aboard and I want a bard along anyway- so that slot is filled.
That still leaves the 4 Main Monster Food Groups as I'll take 5 players total.
Also for my Freebooter players: You guys rock, but my preference would be not to double-dip. I like to spread the love. But thanks again for making that game so interesting... and great.
No problems Voodoo, I completely understand and shall pull out and watch from the sidelines.
Tip for surviving against the Mantis - never go into anyone's bedroom!
Hey Mark. What say we advertise for another GM. I'm really wanting to play this AP since the first one Erizi went into fizzled out?
Here is the background - I will adjust the stats/character sheet for a 20 point build if accepted.
Here is the background for Kzrira - after looking at the VERY arcane/rogue/bard submissions, I think I will find a way to work with a fighter after all. As this is a high dexterity build, together with her background, I think that it is likely I will multi as a rogue at some point, in case this makes any difference in your choices for characters chosen.
Kzrira was born in Sothis in Osirion. Her early years were spent primarily with her mother as her father was the captain of a merchant ship plying the waters of the Inner Sea. At the age of 5, her mother was taken ill with a mysterious disease and died shortly thereafter. Knowing that his young daughter could not survive in Sothis, Captain Maiwith brought Kzrira aboard his ship where she lived for several years. At the age of 8, Captain Maiwith's ship was attacked by pirates. As she had done many times before, Kzrira hid below deck. Unfortunately, her father's ship was overcome and commandeered by the pirates who sailed the ship to their hideout south of Katapesh. Kzrira escaped from the ship and made her way to Katapesh where she joined many other orphans living on the streets and finding what food she could, usually via five finger discount.
At the age of 10, she was caught by a city patrol and was set to have her hand removed as was the custom for thievery. Fortunately, her angel arrived. She was rescued by Haleen who took her in and raised her as her own child. Haleen reached an agreement with the constable whereby Kzrira would apprentice with a local bowyer and fletcher. Over then next several years, Kzrira slowly learned to craft fine bows and became an expert archer. Although Haleen was not always the mother figure that Kzrira recalled from her youth, the caring and love Kzrira received created a bond as strong as mother-daughter.
While Kzrira grew to love archery and crafting fine bows, she knew there was more. At the age of 15, she signed on with a merchant company and began to travel across Katapesh protecting caravans and even traveling by ship to such distant ports as Absalom, Katheer and Mechitar. In addition to her skills with bows, Kzrira found that she could fight with a rapier and beat much stronger opponents due to her quickness and agility.
Several months ago, upon returning from a trip to Qadira, Kzrira was shocked to find that Haleen was not at home and was nowhere to be found. All that Haleen had left was a note saying she apologized for departing, and asking Kzrira to not follow. Kzrira has attempted to comply with Haleen's wishes, however her last caravan was overland to Solku, and while returning she spoke with a guard on another caravan heading west who told her that he had seen someone fitting Haleen's description heading toward the ghost town of Kelmarane.
Upon returning to Katapesh, Kzrira discovered that a man named Garavel was setting up some sort of an expedition to the mysterious Kelmarane. Kzrira quickly signed on in the hope of finding her savior, Haleen.
Well, it seems that I may be a little late to actually get in, but I have been hoping to get into a Legacy of Fire game for a while.
In any case, may I present Karethas ibn Fardin, Summoner and until recently an apprentice and student in the College of Dimensional Studies in Katapesh. Recently asked to leave the College, Karethas is known for his keen intellect, inquisitive nature, and questionable judgement...the latter leading to his new found freedom from the shackles of position and responsibility.
Male Human (Keleshite) Wizard (1)
CG, M, Conjuration specialist, Opposition schools: Necromancy and Abjuration
Genie Caller (if allowed, from the World Guide, and is on the SRD)
He will have an 8 wisdom, less as a dump stat and more to represent his rash nature and questionable judgement.
As far as his role, I am going for a Controller/buffer type. Very little in the form of direct damage.
I am not home right now so I can't post a full write up. I will post it this evening.
Here is the crunch. Typical Keleshite princess, defying Daddy by hanging around with scummy adventurers.
Equipment is temporary pending the starting gold amount.
PRINCESS SHIRIN AL-KHANAR
Female Human (Qadiran) Cleric 1
LG Medium humanoid (human, human)
Init +2; Senses Perception +4,
Aura Aura of Good,
AC 15, touch 12, flat-footed 13 (+2 Dex, +3 Studded Leather, )
hp 10 (1d8)+2
Fort +3, Ref +2, Will +6
Speed 30 ft.
Melee scimitar +0 (1d6/18-20)
Space 5 ft.; Reach 5 ft.
Special Attacks Channel Positive Energy (1d6, DC 13, 4/day), Fire Bolt (7/day),
*: Domain spell.
Deity Sarenrae; Domains Glory, Fire, STATISTICS
Str 10, Dex 14, Con 12, Int 10, Wis 18, Cha 13
Base Atk +0; CMB +0; CMD 12
Feats Armor Proficiency, Light, Armor Proficiency, Medium, Selective Channeling, Shield Proficiency, Simple Weapon Proficiency, Weapon Finesse
Skills Acrobatics +1, Bluff +1, Climb -1, Diplomacy +2, Disguise +1, Escape Artist +1, Fly +1, Heal +4, Intimidate +6, Perception +4, Perform (Dance) +2, Perform (Untrained) +1, Ride +1, Sense Motive +8, Stealth +1, Survival +4, Swim -1,
Languages Common, Kelish
Special Qualities Aura of Good, Bonus Feat, Orisons, Skilled, Spontaneous Casting, Touch of Glory (7/day),
Possessions holy symbol (silver); scimitar; studded leather; vestments (cleric's);
Flame of the Dawnflower You have been raised to view yourself as a blade in Sarenrae's service, or have taken that duty on for yourself. Whenever you score a critical hit with a scimitar, you deal an additional two points of fire damage to your target. If you ever abandon the worship of Sarenrae, you immediately lose access to this trait's benefits.
Keleshite Princess (Intimidate) You have been raised to expect obedience from those around you, regardless of their station, and are not shy about demanding what you want. You gain a +1 trait bonus to Diplomacy and Intimidate checks, and one of these skills (your choice) is always a class skill for you.
Fire Bolt (Sp) As a standard action, you can unleash a scorching bolt of divine fire from your hand. You can target any single foe within 30 feet as a ranged touch attack with this bolt of fire. If you hit the foe, the fire bolt deals 1d6 points of fire damage. You can use this ability 7 times per day.
Touch of Glory (Sp) You can cause you hand to shimmer with divine radiance, allowing you to touch a creature as a standard action and give it a +1 bonus to a single Charisma-based skill check or Charisma ability check. This ability lasts for one hour or until the creature touched elects to apply the bonus to a roll. You can use this ability to grant the bonus 7 times per day.
This character was initially meant for another campaign, but I think I was able to work her into Katapesh easily enough. Let me know if anything doesn't fit! And the only thing(besides the magus class itself) I took from the ultimate books was the Scizore, a strange and awesome gladiator weapon. I don't know the page numbers, but here's a link to it on the SRD http://www.d20pfsrd.com/equipment---final/weapons/weapon-descriptions/scizo re. While not the most optimized for combat, I think she'll be fun to play!
At first, Piousa had no clue as to why she was claimed by Sulla. She wasn’t abused in any way, instead she was educated and trained in arms and armor. Then when she turned sixteen strange things began to happen. Bizarre magical manifestations seemed to follow wherever Piousa travelled, candles would flicker and die, bright lights would appear suddenly in the darkness, and as she fought in the practice yard her blades would crackle with mystical energy. For reasons only the gods could decide, Piousa had a spark of magic in her blood and Sulla PIlate had seen this in her. He sought to channel it, enhancing her power through tutelage while teaching her to harness the energy through her weapons to use in martial combat.
Mages were brought in from every corner of Cheliax to train her. Her power was weak, although uncommon, Piousa was no natural magician. She required training. From then on her days were spent half in the library and half in field. Gradually, Sulla had her focus
on bizarre and nearly impractical weapons. His desire was not to see her on the battlefield, rather he wished to put her in the arena. Gladiators, while not common in Cheliax, were prized possessions further south. Knives and swords and hammers were common currenc, but a fighter who could utilize esoteric powers in their bouts was worth their weight in gold.
Once her training was complete, Piousa found herself in dark arenas across the inner sea from Rahadoam to Absalom. Each city she would be freed from her chains only to fight, to train, or to study her growing book of spells. Despite being forced to fight for the wealth of her master, Piousa gradually grew to relish combat. She loved the thrill of testing her body and mind against hulking opponents who easily had twice the strength she possessed. She was a dancer on the sands of the arena, easily weaving in and out of combat only to strike like a lion, powering through weak spots with a variety of blades and then blasting her target with any number of powerful spells. Her fame spread across the inner sea and the wealth of her master grew and grew.
Piousa’s freedom came as suddenly and violently as her servitude had. While returning home to West Crown from bouts in Abasloam her master’s convoy was ambushed by a host of smaller galleys. Unknown to Piousa, her master had purchased several holds of slaves during their travels and a fleet of Andoran liberators had caught wind. The Andorans struck without mercy, annihilating the Chelish guards and taking over all but one of the ships. They put the masters and officers to the sword and freed the Piousa and her fellow enslaved. The newly freed slaves negotiated one of the ships from their liberators, seeking to travel beyond the reach of the Chelish and the slavers who had originally captured them in their homelands. Unsure what to do, but yearning for a freedom she had not had in decades Piousa joined the freed slaves and the bands sought to sail beyond the Inner Sea and beyond the reach of the lash.The most skilled sailor of the escapees, a debtor named Shemk steered their galley southward for what he claimed to be the friendly ports of Katapesh. Most of the escaped slaves knew little in the way of geography; yet Piousa had heard dark tales of the flesh-markets of the south. She gradually learned that Shemk was planning to sell the escapees to the slave markets there to rid himself of his debts in the market lands. On the long journey their she was able to convince her companions of their comrades plan and when they were insight of the port there was an uprising. Piousa slew Shemk and the crew sailed into Katapesh as free men and women under the guise of seeking supplies. They crew was determined to sail north but Piousa was weary of fleeing. She slipped off the vessel into the Midnight Markets of Katapesh where she hopes to make a new living, far from the reach of her master whose fate remains unknown but whose lash may reach this far south.
Female Human (Varisian) Magus 1
CG Medium Humanoid (Human)
Init +3; Senses Perception +0
AC 15, touch 10, flat-footed 17. . (+3 armor, +2 Dex, +1Scizore)
hp 10 (1d8+1, +1)
Fort +2, Ref +1, Will +0
Spd 30 ft.
. . Scizore +4 (1d10+3/19-20/x2) and
. . Unarmed Strike +5 (1d3+4/20/x2)
Str 16, Dex 14, Con 13, Int 14, Wis 10, Cha 10
Base Atk +0; CMB +3; CMD 15
Feats Weapon Focus(Scizore), Power Attack
Traits Reactionary, Magical Lineage(Shocking Grasp)
Skills Climb +6, Craft, Fly, Intimidate +3, Know(arcana)+5, Know (Dungeoneering) +5, Know (planes), Ride +, Spell craft +5, Swim, Use Magical device
Languages Common, Varisian
1; DC: 13, Enlarge Person, Ray of Enfeeblement, Shocking Grasp, Vanish, Shield
Hareen was something of a mother figure to him, though he often tried her patience as Duban was always getting into things he shouldn't have. One of the stories he frequently heard from Hareen was how she had a premonition and based on that vision went out in the early morning and found Duban as a babe, left in the proverbial basket on the door step of a baker's shop. Seeing that the babe had a strong aura, Duban was taken in and later apprenticed to a wizard. Over the last few months, Duban has searched for any information or clue as to the disappearance of Haleen. Running out of funds, Duban hopes this latest lead concerning Kelmarane will bear some fruit. With the unexpected disappearance of Haleen, Duban is torn between taking off for sites heard of and unseen, or staying with what he knows.
His clothing has been dyed a in shades of browns and tan. He frequently places a renewed prestidigiation on his clothing that provides a slow rotation of a hint of emerald green strips rotating slowly around his body, alternating with a dark grey. When in public, or around strangers, Duban will often use the prestidigitation to match colors with the current trend, helping him to blend into the background.
Wizard, Human, Male
Age 19, Ht 6'3", Wt 175#
CMB -1 CMD 11
Spell Focus (Conjuration)
Sense Motive: +2
Arcane School: Conjuration(Teleportation)
Opposed: Necromanacy, Evocation
0: DC 14: Detect Magic, Prestidigitation, Daze
1: DC 15: Endure Elements, Color Spray, Grease*
|Karethas ibn Faradin|
|Amir Awad Hajjir|
This took MUCH longer than I thought it would; just a few novellas submitted ; )
but in the end, I'm just going with the 4 that best fit my vision-
Amir Awad Hajjir
Karethas ibn Faradin
For the others: if you didn't get to come along this time- I appreciate your efforts and perhaps i'll catch you in another game. Thanks again.
|Shenkt "Hack" Corchran|