Re-recruitment thread for Legacy of Fire


Recruitment

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So! I'm looking for two people to round out my Legacy of Fire game, which is in the middle of the second chapter. We've been losing people to inactivity recently and I'd like to get it started again.

The Current Party

(? I don't know if he's still around) Apollo - CG human Ranger (beastmaster) 4/Fighter (two-handed fighter) 1 (two-handed glass cannon melee warrior)

Dmitri - LE human Fighter (unbreakable) 1/Antipaladin of Lilith 4 (high-health, two-handed tank)

Koritylija - CN drow Barbarian (brutal pugilist, urban barbarian) 3/battle oracle 2 (grappler, going into rage prophet)

Brek - CG ifrit elemental sorcerer 3/rogue 2 (utility skills and spells, going into arcane trickster)

Character Creation Info

All Core races are allowed, in addition to Aasimar, Tiefling, Oread, Undine, Sylph, Ifrit, Goblin, Orc, Hobgoblin, and Drow.

All paizo classes are allowed, including the ACG classes (the new hybrid classes). You may only play a Ninja or a Samurai if your background is satisfactorily connected to Tien lands. You may not roll a gunslinger or own a gun unless you are satisfactorily connected to Alkenstar.

Ability scores will be generated with dicerolling. You will roll 4d6 seven times, discarding the lowest dice roll from each set as well as the lowest total of the seven sets. Assign ability scores as you see fit.

All alignments save CE are allowed.

You can look through the thread for various setting information, I suppose. Download the Legacy of Fire players' guide. Two traits, you don't have to pick a campaign trait, but you can if you want.

Health can either be rolled, or you can take half (not half+1) for a given level.

Currently, the party is trying to break into the House of the Beast, which is an ancient temple to Rovagug currently people by a Rovagug-worshipping tribe of gnolls. They're going through some side-tunnels that lead in the back way. Please, if you create a character, create one that either you expect to enter after the party is done with the current adventure or one that can be introduced easily in those circumstances.

This is a long-running campaign, with a lifespan of longer than a year. It began more than fourteen months ago, and any of my three original players (those that play Kori, Dmitri, or Apollo) can tell you that I am a dedicated DM.


This character was in a LoF that didn't work out. I would be happy to add another level and return him to a game

Also I have over 10k posts so the odds of me disappearing are slim :)

4d6 ⇒ (1, 5, 1, 1) = 8 7
4d6 ⇒ (3, 1, 6, 1) = 11 10
4d6 ⇒ (5, 1, 6, 5) = 17 16
4d6 ⇒ (4, 2, 5, 3) = 14 12
4d6 ⇒ (1, 1, 5, 2) = 9 8
4d6 ⇒ (1, 2, 2, 1) = 6 5
4d6 ⇒ (6, 6, 3, 6) = 21 18

wow those suck...but I can adjust the character

Shadow Lodge

4d6 ⇒ (6, 2, 6, 1) = 15 14
4d6 ⇒ (2, 5, 5, 4) = 16 14
4d6 ⇒ (5, 4, 1, 6) = 16 15
4d6 ⇒ (3, 6, 3, 3) = 15 12
4d6 ⇒ (2, 2, 3, 6) = 13 11 <- drop
4d6 ⇒ (1, 6, 6, 6) = 19 18
4d6 ⇒ (4, 6, 6, 5) = 21 17

lets see if fates in my corner lol

whew looks like they were lol

Shadow Lodge

quick question, whats your thoughts on racial heritage feat? like letting a human take a feat like Scaled Disciple?

Scaled Disciple:
Prerequisites: Ability to spontaneously cast divine spells, kobold.

Benefit: You gain a +1 bonus to your caster level when casting spells included in the dragon domain or subdomains. Your spontaneous divine spellcasting qualifies in place of arcane casting for the dragon disciple prestige class, and you may increase spellcasting in your spontaneous divine class as you progress in dragon disciple levels. Add the bonus spells gained from the blood of dragons ability to those you can cast as divine spells.

Edit: also what about Gear?


Good luck with your recruitment!


4d6 ⇒ (5, 2, 6, 4) = 17=15
4d6 ⇒ (6, 3, 2, 1) = 12=11
4d6 ⇒ (6, 2, 4, 2) = 14=12
4d6 ⇒ (2, 6, 1, 3) = 12=11
4d6 ⇒ (6, 3, 4, 2) = 15=13
4d6 ⇒ (5, 3, 3, 6) = 17=14
4d6 ⇒ (2, 4, 3, 3) = 12=10

15, 11, 12, 11, 13, 14 = solid rolls

Will work up a desert druid with either the seeking adventure or gnoll killer campaign trait.


I am VERY interested, and it seems you could possibly use a healer and a battlefield controller. Let's see what we can do...

1: 4d6 ⇒ (5, 3, 5, 4) = 17 14
2: 4d6 ⇒ (3, 1, 6, 2) = 12 11
3: 4d6 ⇒ (2, 3, 4, 6) = 15 13
4: 4d6 ⇒ (1, 5, 4, 6) = 16 15
5: 4d6 ⇒ (2, 4, 4, 4) = 14 12
6: 4d6 ⇒ (2, 5, 6, 4) = 17 15
7: 4d6 ⇒ (1, 6, 2, 5) = 14 13

So, 15, 15, 14, 13, 13, 12.

I'll probably have something to submit in a day or so. Do we have a deadline? What should we plan on for starting gear/wealth?


Hey Leinathan. I'm thinking about picking up another game as many of mine have died. I'm thinking about some different concepts and I'll let you know if I come up with something good. Right now something divine sounds interesting (haven't played a divine full caster before). That should mesh nicely with your party.


stats: 4d6 ⇒ (2, 5, 3, 5) = 15 13
stats: 4d6 ⇒ (4, 5, 6, 5) = 20 16
stats: 4d6 ⇒ (1, 5, 6, 2) = 14 13
stats: 4d6 ⇒ (6, 1, 3, 5) = 15 14
stats: 4d6 ⇒ (1, 1, 1, 6) = 9 8
stats: 4d6 ⇒ (5, 6, 3, 3) = 17 14
stats: 4d6 ⇒ (3, 1, 1, 2) = 7 6


Well i am not in any lof games and never got far in the two i started in.

Bad thing is the back story may be pointless as it is based on starting the ap in the begining.

Also been trying for a long time to find a lof game

I have a human rogue see alias, but like i said, the back story is based on starting at the begining.

For me the back story defines the personality so if there are issues and he is not a fit then fine ive waited a year alrady, i can wait another year


Rolls:
4d6 ⇒ (1, 2, 3, 3) = 9 =8
4d6 ⇒ (2, 6, 3, 6) = 17 = 15
4d6 ⇒ (2, 5, 1, 5) = 13 = 12
4d6 ⇒ (6, 4, 5, 6) = 21 = 17
4d6 ⇒ (1, 2, 6, 2) = 11 = 10
4d6 ⇒ (2, 6, 2, 4) = 14 = 12
4d6 ⇒ (3, 4, 5, 3) = 15 = 12


DICES: 4d6 ⇒ (2, 4, 2, 1) = 9

DICES: 4d6 ⇒ (2, 2, 3, 1) = 8

DICES: 4d6 ⇒ (6, 4, 5, 3) = 18

DICES: 4d6 ⇒ (5, 5, 2, 4) = 16

DICES: 4d6 ⇒ (3, 3, 6, 2) = 14

DICES: 4d6 ⇒ (4, 6, 3, 3) = 16

DICES: 4d6 ⇒ (6, 6, 5, 2) = 19

So:

8
7 X
15
14
12
13
17


Would you be adverse to allowing a character to use the ninja class and just call himself a thief (undercover assassin)? This isn't strictly necessary as assassin isn't my first choice... just curious.

4d6 ⇒ (5, 4, 3, 5) = 17 14
4d6 ⇒ (6, 4, 4, 2) = 16 14
4d6 ⇒ (3, 3, 1, 6) = 13 12
4d6 ⇒ (3, 6, 2, 3) = 14 12
4d6 ⇒ (5, 3, 5, 3) = 16 13
4d6 ⇒ (6, 4, 3, 5) = 18 15
4d6 ⇒ (4, 3, 3, 2) = 12 10

Dark Archive

Another chance to get into a leinathan game. As of one hand being useless atm my posts will be shorter but I'll see what I can do.
4d6 ⇒ (1, 6, 5, 6) = 18=17
4d6 ⇒ (4, 4, 5, 2) = 15=13
4d6 ⇒ (4, 1, 4, 1) = 10=9
4d6 ⇒ (5, 1, 1, 2) = 9=8
4d6 ⇒ (4, 3, 3, 3) = 13=10
4d6 ⇒ (1, 3, 4, 5) = 13=12
4d6 ⇒ (3, 1, 5, 1) = 10=9
17, 13, 9, 10, 12, 9 I see an archer.


So I'm thinking I like the idea of a Speaker for the Past Shaman. I'm still fleshing out the concept, but it seems like it has a lot of potential for fun. :)

4d6 ⇒ (3, 4, 2, 2) = 11 = 9
4d6 ⇒ (4, 1, 6, 4) = 15 = 14
4d6 ⇒ (1, 3, 5, 2) = 11 = 10
4d6 ⇒ (6, 4, 5, 2) = 17 = 15
4d6 ⇒ (3, 1, 1, 5) = 10 = 9
4d6 ⇒ (2, 2, 1, 2) = 7 = 6
4d6 ⇒ (6, 5, 3, 6) = 20 = 17

Edit: Not in love with the two 9s, but I can hopefully figure something out. :)

Dark Archive

Two 9s, You're in my boat.

Lantern Lodge

Looking at probably an arcanist build of some sort, but not sure which one I would rather go with just yet. Could either go with a summoning build, specialized damage dealer, battle controller, or something else depending on what the party feels they need.

4d6 ⇒ (2, 6, 4, 6) = 18
4d6 ⇒ (4, 1, 6, 2) = 13
4d6 ⇒ (2, 2, 2, 5) = 11<---drop
4d6 ⇒ (2, 6, 3, 1) = 12
4d6 ⇒ (6, 2, 4, 1) = 13
4d6 ⇒ (5, 1, 1, 6) = 13
4d6 ⇒ (2, 1, 3, 6) = 12

16
12
11
12
12
11

Silver Crusade RPG Superstar 2014 Top 16

Stat: 4d6 ⇒ (4, 2, 2, 1) = 9 8
Stat: 4d6 ⇒ (6, 1, 2, 4) = 13 12
Stat: 4d6 ⇒ (3, 1, 3, 2) = 9 8
Stat: 4d6 ⇒ (6, 2, 4, 3) = 15 13
Stat: 4d6 ⇒ (6, 2, 6, 4) = 18 16
Stat: 4d6 ⇒ (6, 1, 1, 3) = 11 10
Stat: 4d6 ⇒ (3, 3, 4, 1) = 11 10

An 11 point buy? Sweet!

Oh wait, drop one of the 8s, so a 13 point buy!


This is Tassadan, and this alias is my submission. Sonja Velfieren is a caring and experienced healer who would be attempting the same goals as the current players: infiltrating the House of the Beast and defeating these Gnolls by disrupting their organization at its source. She could easily be exploring these tunnels at the same time as the PCs, only coming from a slightly different entrance, and will most likely help all of them to the best of her ability upon meeting them... until she ferrets out Dmitri's true nature and alliances. After that point, she will most definitely try to win over the Antipaladin with her words and actions, all the while steering clear of the corruption he represents.

Also, Sonja was originally part of a LoF game that never made it past Howl of the Carrion King. Feel free to look at her previous posts to get a handle on how she'll play.

Backstory:
Sonja Velfieren was one Cleric whose life was full of disappointment. Born and raised in the city of Solku, Sonja was quick of mind, flexible of word, and sound of sense. Unfortunately, The Dawn Vigil that she so admired was composed entirely of Paladins, those who Sarenrae had endowed with incredible strength and confidence in their ability to bring the lawless lands of Katapesh under the control of a civilized and kind humanity.

Thus, instead of training to be a mighty Paladin, Sonja resigned herself for training as a humble Cleric. Being beyond successful at her vocation was hardly enough, however, as Sonja volunteered for post after post, and mission after mission for the Solku city guard. Throughout her unnaturally long lifespan, she saw member after member of the Dawn Vigil perish in combat or strife in defense of their fair city against Gnolls, Div, and the vilest that the desert wastes could conjure. Through these trials and tribulations, and through healing many a Dawn Vigil member back from the brink of death, Sonja was granted a special post amongst Solku’s religious elite: Battle Healer. Though she did not excel in melee combat, Sonja fought off Gnoll and Outsider alike with flames fueled by the holy magic of her patron Godess, and remained after the glory of victory to assist the fallen in regaining their former vigor and physical well being.

Sonja’s career as a Cleric has recently reached a tipping point, however. The Gnolls of the Kulldis tribe have become bold, bolder than the Paladins of the Dawn Vigil would like. They’ve even had scouts slain by Gnolls of untold strength and proportion, survivors describing them as “Unholy Beasts, the likes of which we’ve never seen before.” Sonja, with her guile, sense, and wisdom, has been sent as an emissary of the Dawnguard to discover the source of these unholy Gnolls, so that Solku might triumph against them, and begin to impose their law and order upon these wild wastes of the Katapeshi desert.

Crunch:
Sonja Velfieren
Female Aasimar Cleric of Sarenrae 5 (Pathfinder RPG Advanced Race Guide 0)
LG Medium outsider (native)
Init +1; Senses darkvision 60 ft.; Perception +13
--------------------
Defense
--------------------
AC 21, touch 11, flat-footed 20 (+7 armor, +2 shield, +1 Dex, +1 natural)
hp 45 (5d8+5)
Fort +5, Ref +2, Will +10
Resist acid 5, cold 5, electricity 5
--------------------
Offense
--------------------
Speed 20 ft.
Melee gauntlet (from armor) +4 (1d3+1) and
. . scimitar +4 (1d6+1/18-20) and
. . unarmed strike +4 (1d3+1 nonlethal)
Special Attacks channel positive energy 6/day (DC 15, 3d6+1)
Spell-Like Abilities (CL 5th; concentration +8)
. . 1—corruption resistance (vs evil hr/lvl on self) (DC 15)
Domain Spell-Like Abilities (CL 5th; concentration +11)
. . 9/day—fire bolt (1d6+2 fire), rebuke death (1d4+2)
Cleric Spells Prepared (CL 5th; concentration +11):
. . 3rd—dispel magic, fireball[D] (DC 19), prayer
. . 2nd—hold person (DC 18), produce flame[D], silence (DC 18), status, zone of truth (DC 18)
. . 1st—bless, burning disarm (DC 17), burning hands[D] (DC 17), command (2, DC 17), protection from evil
. . 0 (at will)—create water, detect magic, purify food and drink (DC 16), stabilize
. . D Domain spell; Domains Fire, Healing
--------------------
Statistics
--------------------
Str 13, Dex 13, Con 12, Int 14, Wis 22, Cha 17
Base Atk +3; CMB +4; CMD 15
Feats Armor Proficiency (Heavy), Craft Wondrous Item, Virtuous Creed (Humility)
Traits blessed touch, militia veteran (any town or village)
Skills Appraise +6, Bluff +3 (+13 to lie, +8 to feint, -2 to pass a hidden message), Diplomacy +19, Knowledge (history) +6, Knowledge (planes) +6, Knowledge (religion) +6, Linguistics +6, Perception +13, Ride +8, Sense Motive +11, Spellcraft +10; Racial Modifiers +2 Diplomacy, +2 Perception
Languages Abyssal, Celestial, Common, Gnoll, Ignan
SQ aura
Other Gear banded mail, heavy wooden shield, scimitar, amulet of natural armor +1, headband of inspired wisdom +4, mask of stony demeanor, muleback cords, cleric's kit, heavy horse (combat trained), 162 gp
--------------------
Special Abilities
--------------------
Aura (Ex) The character has a strong aura corresponding to his deity's alignment.
Blessed Touch Heal +1 damage when using lay on hands, channeling energy, or casting a cure spell.
Cleric Channel Positive Energy 3d6+1 (6/day, DC 15) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Fire) Granted Powers: You can call forth fire, command creatures of the inferno, and your flesh does not burn.
Cleric Domain (Healing) Granted Powers: Your touch staves off pain and death, and your healing magic is particularly vital and potent.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Fire Bolt 1d6+2 fire (9/day) (Sp) As a standard action, ranged touch attack deals fire dam to foe in 30 ft.
Muleback cords These thick leather cords wrap around the wearer’s biceps and shoulders; when worn, they make the muscles appear larger than normal. The wearer treats his Strength score as 8 higher than normal when determining his carrying capacity (see Pathfinder RPG Core Rulebook page 171). This bonus does not apply to combat, breaking items, or any other Strength-related rolls except the amount of equipment or material the wearer can carry.

Construction
Requirements Craft Wondrous Item, bull’s strength; Cost 500 gp
Rebuke Death (9/day) (Sp) As a standard action, touch heals 1d4+2 dam to negative HP target.


Rolling Fighter's HPs

HPs: 4d10 + 8 ⇒ (3, 8, 6, 5) + 8 = 30

Do we still get max at level 1?

Also, what about wealth?


I am going to withdraw my interest. Life is a bit too hectic right now to properly support another game.

Sczarni

1: 4d6 ⇒ (3, 5, 6, 3) = 17 14
2: 4d6 ⇒ (3, 2, 5, 3) = 13 11
3: 4d6 ⇒ (3, 3, 6, 5) = 17 11
4: 4d6 ⇒ (6, 4, 3, 5) = 18 15
5: 4d6 ⇒ (1, 3, 2, 3) = 9 8
6: 4d6 ⇒ (5, 1, 2, 1) = 9 8
7: 4d6 ⇒ (3, 2, 2, 3) = 10 8

Thats Ugly


I'll throw my hat into this since I like making characters and I'm interested in seeing a bit more of Paizo's APs. Let's see what the Dice Gods have to offer ...

4d6 ⇒ (6, 4, 5, 3) = 18
4d6 ⇒ (5, 2, 1, 2) = 10
4d6 ⇒ (2, 4, 6, 4) = 16
4d6 ⇒ (5, 6, 2, 6) = 19
4d6 ⇒ (5, 5, 6, 4) = 20
4d6 ⇒ (6, 5, 4, 5) = 20
4d6 ⇒ (6, 4, 4, 3) = 17

Edit: All those virgins and goats weren't for naught after all! Twas a plentiful bounty!

6 4 5 3 -> 15
5 2 1 2 -> 9
2 4 6 4 -> 14
5 6 2 6 -> 17
5 5 6 4 -> 16
6 5 4 5 -> 16
6 4 4 3 -> 14

I will mull over my options. I was initially peeking at a halfling Bolt Ace, but perhaps the stats finally call for a monk ... or perhaps a bard/summoner/hunter ? We shall see!


leinathan any idea when you are closing recruitment?


Raphael Valen, I believe there's a feat called "Racial Heritage" or something, for humans. You select another race, and it qualifies for for things as if you were that race. In order to take race-specific feats as a human, you need that feat first.

Gold is standard WBL for level 5 - 10,500gp if I'm not mistaken.

A deadline is...well, whenever I have characters that I'm satisfied with. I'm gonna say that I want them before the 30th, though.

Te'Shen, my answer on that is gonna have to be no. See my character creation standards - only Eastern characters can be Ninjas or Samurai. My suggestion for an undercover assassin would be, obviously, a rogue, but investigator and slayer work well from the ACG.

Yes, you still get max health at level 1, but remember to take only half (not half+1) if you don't want to roll.

I'm liking the interest! But, remember to conform your character to the situation at hand (assaulting the House of the Beast, or being there in some other way (perhaps a captured slave or perhaps even a gnoll)) for proper consideration.

Silver Crusade RPG Superstar 2014 Top 16

hp: 4d8 ⇒ (5, 8, 4, 5) = 22

No gear yet, but here:

Oracle:

Human Oracle 5 (Pathfinder RPG Advanced Player's Guide 42)
NG Medium humanoid (human)
Init +1; Senses oracle's curses (clouded vision), darkvision 60 ft.; Perception -1
--------------------
Defense
--------------------
AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 32 (5d8+3)
Fort +1, Ref +2, Will +3
--------------------
Offense
--------------------
Speed 30 ft.
Special Attacks channel positive energy 5/day (DC 16, 3d6+1)
Oracle Spells Known (CL 5th; concentration +9):
2nd (5/day)—cure moderate wounds, lesser restoration, sound burst (DC 16), summon monster ii
1st (7/day)—bless, comprehend languages, cure light wounds, detect undead, divine favor, endure elements, liberating command{super}UC{/super}, summon monster i
0 (at will)—create water, detect magic, guidance, light, purify food and drink (DC 14), read magic
--------------------
Statistics
--------------------
Str 13, Dex 12, Con 10, Int 10, Wis 8, Cha 18
Base Atk +3; CMB +4; CMD 15
Feats Armor Proficiency (Heavy), Augment Summoning, Extra Revelation[APG], Spell Focus (conjuration)
Traits blessed touch, genie-caller
Skills Diplomacy +12, Heal +7, Knowledge (history) +4, Knowledge (nature) +4, Knowledge (planes) +4, Knowledge (religion) +4, Sense Motive +7, Spellcraft +8, Survival +3
Languages Common
SQ mysteries (mystery [life]), revelations (life link, channel, safe curing)
Other Gear 150 gp
--------------------
Special Abilities
--------------------
Augment Summoning Summoned creatures have +4 to Strength and Constitution.
Blessed Touch Heal +1 damage when using lay on hands, channeling energy, or casting a cure spell.
Clouded Vision You cannot see beyond 60 ft
Darkvision (60 feet) You can see in the dark (black and white vision only).
Genie-Caller (1/day) 1/day, +2 CL for a Conjuration (summoning) spell.
Life Link (5 max bonds, 100 feet) (Su) As a standard action, establish bond that drains your HP to heal other below -5 hp.
Oracle Channel Positive Energy 3d6+1 (5/day, DC 16) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Safe Curing (Su) Casting healing spells does not provoke AoO
Spell Focus (Conjuration) Spells from one school of magic have +1 to their save DC.

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I think I will withdraw. Good luck


Hey friends! Dmitri here. Looking forward to seeing the lot of you. If anyone has any questions about my character, or the other 3, I'd be willing to answer for them from character perspective.

Dmitri is a Lawful Evil Hedonist who owns a Brothel in Kelmerane, and happens to worship a god of carnal pleasure and female superiority. He was also raised as a prodigal son in a cultist church ran by 4 different Succubi.

I'll answer anything if you're concerned.

Silver Crusade RPG Superstar 2014 Top 16

Honestly the presence of a CG and LE character together perplexes me and makes it tough for me to figure out how to not clash.

Silver Crusade RPG Superstar 2014 Top 16

So say the word, and I can make my character a LE Asmodean, but it never occurred to me that Legacy of Fire would have a LE character in it. If not for your character I'd probably have done this as an Oradin, but a Paladin and an Anti-Paladin in the same group couldn't possibly work.

Likewise, if the GM thinks a LG Oradin can work in the party, then I'd prefer that build, but you guys have an existing party, so my goal is to fit in.


There's almost no way to fit into this group without clashing with at least one person. I really wouldn't try, because you'll end up with a character without personality.

You're right, a paladin and an antipaladin probably wouldn't work together, unless the paladin was a redeemer paladin.

Silver Crusade RPG Superstar 2014 Top 16

Well it would be a Hospitaler, so that the Oradin healing thing would work?

So given that clashing is mandatory, the heck with it, I WILL go with an Oradin!

Give me a few to get it posted!

Need a

hp: 1d10 ⇒ 7

Silver Crusade RPG Superstar 2014 Top 16

Alright, how is this:

crunch:

Skarn
Male Half-Elf Oracle 3/Paladin (Hospitaler) 2 (Pathfinder RPG Advanced Player's Guide 0, 42)
LG Medium humanoid (elf, human)
Init +1; Senses oracle's curses (clouded vision), darkvision 30 ft., low-light vision; Perception +1
--------------------
Defense
--------------------
AC 22, touch 11, flat-footed 21 (+11 armor, +1 Dex)
hp 34 (2d10+3d8)
Fort +8, Ref +6, Will +9; +2 vs. enchantments, +2 vs. death
Immune sleep
--------------------
Offense
--------------------
Speed 20 ft.
Melee dagger +4 (1d4+6/19-20) and
dagger +4 (1d4+6/19-20) and
masterwork falchion +5 (2d4+9/18-20)
Special Attacks channel positive energy 5/day (DC 15, 2d6+1), smite evil
Spell-Like Abilities (CL 5th; concentration +9)
At will—detect evil
Oracle Spells Known (CL 3rd; concentration +7):
1st (6/day)—bless, cure light wounds, detect undead, divine favor, hide from undead (DC 15)
0 (at will)—create water, detect magic, guidance, light, read magic
--------------------
Statistics
--------------------
Str 14, Dex 12, Con 10, Int 10, Wis 8, Cha 18
Base Atk +4; CMB +4; CMD 17
Feats Extra Lay on Hands, Fey Foundling[ISWG], Power Attack, Skill Focus (Use Magic Device)
Traits blessed touch, dangerously curious
Skills Diplomacy +8, Heal +3, Knowledge (history) +4, Knowledge (nature) +4, Knowledge (nobility) +4, Knowledge (planes) +4, Knowledge (religion) +4, Perception +1, Ride +0, Sense Motive +3, Spellcraft +4, Survival +3, Use Magic Device +16; Racial Modifiers +2 Perception
Languages Common, Elven
SQ aura of good, elf blood, lay on hands, mysteries (mystery [life]), revelations (life link, channel)
Combat Gear wand of cure light wounds; Other Gear +2 full plate, dagger, dagger, masterwork falchion, handy haversack, paladin's kit, 1,710 gp
--------------------
Special Abilities
--------------------
Aura of Good (Ex) The paladin has an Aura of Good with power equal to her class level.
Blessed Touch Heal +1 damage when using lay on hands, channeling energy, or casting a cure spell.
Clouded Vision You cannot see beyond 30'
Darkvision (30 feet) You can see in the dark (black and white vision only).
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Immunities - Sleep You are immune to magic sleep effects.
Fey Foundling Magical healing works better on you
Lay on Hands (1d6+2, 7/day) (Su) You can heal 1d6+2 damage, 7/day
Life Link (4 max bonds, 100 feet) (Su) As a standard action, establish bond that drains your HP to heal other below -5 hp.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Oracle Channel Positive Energy 2d6+1 (5/day, DC 15) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Smite Evil (1/day) (Su) +4 to hit, +2 to damage, +4 deflection bonus to AC when used.

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Did you kill any this time, leinathan? XD

To the people looking to get in, it's a good game with good writers behind the other characters. If I could've kept up I'd still be playing in it. :)

Shadow Lodge

Health: 4d8 ⇒ (4, 7, 3, 1) = 15
i'll add his backstory in a bit lol

Raikel Stats:

Raikel Fel Lv5 Inquisitor of Ashava, The True Spark (Redemption Inquisition)
Tiefling (Grimspawn +2 Dex, +Int, -2 Wis)
CG Medium, Native Outsider
Init +7; Senses: darkvision 60 ft.; Perception +13
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Defense
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AC 21, touch 14, flat-footed 17 (+4 Dex, +7 Armor)
hp 38 (5d8+15)
Fort +6, Ref +5, Will +7
cold resistance 5, electricity resistance 5, and fire resistance 5
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Offense
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Speed 30 ft.
+1 Longbow: +8 (+10 bane) (1d8+1) (1d8+2d6+3=bane)
Bladed Scarf +5 (+7 bane) (1d6+3) (3d6+5=bane)
Special Attacks: Merciful +1d6 all damage is non-lethal, on/off switch
Spells Known (CL 5th; concentration +8):
2nd (3/day)— CMW, Invisibility, Restoration- Lesser
1st (5/day)— CLW, Persuasive Goad, Shield of Faith, Divine Favor
0 (at will)— Deathwatch/ Detect Magic, Read Magic, Light, Stabilize, acid splash, create water
--------------------
Statistics
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Str 14, Dex 18, Con 14, Int 14, Wis 16, Cha 14
Base Atk +3; CMB +5?; CMD 19
Feats: point-blank shot, precise shot, Extra Bane, Ferocious Loyalty (Teamwork)
Traits: Fates Favored: add +1 to any luck bonus, Rest for the Wicked: heal 3 ablility point damage on a fulls day rest, still heal only 1 with nights rest.
Skills: +12 Diplomacy, +13 Perception, +10 bluff +12 intimidate, +10 Knowledge (arcana), +10 Knowledge (dungeoneering), +10 Knowledge (nature), +10 Knowledge (planes)
Languages: Common, Abyssal, Infernal, Elvish
SQ: Soul Seer: (deathwatch at will as spell-like ability.) Skilled:+2 Disable Device, Sleight of Hand.
Other Gear: +1 Longbow, Bladed scarf, +1 mithral Breastplate, Inquisitor's kit:: This kit includes a backpack, a bedroll, a belt pouch, candles (10), a cheap holy text, a flint and steel, an iron pot, manacles, a mess kit, rope, soap, a spell component pouch, torches (10), trail rations (5 days), a waterskin, and a wooden holy symbol., Muleback Cords, 40 Arrows (2 quivers strapped to his back) ,1881GP
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Special Abilities :
Patient Sensibility (Su): You gain a +2 bonus on Diplomacy, Perception, and Sense Motive checks.
Redeemer's Mercy (Su): At 4th level, any weapon you wield gains the merciful magic weapon special ability. The weapon immediately reverts to its original abilities when you cease to wield it.
Judgment (Su): 1/day :Multiple Choices see Judgment ability
Monster Lore (Ex): Add wis to Int when making skill checks to identify creatures
Stern Gaze (Ex): inquisitor receives a morale bonus on all Intimidate and Sense Motive checks equal to 1/2 her inquisitor level (minimum +1).
Cunning Initiative (Ex): At 2nd level, an inquisitor adds her Wisdom modifier on initiative checks, in addition to her Dexterity modifier.
Detect Alignment (Sp): At will, an inquisitor can use detect chaos, detect evil, detect good, or detect law. She can only use one of these at any given time.
Track (Ex): At 2nd level, an inquisitor adds half her level on Survival skill checks made to follow or identify tracks.
Solo Tactics (Ex): At 3rd level, all of the inquisitor’s allies are treated as if they possessed the same teamwork feats as the inquisitor for the purpose of determining whether the inquisitor receives a bonus from her teamwork feats.
Bane (Su): At 5th level, an inquisitor can imbue one of her weapons with the bane weapon special ability as a swift action. She must select one creature type when she uses this ability (and a subtype if the creature type selected is humanoid or outsider). Once selected, the type can be changed as a swift action. This ability only functions while the inquisitor wields the weapon. If dropped or taken, the weapon resumes granting this ability if it is returned to the inquisitor before the duration expires. This ability lasts for a number of rounds per day equal to the inquisitor’s level. These rounds do not need to be consecutive.
Discern Lies (Sp): At 5th level, an inquisitor can discern lies, as per the spell, for a number of rounds per day equal to her inquisitor level. These rounds do not need to be consecutive. Activating this ability is an immediate action.
--------------------

lol i hope i got everything if needed i can go back and edit him :)


I should point out that Dmitri is irredeemable. His current wife, an ex-sarenraean sorcerer with ties to the church that's rooted itself within Kelmerane tried to redeem/kill him, but he eventually turned her to the worship of Lilith, much to his, and his deities glee. Needless to say, the local church is severely cross with him as a result.

Campaign Synapsis:
Dmitri doesn't do cruel acts of evil willy nilly. He's more a planner, but he's prone to improvisation. His actions are easily swayed by a female presence, and Koritylija, being an ex-slave has had her hand in many of his decisions. The thought of "How cross will Koritylija be with me when I do this?"[/b] is a game changer, but seeing as how she's not a member of the faith frequently gives him some leeway. His wife's suggestions are absolute, however.

Dmitri also doesn't sabotage the party, barring 2 events. 1: That the party's actions are in total conflict with his faith. Or 2: That a party member endangers others with rash decisions.

Dmitri, at the start of the campaign, was a ball of nerves and primal lust. He had never seen the outside world and was basically the pinnacle of his faith, but left when he was ready to see the outside world and spread the "love"

His first meet with Kori saw his shoulder getting dislocated, and his first foray into the outer, broken-down church away from kelmerane saw it being desecrated in over 30 hit points of sadistic, gleeful blood.

He then bedded a harpy that helped them bring down Kardswann, and after he severed the Janni's head and caused the gnolls to flee, he was welcomed questionably as a savior, and over the course of a year started a brothel/church both as a source of information and as an outlet for the city's sins with his Lilith-turned wife.

He also became the moldspeaker.

Currently the only party member that is the victim of Dmitri's slowly growing frustration is Apollo, whom has done a rather large series of things that have just collected over the campaign. Dmitri's primary frustration with him is his constant talk of destiny and disregard of common sense in the face of his slowly growing blood lust towards the gnoll chief.

I'll say again. Dmitri isn't the type to throw wrenches in the party cogwheel. He's just a person who happens to be a natural Hedonist, loves all forms of pain, giving and receiving. Sure he's the planning type, but mostly he just enjoys doing things for himself and only his self.

He may as well be LG towards women, however.


4d6 ⇒ (2, 4, 4, 4) = 14 12
4d6 ⇒ (5, 6, 4, 2) = 17 15
4d6 ⇒ (6, 6, 2, 6) = 20 18
4d6 ⇒ (4, 6, 4, 1) = 15 14
4d6 ⇒ (4, 6, 5, 3) = 18 15
4d6 ⇒ (2, 6, 4, 1) = 13 12
4d6 ⇒ (2, 1, 4, 1) = 8 dropped

interested in playing a sarenrae cleric. NG,


hp: 4d8 ⇒ (8, 6, 7, 6) = 27

Fionn is mostly done - all info in profile... still needs a little tweaking - she was in a failed LoF campaign, so would really like to get back into the swing of things.

Grand Lodge

hey i'll post Raikels history in the mornin got to get some sleep
PS: this is Raphael Valen lol

edit: all updated stats and such are on this alias :) just going to add the backstory and apperance in the morning ^^ lol


I started reading this game way before I ever posted or played, loved the female worshipping, masochistic anti-paladin and the female drow interaction. What caught my attention was when you said

Leinathan wrote:
perhaps even a gnoll)) for proper consideration.

would you accept a Knoll? I thought a knoll ranger who hunted knolls that worshiped demons especially Lamashtu, would be awesome. But Knolls usually aren't an accepted race. It would be great if he entered the game as a freed prisoner (he could pick up his old gear or misc. scraps as he goes) and then owed a life debt to the party.

OK, just in case you'll take a Knoll ex-prisoner I'll roll

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

I think I will drop one of the five 11's so, 14,12,11,11,11,11,

A little pedestrian but it can work with it. Please let me know if you would consider a Knoll, Also, if the group needed a particular skill, like healer we could go a different class. thanks RH


@leinathan - After further reading of the Bolt Ace I noticed some peculiarities. Would it be okay if I exchanged Gunsmithing & Firearm proficiency for proficiency with the cooler kinds of crossbows (repeating, hand - perhaps even double)?


Working on a Desert Druid...


oh, people, don't forget not only your racials but to add your 1 stat for being past level 4.


Dreaming Warforged here. Only thing to complete is equipment.


since Fionn was in a previous LoF game, easy to assume she is wandering into the same area as the PC's currently for the same goal, perhaps with other new characters as her companions? They could meet up along the way... or she can join when PC's are done with the gnoll Rovagug worshipers, though I daresay she might be of some help against them.

When does recruitment close?


leinathan wrote:

Raphael Valen, I believe there's a feat called "Racial Heritage" or something, for humans. You select another race, and it qualifies for for things as if you were that race. In order to take race-specific feats as a human, you need that feat first.

Gold is standard WBL for level 5 - 10,500gp if I'm not mistaken.

A deadline is...well, whenever I have characters that I'm satisfied with. I'm gonna say that I want them before the 30th, though.

Te'Shen, my answer on that is gonna have to be no. See my character creation standards - only Eastern characters can be Ninjas or Samurai. My suggestion for an undercover assassin would be, obviously, a rogue, but investigator and slayer work well from the ACG.

Yes, you still get max health at level 1, but remember to take only half (not half+1) if you don't want to roll.

I'm liking the interest! But, remember to conform your character to the situation at hand (assaulting the House of the Beast, or being there in some other way (perhaps a captured slave or perhaps even a gnoll)) for proper consideration.


How do you feel about prior knowledge of the AP?

I myself ran a short-lived game that didn't even get past the monastery. And asides from that, I have skimmed through all six books, though I've only really read the first volume thoroughly.

I am confident that I could separate character knowledge from that of myself, but I would understand if you were uncomfortable with having me in the party.


for Fionn, I'd be satisfied being a prisoner as long as it's possible to recover her gear at some point... Unless of course you just don't like the character in which case it's a moot point.

Silver Crusade RPG Superstar 2014 Top 16

I will go ahead and withdraw from this recruitment. Best of luck to all.


Alright I'm gonna say that if you have 10pt-buy or less, or 35pt buy or more, you please can re-roll your stats.

Also, a gnoll would be fine. Just remember that a Lamashtu-hunting gnoll would not be taken prisoner in the House of the Beast, as there, they worship Rovagug and subjugate the other gnolls (who typically worship Lamashtu, as Lamashtu is the creator of gnolls).

If you play a monster race, please use their CR as effective levels, and their stats -10 (rounded down to even numbers) as ability score adjustments.

Lessah, my answer there is gonna be yes.

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