Malvoisin's Legacy of Fire - Discussion


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Okay, we've got a playgroup formed! Welcome to...

Larcifer
Valkyrie Paine
Craig Shackleton
Scribbling Rambler
Count Buggula
Dryder

If you guys can just pop in and say hey to confirm that you still want your slot in the game, that would be helpful.

Right, so let's start talking characters. I'm hoping that you guys will engage in some dialogue and make this a cooperative process. This way, we'll have a well balanced party, and also hopefully some diverse and interesting backgrounds. And, if anybody wants to have a shared b/g of any kind, that's also fine.

So, we need first level PF Beta characters, 20 point ability score buy, max hp, average starting gold (not maximum!), and two traits (one campaign trait and one general trait). If you have any other 'nuts and bolts' type questions, just give a holler.

Last thing, if you guys can also let me know who does/doesn't have the LoF player's guide PDF, that would be helpful.

Let's roll. :)


Woo! Though I always feel a bit guilty about making it in random player recruitment...

Was anyone else thinking of playing a cleric(of Sarenrae)?

Basic character seed:

Spoiler:
A former Osirion slave who was involved in a demonic cult. She eventually realized just what she was involved with, fled, begged for mercy from the priesthood of Sarenrae, and became a member of their faith. Severe guilt complex, tries to see the best in others, secretly fears she'll never quite completely redeem herself.

Grand Lodge

I would like to play a sorceror, if available. In my other pbp's I'm playing a bard (PF), cleric (4th), and ranger (4th), so I'd really like an arcane caster.

I don't have the player's guide yet, but will download it this evening.

Liberty's Edge

I'm actually thinking of doing something a little different than normal for me, like a halfling fighter.

My forte is usually in Monks and Druids, but almost all of the classes have something exciting in them now with PRPG. In fact, if someone else wants to play a fighter or similar, I'm even tempted to run a bard, as I've got an idea for one that I've been toying with.

I'd like to take a peek at the players guide before I make a final decision though - and don't have access to one.


ok I am thinking Barbarian or Ranger, would the Rage variant "Whirling Frenzy" be allowed, it seems appropriate for the setting...

RAGE VARIANT: WHIRLING FRENZY

Spoiler:
A barbarian with this variant form of rage doesn't gain the normal bonuses when he enters a rage. Instead, when a barbarian with whirling frenzy enters a rage, he temporarily gains a +4 bonus to Strength and a +2 dodge bonus to Armor Class and on Reflex saves. While in a whirling frenzy, the barbarian may make one extra attack in a round at his highest base attack bonus, but this attack takes a -2 penalty, as does each other attack made that round. This penalty applies for 1 round, so it also affects attacks of opportunity the barbarian might make before his next action.
Whirling frenzy is otherwise identical to the standard barbarian rage in all other ways. At 11th level (when a standard barbarian gains greater rage), the Strength bonus increases to +6, and the dodge bonus to Armor Class and on Reflex saves increases to +3. At 20th level (when a standard barbarian gains mighty rage), the Strength bonus increases to +8, and the dodge bonus to Armor Class and on Reflex saves increases to +4.

A barbarian using this variant doesn't gain indomitable will at 14th level. Instead, he gains evasion, but only while in a whirling frenzy.

A character can't use whirling frenzy at the same time that he uses any other form of rage (or similar ability).


Larcifer, I'll go ahead and say yes to whirling frenzy.


Count Buggula, here is some info from the PG which may be of use.

Halflings

Spoiler:
After humans, halflings account for the most numerous residents of both Katapesh and Solku. Delighting in the ever-changing marketplaces, exotic goods, strange peoples and beasts, and countless other pleasures, halflings outnumber humans in some districts and form their own communities. Preferring to keep to the more civilized lands and creature comforts of the coast, halflings might be found running market stalls, crewing merchantman vessels, serving as valued house servants to rich merchants, or running any manner of criminal enterprises. For all the freedoms and diversions halflings might enjoy throughout Katapesh, they are also one of the more vulnerable races in the country. Gnolls and Katapeshi know the prestige many northern nobles place on possessing halfling slaves. Stories often tell of halflings kidnapped from their homes or right off the streets, then thrown into slave markets or onto ships headed for Qadira, Cheliax, or far-off Vudra. Such happenings make Katapeshi halflings a wary and suspicious lot—especially of humans and gnolls.

Fighters

Spoiler:
Capable warriors never lack for work in Katapesh. In the cities, wary merchants hire trustworthy watchmen while fearful nobles employ mercenary armies to serve as their personal guards. Bands of thieves and brigands take on muscle for all manner of capers, and in the dens below the bustle of city streets, pit fighters and brawlers of all sorts spar in brutal blood sports. Outside of Katapesh’s city walls, the nomads of the barrens hone lethal skills, whirling scimitars with deadly expertise, while on the trade roads caravans place their fortunes in the hands of guards who are often more daring than skilled. Farther east, the rural communities and frontier villages endlessly want for skilled hunters, soldiers, and protectors to fend off the hordes of gnolls and even deadlier beasts.

Bards

Spoiler:
Katapesh has a long tradition of skilled entertainers. From incredible storytellers capable of bringing ancient fantasies to life, to the veiled dancers of incense-filled courts, the exotic and entrancing ways of the Katapeshi marvel audiences the world over. Storytelling holds a vaunted place among the region’s art forms, with accomplished tale tellers winning respect and great honor, especially among the country’s native peoples. Lords, sailors, and wide-eyed wanderers venture into steamy dens to watch the silk-shrouded gyrations of ecdysiasts and listen to the philosophizing orators. Musicians hone their craft, mastering age-old melodies on stringed ouds, recorderlike zurnas, finely decorated qanuns, or simple zills. Entertainers of all types find high demand throughout the country, with the best enjoying incredible luxuries among the entourages of wealthy nobles and merchant lords.


Malvoisin:

Spoiler:
I'm not sure if it would be an issue in the campaign, but if my character concept checks out, is Aldinach(She of the Six Venoms, Demon Lord of Sand and Scorpions) alright for my character's former cult affiliation?

I wanted to be sure the idea of a former cultist would be alright for the campaign first. I wasn't sure if it would be too dark for your tastes or not, though it's pretty much in the past for her.


Here's the info from the PG regarding the Campaign Traits. Remember, each PC should take one of these, as well as one other trait. The second trait could be a basic trait (from the downloadable PDF), or, if you have the PG, any appropriate choice from the regional, racial, or religious traits in that book would be fine as well.

Campaign Traits

Spoiler:
Campaign traits are tailored to a specific Adventure Path, and give your character a built-in reason to begin the first adventure in the new campaign. Some campaign traits also grant teamwork benefits if you choose to begin a campaign with your character having a preexisting relationship with another PC.

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.

Earning Your Freedom
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. Choose one of the three categories of saving throw; you gain a +1 trait bonus on all saving throws of that type.

Seeking Adventure
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. You begin the game with your own wayfinder, a loan from your venture-captain. You’ve promised to pay your venturecaptain 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.

Reclaiming your Roots
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. 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.

Gnoll Killer
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. 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.

Missionary
You’ve spent much of the last several years serving your faith, and the conviction and dedication to your church has impressed many. Perhaps you’ve donated much of your personal wealth or time to serving the church, or you’re the child of a powerful or well-loved member of the church, an orphan raised by the church, or a foundling with a strange birthmark that bears more than a passing resemblance to your faith’s holy symbol. The faith has long supported you, and you are eager to repay the church in some way. In Katapesh, the establishment of a new village is always cause for interest to the nation’s churches, as establishing new temples in villages is an excellent way to expand upon the church’s resources and bring in more faithful. If the Pactmasters’ plans to revitalize and rebuild Kelmarane are successful, the village will need a temple, and your faith is keenly interested in being represented there. This campaign trait is particularly suited to worshipers of Sarenrae, as Kelmarane was founded near an old monastery dedicated to the Dawnflower, and reconsecrating that monastery is of great interest to Sarenrae’s church. Furthermore, a temple dedicated to her once stood in Kelmarane itself, but it has long since fallen into ruin; whispers among the religion tell that the church’s old pastor may have fallen from grace and may even have been part of the cause of the hard times that befell the village. You’ve joined Garavel’s band in hopes of helping to establish a new temple in the soon-to-be revitalized village. You’ve been selected for your dedication to the church and your strong social graces—pick one of the following skills: Bluff, Diplomacy, Intimidate, Knowledge (religion), Perform (any), or Sense Motive. You gain a +1 trait bonus on checks using that skill, and it is always considered a class skill for you.

Finding Haleen
You never knew your parents—perhaps they died when you were a child, or maybe you were taken from them and raised elsewhere as a slave. You owe your sanity and your life to a woman named Haleen. She could be your sister or merely a childhood companion, but whatever your relationship to her, she took care of you and protected you. She’s always been a part of your life, and although her temper often kept her from making friends or keeping a job, she’s always been kind to you. Haleen was instrumental in securing your freedom from slavery or making sure you got a good apprenticeship or job in society—but recently, she’d been growing strangely morose and depressed. You and Haleen normally kept no secrets, but whatever was bothering her wasn’t something she shared with you. One night, she vanished, leaving you a brief note, begging you to forget her and to get on with your life, but something about the note bothered you—something in the way she phrased her words struck you as forced. You may be convinced she’d been kidnapped, forced to leave against her will, or even magically controlled, but you also suspect that she left you to protect you from something—that was ever her way. You’re now convinced that it’s time for you to step in and protect her, but you had no idea where she may have gone until recently. Several months have passed since she disappeared, and you’ve spent those months searching for clues to her location, and you’ve finally found a lead—a mysterious note, a strange dream, the result of a back-alley divination, or a report of a sighting of a woman matching Haleen’s description has come to you, placing Haleen in the vicinity of an old ghost town named Kelmarane. What she’s doing there and how she came to be there makes no sense to you yet, but the lead is the strongest one you’ve had. This and Garavel’s advertisement for mercenaries to accompany him to the region is all the omen you need. You joined Garavel’s group and eagerly await the day you’ll be leaving for Kelmarane. Although Haleen chose to become a swashbuckling adventurer, she always encouraged you to seek your own path, and her support is the primary reason you chose the class you did at 1st level. This class is always a favored class to you, and your dedication to it is such that every time you take a level in the class, you gain +1 hit point and 1 additional skill point over and above what you would normally gain. If multiple PCs take this trait, they should be siblings who were both protected and raised by Haleen.


Valkyrie,

Spoiler:
I am okay with that background for your cleric. To my knowledge (very limited of course) there are no references to the cult of Aldinach in this campaign, but if it comes up we'll tie it together. So long as you stick to playing your character as reformed, and trying to do rightly by folks, it's fine.


Malvoisin wrote:

Valkyrie,

** spoiler omitted **

Spoiler:
No worries, complete reformer here! :) She's worried that she'll never be good enough, but she won't backslide. She's really driven to make amends.

I'm eyeing the Missionary trait for the moment.

Sovereign Court Contributor

I'm completely willing to fill in any blanks in the party. I've got about 5 minute right now and then I won't be able to get back to this until tonight at the earliest. I am pretty pumped about the game though!

Liberty's Edge

I think I'm going to go with Halfling, and I'm deciding between Earning your Freedom and Finding Haleen.

There seems to be a pretty strong slave presence in the area so either way a halfling slave/ex-slave will be my choice. Right now I'm gearing more towards fighter, but could take ranger or rogue if it would be more needed for party balance.


Employee of Acqusitions, Inc.: Level 2

I'll be someone's follower. :)

Liberty's Edge

Ok, I just had the lamest geek moment - I realized who Valkyrie's alias was, and that I've been reading Wellard's PbP with her in it religiously since last fall, and got all excited like I was playing with a celebrity!

So on one hand, it's awesome that I get to play with you, because I love your character in that game and have been enjoying it immensely. On the other hand...now I feel like I'm going to be totally upstaged by superior role-playing skills.

Oh, what to do?!?

(please take the above with a large grain of salt and a heaping helping of hyperbole)

Grand Lodge

My brother and I are going to really stretch our role-playing limits, and play related characters. We'll see if they get along.

How are we handling starting hp?

Sovereign Court Contributor

I plan to play a paladin of Sarenrae. At least, I think that's what I'm going for. I'd like to have some extra fire trappings if that's okay, such as my lay on hands power looking and feeling like fire.

Rambler, in the first post it says max HP. Sheesh! ;-P

Are you allowing equipment from the PFCSHC?

EDIT: I have the LoF Player's Guide.


I forgot to mention that I have the player's guide PDF. I'm definitely taking the Missionary trait now. I guess Craig's character and mine might know each other?

Count Buggula wrote:


(please take the above with a large grain of salt and a heaping helping of hyperbole)

Hahaha, thanks :) I've actually been a little neurotic about whether or not I've been "doing it right". I'm afraid my character here isn't going to lend herself to comedy as well as Kallie though; this one actually has a genuine reason to be somber, unlike Miss Raven Ebon Darkwind over in Wellard's RotRL game. ;)

Liberty's Edge

After much deliberation, I think I'm going to play a halfling bard, a dancer/entertainer slave trying to earn her freedom.

Mal:

Spoiler:
I intend on multiclassing to Fighter at second level, as being freed will have a profound impact on her and change the course of her life drastically. She's always relied on her masters to give her direction, and will for the first time in her life find meaning. She's been utterly disillusioned by life up to this point and has lost all faith, not believing that anyone is truly good and has a hard time trusting people. She's learned to get what she wants using her sex appeal, which only further disgusts her.

I'm counting on her finding something early on that will motivate her to break out of her shell and find a purpose worth fighting for, which is where her change in class would come in.

If that's appropriate for the campaign then I'll go ahead and roll with it.

Valkyrie Paine wrote:
Hahaha, thanks :) I've actually been a little neurotic about whether or not I've been "doing it right". I'm afraid my character here isn't going to lend herself to comedy as well as Kallie though; this one actually has a genuine reason to be somber, unlike Miss Raven Ebon Darkwind over in Wellard's RotRL game. ;)

Doing it right? I already loved reading that PbP before you joined, and thought the character of Ali was brilliant, but the black witch of sandpoint has really stolen the show since then. Highly entertaining stuff.

Edit: Am I the only one who's been spoiled by the ability to search for avatar pictures by genre and category on RPOL.net? Argh! So frustrating!

Sovereign Court Contributor

Valkyrie: I'm good with our characters knowing each other, although I'm probably not going to take the missionary background (not that it really matters, I can still be supporting the missionary cause, and that doesn't have to be our direct connection anyways).

So so far we have a bard, a cleric, an arcane caster, and a paladin. looks like a good start!


Count Buggula wrote:


Doing it right? I already loved reading that PbP before you joined, and thought the character of Ali was brilliant, but the black witch of sandpoint has really stolen the show since then. Highly entertaining stuff.

Nah, I'm just part of the group effort. I really enjoy everyone's characters in that game(in all the games I'm in really). Inikai's journals especially rock. And Ali piercing her own ears... :)

Craig Shackleton wrote:

Valkyrie: I'm good with our characters knowing each other, although I'm probably not going to take the missionary background (not that it really matters, I can still be supporting the missionary cause, and that doesn't have to be our direct connection anyways).

So so far we have a bard, a cleric, an arcane caster, and a paladin. looks like a good start!

Yeah! I guess we can see how it works out after we have our back stories fleshed out, when we would have an idea of how they would see each other.

Liberty's Edge

If I'm playing as someone who's currently still a slave, how should I handle starting wealth? It seems hard to believe that I'd have much if anything in the way of gold and possessions.

After buying a few small weapons and some light armor I'm left with 88gp if we go by RAW. Do you want to hold on to that money until when/if I'm freed, or should I just cut the amount of starting gold I have way down? What are your thoughts?

The Exchange

Good Luck Malv, I may be coming to you to compare notes on the AP in a week or two.

Cheers lads and have a great game.


Female Human Cleric 1
French Wolf wrote:

Good Luck Malv, I may be coming to you to compare notes on the AP in a week or two.

Cheers lads and have a great game.

Best of luck on getting into the next LoF game, FW!(still miss ya in the Second Darkness game. :) )

Stats are ready for checking. I usually have the backstory and stuff done first, don't know what happened here. I'm still shopping for a better name as well.

Spoiler:
Ikethru
Female human cleric 1
NG Medium humanoid
Init 0
Defense
AC
14, touch 10, flat-footed 14
hp 9 (1d8+CON)
Fort 3 (2 base, 1 CON) Ref 0 (0 base) Will 5 (2 base, 3 WIS)
Offense
Spd
30 ft.
melee scimitar (1d6+1(STR))/18-20X2)
Statistics
Str
12 Dex 10 Con 12 Int 11 Wis 16 Cha 16
Base Atk 0; CMB 1 (1 STR)
Feats
Improved Turning
Selective Channelling

Skills

Diplomacy +7 (1 rank, +3 CHA, +3 class skill)
Heal +7 (1 rank, +3 WIS, +3 class skill)
Intimidate +4 (+3 CHA, +1 trait bonus(Missionary))
Knowledge(religion) +4 (1 rank, +3 class skill)
Sense Motive +7 (1 rank, +3 WIS, +3 class skill)

Languages Common(Taldane), Osirioni, Katapeshi
SQ eschew materials, celestial resistances(Resist Cold 5, Resist Acid 5)
Gear
scimitar
studded leather armor
light steel shield
silver holy symbol
cleric's vestments

61 gp

STILL NEED TO BUY DOODADS(backpack, rations, etc.)

Spells Per Day

0 - can know 3
1st Level - 2

Favored Class: Cleric

Domains: Good, Fire
Domain Powers:
Touch of Good
Fire Bolt

Channel Energy per Day: 6

Traits:
Missionary (+1 to Intimidate, treat Intimidate as a class skill)
Blade of Mercy (no -4 penalty for nonlethal damage w/ bladed weapons)

Count Buggula wrote:

If I'm playing as someone who's currently still a slave, how should I handle starting wealth? It seems hard to believe that I'd have much if anything in the way of gold and possessions.

After buying a few small weapons and some light armor I'm left with 88gp if we go by RAW. Do you want to hold on to that money until when/if I'm freed, or should I just cut the amount of starting gold I have way down? What are your thoughts?

Would other good characters taking a sort of collection for your cause before setting out on our journey work? I know my character would definitely be sympathetic to your plight.


Chet Awesome Laser wrote:
I'll be someone's follower. :)

I think we're all full up right now. I'll call you if we have an opening for any awesome lasers. :)


Count Buggula, we do have some good role-players and writers in this group, it's true. Rather than be intimidated, I'm just looking it as an opportunity to be inspired and raise my game. I'm sure you'll do fine.


Craig Shackleton wrote:
Are you allowing equipment from the PFCSHC?

Yep, those items should be fine, Craig.

edit: Fiery trappings for paladin also okay.


Count Buggula wrote:

If I'm playing as someone who's currently still a slave, how should I handle starting wealth? It seems hard to believe that I'd have much if anything in the way of gold and possessions.

After buying a few small weapons and some light armor I'm left with 88gp if we go by RAW. Do you want to hold on to that money until when/if I'm freed, or should I just cut the amount of starting gold I have way down? What are your thoughts?

Hmmm...that's a good question. But, if your character has a relatively kindly master (which seems likely if she's being given the opportunity to earn her freedom), it's not too far-fetched to think that she might be allowed some possessions. Basically, I'd say go ahead and give her some equipment, and then if you want to cut down her remaining gold to only a pittance, that would be sensible. In the long run, I doubt it will be a serious handicap.

edit: Just noticed VP's idea about getting some help from the other characters. That's a good idea, too. Basically, Count, go with what feels most true to your character concept. The rest will work itself out.


French Wolf wrote:

Good Luck Malv, I may be coming to you to compare notes on the AP in a week or two.

Cheers lads and have a great game.

Thanks muchly, FW! I can confirm that you should have no trouble finding interested players.


I'll check over Ikethru's stats soon, but I'm not sure I'll get to it this weekend. Lots going on. But, considering the adventure is not available to us yet anyway, there's no great rush anyway.


Mmmkay, I just thought I'd recap where we're headed right now with character creation:

Count Buggula...Halfling Bard, headed for Fighter at lvl. 2
Craig...Paladin of Sarenrae
Valkyrie...Cleric of Sarenrae
Scribbling Rambler...Sorcerer
Larcifer...expressed interest in ranger or whirling frenzy barbarian
Dryder...not checked in yet

So, right now it's looking a little melee heavy, and little in the way of stealth.


Female Halfling Bard (Dervish Dancer) 4 - HP:22/29 AC:18/14/15 CMD:16 F:3 R:8 W:4 P:7 Init:+3

My stats should be ready for checking:

Spoiler:

Init +4

==DEFENSE==

AC 17, touch 15, flat-footed 13 (+2 armor, +4 dex, +1 size)
hp 10 (1d8+2)
Fort +2, Ref +7, Will +2
Defensive Abilities Fearless

==OFFENSE==

Spd 20 ft./x4
Melee Dagger, melee +5 1d3+1 19-20/x2
Ranged Dart +5 1d3+1 20/x2

==STATISTICS==

Base Atk +0, Cmb +0
Feats Armor Proficiency (Light) (PFB 82), Shield Proficiency (PFB 94), Weapon Finesse (PFB 97)
Skills
Acrobatics +10
Diplomacy +7
Knowledge (local) +6
Perception +2
Perform (dance) +7
Perform (sing) +7
Sleight of Hand +8
Stealth +12
Favored Class Bard
Languages Common, Gnome, Halfling
SQ Countersong, Distraction, Fascinate, Inspire Courage
Combat Gear 10 Darts, Dagger, Leather Armor
Other Gear
Class Abilities
• BARD CANTRIPS - The bard can cast known 0-level spells without limit. (PFB 20).
• BARD SPELLS - Arcane spells drawn from the bard spell list. Spontaneous caster. Every bard spell has a verbal component (singing, reciting, or music). (PFB 16).
• BARD WEAPONS AND ARMOR - All simple weapons, longsword, rapier, sap, short sword, shortbow, and whip, light armor and shields (except tower shields). No arcane spell failure in light armor. (PFB 16).
• BARDIC KNOWLEDGE - The bard gets a free rank in selected skill - Knowledge (local) - at each level. In addition, a bard adds 1 to all Knowledge skill checks and may make such checks untrained. (PFB 16).
• BARDIC PERFORMANCE - Once per day per bard level, the bard can make a performance as a standard action. Some bardic music abilities require concentration, which means the bard must take a standard action each round to maintain the ability. (PFB 16-17).
• COUNTERSONG - Counters magical effects that depend on sound within 30 feet. Creatures use the bard’s Perform check result in place of its saving throw each round countersong is active, max 10 rounds. (PFB 17).
• DISTRACTION - Counters magical effects that depend on sight within 30 feet. Creatures use the bard’s Perform check result in place of its saving throw each round countersong is active, max 10 rounds. (PFB 17-18).
• FASCINATE - Up to 1 creature within 30 ft. able to see and hear the bard, and able to pay attention to him (i.e., in no danger). The bard must also be able to see the creature. The creature makes a Will save vs. DC 13. If a creature succeeds, it immune for 24 hours. If it fails, the creature sits quietly and listens, for as long as the bard continues to play and concentrate (up to bard’s level in rounds) and takes -4 on skill checks like Perception. (PFB 18).
• INSPIRE COURAGE - +1 morale bonus on saves vs. charm and fear and +1 morale bonus on attack and weapon damage rolls to allies who can hear for 5 rounds after it stops. Mind-affecting. (PFB 18).

Traits:
• Charming: Blessed with good looks, you’ve come to depend on the fact that others find you attractive. You gain a +1 trait bonus when you use Bluff or Diplomacy on a character that is (or could be) sexually attracted to you, and a +1 trait bonus to the save DC of any language-dependent spell you cast on such characters or creatures.
• Earning Your Freedom: Choose one of the three categories of saving throw; you gain a +1 trait bonus on all saving throws of that type.

Bard Spells
Per day - 2
0th (DC 13) - dancing lights, detect magic, lullaby, mage hand
1st (DC 14) - charm person, lesser confusion

Don't worry, I'm not really intimidated. In my experience, good roleplaying is highly contagious. I'm actually really excited about this whole thing.

About the slave issue...I have no current master as I've been sold to the city. I think I'll purchase minimum equipment for myself and not worry about anything else - if we run into an issue where I actually need some piece of equipment, a collection might work, but otherwise I'm fine with the handicap.

Oh, and I may be just a bard, but I'm a darned sneaky bard! I'll give any rogue a run for their money in the stealth department!

edit - I was planning on doing dual weapon fighting finesse melee, but if we're stacked to high on melee I could always just do a ranged fighter. Halflings are good at throwing things, after all.

Liberty's Edge

male boring human Air-Traffic-Controler Level 10

Oh, so great to be part of this!

If it's ok for you all, I would play a rogue, or any other class which is needed.
I'll check the PG tomorrow again, to come up with a character concept.


Ok so I am working on my concept now, I am thinking of going between Barbarian and Ranger Multing with both.... Was wondering with the Trait Gnoll killer, would I get the Barbarian and Ranger bonus? or Just one of them depending on what Class I started with.... If I start with Ranger I get the +1 trait bonus to dmg... then if I go Whirling frenzy barbarian do I also get the extended rage... sorry guys just curious. My Toon will be a desert Nomad whose tribe was enslaved and sacrificed by gnolls, he now has a hate on for the walking dogs, and will learn the divine connection to Lamastu and hate her as well. Just debating whether to go Ranger or Barbarian 1st, leaning towards Ranger for concept....


Dryder wrote:

Oh, so great to be part of this!

If it's ok for you all, I would play a rogue, or any other class which is needed.
I'll check the PG tomorrow again, to come up with a character concept.

Sounds good, Dryder! Thanks for checking in.


Larcifer, I'm going to say that your character will only get the trait bonus as it applies to whichever class you choose at 1st level. To allow you to 'double dip,' as it were, seems like it would be more powerful than traits are intended to be.


I agree, that is why I asked, are we sticking to Pathfinder beta book only, or are we allowed to use other 3.5 books for instance the complete warrior, champion ect....
I have a character in mind, I want to emulate a whirling dervish...


Larcifer wrote:

I agree, that is why I asked, are we sticking to Pathfinder beta book only, or are we allowed to use other 3.5 books for instance the complete warrior, champion ect....

I have a character in mind, I want to emulate a whirling dervish...

No, I don't want to allow anything from the WotC Splatbooks. Let's just stick to the PF Beta rulebook, the LoF players guide, and the PF Campaign Setting (aside from the rage variant I already greenlit for you).


k sounds great. Thanks!

Sovereign Court Contributor

I've just noticed some errors in the player's guide. I posted them in the product discussion for clarification, but I'll mention them here.

The Genie Blood trait seems to have the air and water benefits reversed.

The Madu information on the equipment chart seems to have the armor/shield bonus and the max dex reversed.

Malvoisin, can you confirm my interpretation, because both may have an impact on my choices (or Rambler's, or both). Thanks!


I read your post in the other thread, Craig. I agree in both cases that it appears that errors were made...especially with the Madu, which is fairly nonsensical as printed. And, I can't really believe they intended to reverse those elemental associations after this long. Let's roll with your interpretations.

Sovereign Court Contributor

Awesome, Thanks!

Liberty's Edge

Kara wrote:
edit - I was planning on doing dual weapon fighting finesse melee, but if we're stacked to high on melee I could always just do a ranged fighter. Halflings are good at throwing things, after all.

Huh...never mind, I just looked at the stats and noticed for the first time that they removed the halfling thrown weapon & sling bonus from 3.5. Well, there goes that idea.


ok character will be finished tonight, I am starting at level one as a ranger, taking gnoll killer and wielding a falchion, at level 2 will go into Barbarian with the Whirling frenzy variant, so Human level 1 Ranger, weilds a falchion he stole from a cleric of Lamashtu, wears "gnoll" hide armour and wears an armoured kilt.... He was enslaved by gnolls at the age of 16 and out lasted all of his tribe, until he was the remaining survivor in the gnoll slave camp, he then escaped (Conan inspiration)


Sounds good, Larcifer!


Count Buggula wrote:
Huh...never mind, I just looked at the stats and noticed for the first time that they removed the halfling thrown weapon & sling bonus from 3.5. Well, there goes that idea.

Actually, I hadn't realized that myself. I still find from time to time that my rules understanding of PF and 3.5 bleed together (and I'm far from a rules expert anyway). Well, anyway, I'm sure you'll have lots more time to think about Kara's future class advancement. Level ups take a while in pbp. :)


Female Halfling Bard (Dervish Dancer) 4 - HP:22/29 AC:18/14/15 CMD:16 F:3 R:8 W:4 P:7 Init:+3

Updated my equipment - I have only the things that would be considered essential to my profession, so I gave up things like camping gear. I'm giving up 78gp, which I think is fair treatment for being a slave. Also updated my spells to be more in line with my character. This should be final stats for me, unless you see anything out of order.
Stats

Spoiler:

Full Name - Kara Sangati
Race - Halfling
Classes/Levels - 1
Gender - Female
Size - 2'10"
Age - 21
Special Abilities - Traits: Earning Your Freedom, Charming
Alignment - Neutral
Deity - Shelyn
Location - Katapesh
Languages - Common, Gnome, Halfling
Occupation - Dancer/Entertainer
Strength 12
Dexterity 18
Constitution 12
Intelligence 12
Wisdom 7
Charisma 16
Init +4

==DEFENSE==

AC 17, touch 15, flat-footed 13 (+2 armor, +4 dex, +1 size)
hp 10 (1d8+2)
Fort +2, Ref +7, Will +2
Defensive Abilities Fearless

==OFFENSE==

Spd 20 ft./x4
Melee Dagger, melee +5 1d3+1 19-20/x2
Ranged Dart +5 1d3+1 20/x2

==STATISTICS==

Base Atk +0, Cmb +0
Feats Armor Proficiency (Light) (PFB 82), Shield Proficiency (PFB 94), Weapon Finesse (PFB 97)
Skills
Acrobatics +10
Diplomacy +7
Knowledge (local) +6
Perception +2
Perform (dance) +7
Perform (sing) +7
Sleight of Hand +8
Stealth +12
Favored Class Bard
Languages Common, Gnome, Halfling
SQ Countersong, Distraction, Fascinate, Inspire Courage
Combat Gear 10 Darts, Dagger, Leather Armor
Other Gear Copper bracelets, Beaded necklaces, Entertainer's outfit, Belt pouch containing: candle, chalk, ink, inkpen, oil, sewing needle, soap, razor blade, a small piece of polished metal (mirror), and common cosmetics.
Class Abilities
• BARD CANTRIPS - The bard can cast known 0-level spells without limit. (PFB 20).
• BARD SPELLS - Arcane spells drawn from the bard spell list. Spontaneous caster. Every bard spell has a verbal component (singing, reciting, or music). (PFB 16).
• BARD WEAPONS AND ARMOR - All simple weapons, longsword, rapier, sap, short sword, shortbow, and whip, light armor and shields (except tower shields). No arcane spell failure in light armor. (PFB 16).
• BARDIC KNOWLEDGE - The bard gets a free rank in selected skill - Knowledge (local) - at each level. In addition, a bard adds 1 to all Knowledge skill checks and may make such checks untrained. (PFB 16).
• BARDIC PERFORMANCE - Once per day per bard level, the bard can make a performance as a standard action. Some bardic music abilities require concentration, which means the bard must take a standard action each round to maintain the ability. (PFB 16-17).
• COUNTERSONG - Counters magical effects that depend on sound within 30 feet. Creatures use the bard’s Perform check result in place of its saving throw each round countersong is active, max 10 rounds. (PFB 17).
• DISTRACTION - Counters magical effects that depend on sight within 30 feet. Creatures use the bard’s Perform check result in place of its saving throw each round countersong is active, max 10 rounds. (PFB 17-18).
• FASCINATE - Up to 1 creature within 30 ft. able to see and hear the bard, and able to pay attention to him (i.e., in no danger). The bard must also be able to see the creature. The creature makes a Will save vs. DC 13. If a creature succeeds, it immune for 24 hours. If it fails, the creature sits quietly and listens, for as long as the bard continues to play and concentrate (up to bard’s level in rounds) and takes -4 on skill checks like Perception. (PFB 18).
• INSPIRE COURAGE - +1 morale bonus on saves vs. charm and fear and +1 morale bonus on attack and weapon damage rolls to allies who can hear for 5 rounds after it stops. Mind-affecting. (PFB 18).

Traits:
• Charming: Blessed with good looks, you’ve come to depend on the fact that others find you attractive. You gain a +1 trait bonus when you use Bluff or Diplomacy on a character that is (or could be) sexually attracted to you, and a +1 trait bonus to the save DC of any language-dependent spell you cast on such characters or creatures.
• Earning Your Freedom: Choose one of the three categories of saving throw; you gain a +1 trait bonus on all saving throws of that type.

Bard Spells
Per day - 2
0th (DC 13) - daze, lullaby, message, resistance
1st (DC 14) - charm person, lesser confusion

Working on background, should have that finished tonight.


Male Human Ranger 1

<------Larcifer here my Ranger 1 for inspection and reporting for duty!
still need to buy a ranged weapon...

Liberty's Edge

male boring human Air-Traffic-Controler Level 10

Ok, I think I will play a Mwangi rogue from the Bonuwat tribe (see p. 29 of the CS).
He got caught by slavetraders, but the ship sunk in a terrible storm and somehow he managed to survive that event. He was wahsed shore somehwere at the Katapesh coast, just south of the Brazen Peaks.
From that day on, he survived by hunting game and eventually arrived in Katapesh-City, where he learned the ways of the thiefs pretty fast.

So maybe (not sure yet, if I should) I will start out as a ranger, and switch over to rogue at 2nd level.
His name is Mitabu.

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