
Mah'ysa Alandir |

We are a Legacy of Fire group that has lost our GM. We are in the middle of ‘The Impossible Eye’ module and would like to continue on with a new GM.
CAST:
Bahir, Paladin 11
Efreat, Sorcerer (Efreeti) 11
Hazreem, Druid 11
Mah’ysa, Cleric (Sarenrae) 10 Bard 1
Paellat, Rogue 11
Our gameplay thread is HERE.
We are a good crew and ready to play on. Potential GM’s check us out!

AdamWarnock |

So, I ran across the thread for finding a replacement player, and I'd liek to throw my hat into the ring. I would like to say that I don't think I could do a good job with another person's character, so if you'd rather me pick up Paellat, we may have a problem. If not, I was wondering if an Arcane Trickster would be okay.

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I would love to fulfill your missing players role, however there is just something wrong with taking over someone else's character and playing them. If I could build my own rouge, it would be far preferable to me as well as to you. If you could guide me to the character creation rules for your campaign, I would be happy to build a rouge and join in.

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Well, it depends on what you want out of this character, if he was not a major damage dealer, than I an inquisitor would be a cool class to be the skill monkey, as well as providing lots of out of combat utility. However you have lots of spell casting and maybe you need a more melee oriented rouge, in which case i would play a knife master unchained, who would be combat oriented to set up sneak attacks and, would still be a skill monkey. Really I will play whatever you want in the party. Tell me what you are lacking and I will pick a character to fill it. Your party is very magic heavy, so I would assume spells are not needed so what is?

AdamWarnock |

I took a look and if you really wanted to be a spell caster, you could focus on debuffs, or buffs that overlap well with what the rest of the party has.
That said, I think I'm going to stick with the idea I had for an arcane trickster. I can work on the fluff, and if I remember right, you guys are in another plane. If so, then I think I should have a fairly entertaining backstory for my character. I just need the build rules to make the crunch.

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2009! 6 years ago!
Ok... New Creation guidelines:
Level 11
Pathfinder Rules (No beta, the real deal)
20 point buy
82,000 gp in equipment, no single item over 20,500
Max hp
No Evil, no Chaotic Neutral.
2 traits, no drawbacks
No crafting costs.
For the already existing characters, please "adapt" / modify / reequip them so they match those rules.
A new beginning!

AdamWarnock |

Oh Max. That's excellent.
I've got the crunch done, I'm mulling over the fluff and should have it up tomorrow. In the meantime, here's the crunchy goodness.
Slip McGee
Half-elf arcane trickster 4/rogue (unchained) 3/sorcerer 4
CG Medium humanoid (elf, human)
Init +5; Senses darkvision 30 ft., low-light vision; Perception +17
--------------------
Defense
--------------------
AC 22, touch 15, flat-footed 17 (+7 armor, +5 Dex)
hp 83 (11 HD; 8d6+3d8+11)
Fort +4, Ref +13, Will +9; +2 vs. enchantments
Defensive Abilities danger sense +1, evasion; Immune sleep
--------------------
Offense
--------------------
Speed 30 ft.
Melee snow shimmer +13/+8 (1d6+6/19-20 plus 1d6 cold) or
. . thunder's twinkle +13/+8 (1d6+6/19-20 plus 1d6 electricity)
Special Attacks shadowstrike, sneak attack (unchained) +2d6, sneak attack +2d6
Sorcerer Spells Known (CL 10th; concentration +15)
. . 4th (4/day)—shadowy haven[ARG]
. . 3rd (6/day)—displacement, major image (DC 18)
. . 2nd (7/day)—blur, invisibility, minor image (DC 17)
. . 1st (8/day)—charm person (DC 16), grease, mage armor, ray of enfeeblement (DC 16), silent image (DC 16), vanish[APG] (DC 16)
. . 0 (at will)—dancing lights, detect magic, ghost sound (DC 15), mage hand, mending, message, open/close (DC 15), prestidigitation
. . Bloodline Shadow
--------------------
Statistics
--------------------
Str 13, Dex 20, Con 10, Int 12, Wis 12, Cha 20
Base Atk +6; CMB +7; CMD 22
Feats Arcane Armor Training, Double Slice, Eschew Materials, Skill Focus (Stealth), Stealthy, Toughness, Two-weapon Fighting, Weapon Finesse, Weapon Focus (gladius)
Traits deft dodger, magical knack
Skills Acrobatics +15, Bluff +10, Diplomacy +12, Disable Device +22, Disguise +12, Escape Artist +14, Knowledge (arcana) +8, Perception +17, Perform (sing) +10, Sense Motive +7, Sleight of Hand +11, Stealth +29; Racial Modifiers +2 Perception
Languages Common, Elven, Sylvan
SQ elf blood, impromptu sneak attack, ranged legerdemain, rogue talent (trap spotter), trapfinding +1
Other Gear +3 mithral chain shirt, snow shimmer, thunder's twinkle, arrows (40), belt of physical might +2 (Str, Dex), burglar's bracers, cloak of resistance +1, handy haversack, headband of alluring charisma +4, ring of sustenance, 318 gp
--------------------
Special Abilities
--------------------
Arcane Armor Training Swift action: -10% arcane spell failure due to armor.
Burglar's bracers (1/day) Transforms into mwk thieves tools. Activate to take 10 on Disable Device despite danger.
Danger Sense +1 (Ex) +1 bonus on reflex saves and AC against traps.
Darkvision (30 feet) You can see in the dark (black and white vision only).
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.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Impromptu Sneak Attack (1/day) (Ex) You can declare any melee or ranged attack to be a sneak attack.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Magical Knack (Sorcerer) +2 CL for a specific class, to a max of your HD.
Ranged Legerdemain (Su) Can use Disable Device or Sleight of Hand from 30 ft away, but +5 DC.
Ring of sustenance Immune to hunger and thirst, and only sleep two hours a night.
Shadow Gain Stealth bonus equal to spell level for 1d4r after casting a [darkness] or [shadow] spell.
Shadowstrike (8/day) (Sp) Melee touch attack deals 1d4+2 non-lethal damage & dazzles targets w/o Low-Light or Darkvision for 1 minute.
Sneak Attack (Unchained) +2d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Sneak Attack +2d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Trap Spotter (Ex) Whenever you come within 10' of a trap, the GM secretly rolls for you to find it.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.

Efreat 'al Inferis |

I'll take a look at the magic items.
Corsario, just so that you are aware, the party is still due a wish from the Princess Genie. The plan had been to use a wish to upgrade all of our equipment with my crafting feats. That doesn't seem like it'll work anymore so we'll need to come up with something else.
As far as what the party needs, Hazreem is right that we need a trap finder and skill monkey.

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The rogue also did a fair bit of damage as a flank buddy with me...the paladin :) Thank you all for offering to help us finish this great and awesome long running campaign. You all rock!
As a side note I think I have average to slightly below average hitpoints up through level 11. Thank Sarenrae for Lay Hands On swift actions! It'll be odd becoming suddenly super powered but hey I think I can manage ;)

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I will be your new flank buddy, sorry you lost your old one :(. Corsair, I need to ask you this because if you select both of us it might be better for the party for me to build a more melee oriented char since Adam's char has a smashing disable device, and it wouldn't do to well if we competed for the same role. We can still both be skill monkeys, however having both be trap finders would be a waste of resources.

AdamWarnock |

Slip McGee was born in Westcrown. A fact she hated for most of her life. To be fair, all of Cheliax and the Hells hated her.
She grew up an urchin until she ran out of luck picking a brewer's pocket. The brewer, secretly a priest of Cayden Cailean, caught her in the act and wound up taking her in as his daughter. He taught her to trust her heart and treat others with kindness, sometimes in the form of taking ill gotten gains off a noble's hands and giving it to the poor.
After a botched job, several years later, the brewer wasn't able to continue living in Cheliax. He and Slip split up after a heart-felt goodbye. She continuing to Egorian while he fled to Andoran. She continued her escapades, only to find out she had a knack for magic. Reveling in her new-found power, she slowly became bolder, robbing from ever more prominent nobles. It was a rush.
Then her luck ran out again, or went sideways, she still not sure which.
It was to be her biggest haul yet, and her highest profile target. Unfortunately for Slip McGee, she had stumbled into a trap laid by the wizard brother-in-law of the count she was robbing. Fortunately for the half-elf, she wasn't sent to the Nine Hells, but rather to the Plane of Fire, into a efreeti's vault, with no way of knowing how to get out.
See, sideways.
Slip McGee
Half-elf arcane trickster 4/rogue (unchained) 3/sorcerer 4
CG Medium humanoid (elf, human)
Init +5; Senses darkvision 30 ft., low-light vision; Perception +17
--------------------
Defense
--------------------
AC 22, touch 15, flat-footed 17 (+7 armor, +5 Dex)
hp 83 (11 HD; 8d6+3d8+11)
Fort +4, Ref +13, Will +9; +2 vs. enchantments
Defensive Abilities danger sense +1, evasion; Immune sleep
--------------------
Offense
--------------------
Speed 30 ft.
Melee snow shimmer +13/+8 (1d6+6/19-20 plus 1d6 cold) or
. . thunder's twinkle +13/+8 (1d6+6/19-20 plus 1d6 electricity)
Special Attacks shadowstrike, sneak attack (unchained) +2d6, sneak attack +2d6
Sorcerer Spells Known (CL 10th; concentration +15)
. . 4th (4/day)—shadowy haven[ARG]
. . 3rd (6/day)—displacement, major image (DC 18)
. . 2nd (7/day)—blur, invisibility, minor image (DC 17)
. . 1st (8/day)—charm person (DC 16), grease, mage armor, ray of enfeeblement (DC 16), silent image (DC 16), vanish[APG] (DC 16)
. . 0 (at will)—dancing lights, detect magic, ghost sound (DC 15), mage hand, mending, message, open/close (DC 15), prestidigitation
. . Bloodline Shadow
--------------------
Statistics
--------------------
Str 13, Dex 20, Con 10, Int 12, Wis 12, Cha 20
Base Atk +6; CMB +7; CMD 22
Feats Arcane Armor Training, Double Slice, Eschew Materials, Skill Focus (Stealth), Stealthy, Toughness, Two-weapon Fighting, Weapon Finesse, Weapon Focus (gladius)
Traits deft dodger, magical knack
Skills Acrobatics +15, Bluff +10, Diplomacy +12, Disable Device +22, Disguise +12, Escape Artist +14, Knowledge (arcana) +8, Perception +17, Perform (sing) +10, Sense Motive +7, Sleight of Hand +11, Stealth +29; Racial Modifiers +2 Perception
Languages Common, Elven, Sylvan
SQ elf blood, impromptu sneak attack, ranged legerdemain, rogue talent (trap spotter), trapfinding +1
Other Gear +3 mithral chain shirt, snow shimmer, thunder's twinkle, arrows (40), belt of physical might +2 (Str, Dex), burglar's bracers, cloak of resistance +1, handy haversack, headband of alluring charisma +4, ring of sustenance, 318 gp
--------------------
Special Abilities
--------------------
Arcane Armor Training Swift action: -10% arcane spell failure due to armor.
Burglar's bracers (1/day) Transforms into mwk thieves tools. Activate to take 10 on Disable Device despite danger.
Danger Sense +1 (Ex) +1 bonus on reflex saves and AC against traps.
Darkvision (30 feet) You can see in the dark (black and white vision only).
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.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Impromptu Sneak Attack (1/day) (Ex) You can declare any melee or ranged attack to be a sneak attack.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Magical Knack (Sorcerer) +2 CL for a specific class, to a max of your HD.
Ranged Legerdemain (Su) Can use Disable Device or Sleight of Hand from 30 ft away, but +5 DC.
Ring of sustenance Immune to hunger and thirst, and only sleep two hours a night.
Shadow Gain Stealth bonus equal to spell level for 1d4r after casting a [darkness] or [shadow] spell.
Shadowstrike (8/day) (Sp) Melee touch attack deals 1d4+2 non-lethal damage & dazzles targets w/o Low-Light or Darkvision for 1 minute.
Sneak Attack (Unchained) +2d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Sneak Attack +2d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Trap Spotter (Ex) Whenever you come within 10' of a trap, the GM secretly rolls for you to find it.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.
A short woman of slight build, Slip looks the part of a rakish daredevil with a slightly cocky grin and tied-back black hair. Her eyes are a dark grey and glint mischievously. Her clothing is tailored to flatter her form and allow some impressive acrobatics.
If everything's looking good. I'll go ahead and create the alias.

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Corsario: I have one question regarding the equipment prices/rules. I am carrying around Vardishal, the scimitar from chapter 1. It seems it is integral to the entire storyline. I think it breaks the rules as far as single price on an item and I have no idea how much it is actually worth or how to include it in the total gp value since it grows in power with level.

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Corsario: We have a complete list of our magical gear and our current loot under the campaign tab, thanks to our previous GM. It even has the listed totals for our total equipment values (mines pretty close to where you want it at now, depending on how Vardishal is valued). We were planning on using a wish granted by a certain water genie princess to convert a bunch of our currently acquired loot into usable stuff (it's most of the stuff listed under the unassign section - probably bring some extra dimensional merchant to visit us or something I imagine). I'm guessing that it would bring us on gp par with 12th level gp values when we hit that level (hopefully soon :). I can see us having no problem splitting the loot with our new (recently freed from the prison?) companions. I know your going for a fresh start, so this is but a suggestion that kinda ties things between the old and new together and will fill in that gp gap between 11th and 12th level gp totals. Good with whatever you decide tho, just pointing out the resource and updating you some on what our in-game plans were.