Recruitment: Legacy of Fire


Recruitment

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Thank you Diego, that's very helpful. Still puzzled why the player's guide isn't free on the site.


Current Submissions
Mahk, the Scythe : Human Ranger : Gnoll Killer
Kryas Razrin : Human Sniper Slayer : Reclaiming your Roots
Reuleaux : Gnome Uncahined Rogue : Missionary
Faffnyr : Half-orc Paladin : Earning your freedom
Alayi : Ifrit Swashbuckler : Earning your freedom
Aped : Human Hex channeler witch : earning your freedom

Recruitment is still open for another week or so. Feel free to adjust details to submitted characters.


DM Default wrote:

@ DarkOne

Don't focus on being "effective" or "combat potential." What kind of character do you want to play? What kind of strengths and weaknesses do they have? How do they feel about that situation and what can they do to aid their companions as much s they can? That is what I want you to focus on. I promise you, A good character goes much farther than efficiency in combat or underpowered characters. I'll fix that part on my end.

I appreciate the support, but my concern is one of both numbers and the desire to not be a burden. Nothing is worse than spending effort on a PC and then finding that you aren't worth your spot in a party. I am concerned that will be the case here.

That said, I will finish the Investigator and hope that his out-of-combat effectiveness makes his position worthwhile. I can also spend some effort using Aid Another and provide flanking to other PCs, so hopefully it will all work out.


At low levels your melee ability is largely driven by your strength score.


Or dex score for that matter

Liberty's Edge

I am preparing a Fire Oracle with the Finding Haleen trait. The problem can be the race. I would like to make a Ifrit, but two ifrits in a party seem too many. As the GM, what do you think? You would allow 2 ifrits or not?


I submit Trevor Cuelexis, ex-major domo and slave.


@Diego
Once again, first criteria is great characterization and backstory. Secondary is balance which is on me to do. Feel free to be an ifrit, it will have no bearing on my last choice if there are two ifrits or one.

@ Trevor

Glad to have your submission.


Going to do an about face here, but as I'm developing my character I realized that she would be better as an emberkin aasimar. Are you okay with aasimars as well as the variant abilities from the Blood of Angels sourcebook?

Btw my character will have wings (well used to actually). If you've ever played Baldur's Gate II and remember Aerie, then well this she is the inspiration for my character.

Still going with a fire sorceress though.

Also how do you feel about the feat additional traits?


Quentin Fitzgerald still needs to buy his gear, but is otherwise mechanically complete. I took the "Additional Traits" feat to get two extras, so that his backstory could be told largely through them.

I am not 100% sure I want to go with the VMC Bard - it delays getting Dexterity to damage until around level 9... We will see how things go and I will make the decision sometime before level 3.

Description:
The small, mousy man before you could easily blend into most crowds. His plain features, brown hair, and hazel eyes are not unattractive but do not stand out. His haircut is short, his beard well-trimmed, and is clothing plain and utilitarian.

Personality:
Quentin Fitzgerald is a focused individual. He loves learning and considers it the highest of personal goals. It is difficult to get him upset, as his difficult childhood led him to keep his feelings and options to himself. About the only thing that excites him is learning new things, while the only thing to upset him is the threat of gnolls attacking children.

Traits:
Finding Haleen - When she disappeared, Haleen made Quentin feel like an orphan again. He has spent the last several months working hard to find any word of her, speaking to caravan guards, traveling bards, and even diviners for any sign of her. The rumor that she is to be found in Kelmarane cannot be ignored - she is too important to him.

Orphaned - Quentin's parents were killed by gnolls in a caravan raid when he was a small child. He barely managed to escape and get to Katapesh alive, where he collapsed in exhaustion outside the walls of the great city. When he woke he was in a bed in a simple, but clean, room. His savior (Haleen) was gently cleaning his wounds with a wet cloth, singing gently. For the next several years she was something like a mother or older sister to him, though his experience in the sands led him to learn how to better survive in the wilds, just in case it ever happens again.

Spirits in the Stone - Ever curious, Quentin used to love to explore the ruins around Katapesh. Many times the only thing that got him home was his quick reactions, but after some time he got it in his mind that the stones would speak to him, warning him of the pitfalls around them. He doesn't share this feeling with others, though it makes him smile when his hunches prove true...

Armor Expert - Haleen always made sure that Quentin wore something to protect himself when he went out, and over the years taught him tricks to wear armor so it wouldn't hinder his movement. It is with some pride that he still uses those tricks, even after she has disappeared.


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@ SCKnight
Aasimar as a player race is a tad powerful. I would be willing to mod it if that's the flavor you want as I did for another character's Ifrit character.

To play an Aasimar, changes include : -2 to Strength, Constitution, or Dexterity, and choose one of your 3 resistances to keep losing the other two.

As I have no way to reference the "Blood of Angels" sourcebook, I'd rather you not use them.

And I haven't played Baldur's Gate yet, though its sitting on my Steam library.

Additional traits through feats are fine for now.

@ DarkOne
Glad you decided on your build. I would still strongly suggest you write a background of some sort or your character will seem flat against others that have them.


Archpaladin Zousha here with a progress update! I've gotten started on Zoisa the Magnificent, an ambitious scoundrel of a sorceress looking to develop and grow new, healthier strains of pesh with a bit of smuggling on the side...

ZOISA IS CURRENTLY INCOMPLETE! I still have to work out much of her spells and write out her background. Just wanted to let you all know I'm still working on it and should have her ready by the submission deadline.


I see. I can understand your reasons for weakening the aasimar. An interesting concept actually.

Also are you okay with catfolk characters? I've been meaning to try my hand at playing one and a catfolk fire sorceress sounds appealing.


@ Zoisa
Noted.

@ SCKnight
Catfolk are fine with me.


Here's a bit more backstory, ended up with sort of a timeline approach.

Backstory:

20 years ago
An, the City of Triangles: Prison

Reuleaux sat on the cold sandstone, his face not betraying his despair. They had only recently refurbished this tomb into a prison, there was always a chance something had slipped their notice. He stroked his impeccable moustache, lucky to still have his hand. He had been busted for thievery, like some of the others, but had been placed with the halflings in a low ceilinged chamber...perhaps once a reliquary for the dead.

One of the inmates who would become his greatest of friends, Tilly, slowly scanned the wall's pictoral glyphs mumbling in an unknown tongue. Is he reading that? "Say there, careful, you know there's power in written words...some jinx of the damned!" he warned.

The halfling snickered a bit until he was finished, this was not some wall of power, but a simple historical account that captured some of the construction techniques of the nearby complex, a secondary tomb of Kamaria some now call Kamaria epsilon.

Over the years, Reuleaux would learn it by heart, forming a solid foundation for his studies in Osirion engineering. The irony was while he came to know Kamaria epsilon by heart, the mysteries of his own cell would elude him for nearly a decade...

It wasn't until the Great Sandstorm of Aph-Sekh that Reuleaux again found freedom. The storm filled his prison with so many ordinary folk seeking shelter that the boundaries of his cell were blurred and broken. In the crowded chaos he evaded notice and was back on the street...he had to move quickly to get out of the city.

10 years ago
Into the sands, on the Caravan

The cheap brass clinked in the sweltering heat; it had a rhythm you could get used to. Realeaux had slid into a certain comfort, despite the smell and the constant struggle a caravan offered. With a knack for duping people he was a welcome addition to the incense traders life, though he knew acceptance was impossible...it always is for a gnome.

Still, they had worked out a decent gambit, Sadres the lead merchant would offer the most expensive scent available. Realeaux, giving the impression of a competing trader, would undercut Sadres price in appearance. In reality, and unknown to the customer, was that Reuleaux was heavily overcharging. It took patience to pull someone in like that, but there was all the time in the world those days.

The 80/20 deal stung but with no other option Reuleaux pressed on, his guile developing into something nearly untraceable. But once again the mathematical periodicity of the raging sands caught him off guard.

It came in the night, swallowing carriages whole, and smothering Reuleax under a million tiny peltings of grains...as he lost consciousness he remembered his mother's face from a century ago urging him to quiet after some jest "Shhh...."

3 years ago
A Godly Score

It was easy to feign belief for the Serenraen clergy. They had after all rescued an honest merchant from death's door, it was no surprise Realeaux claimed to see the light: brass was not a holy metal. Nothing but silver and gold was good enough for their apparent infiltration of Abadar's territory.

In time he would befriend the head-priest (Donigan), as much as a lying imposter could, who saw in Realeaux an eager scholar. Eager to learn of the undead dangers that lie in forgotten tombs, and how to best them, that is. That's what was really keeping him going, in solitude his imagination would take him far over the last mountain, secret riches whose existence was reserved only for the higher ranks....he could self-sustain here long enough, he thought.

A few days ago
Conversation with a Fence from before...


I'm currently working tonight and tomorrow night so it will be a day or two before I get my submission finished; just thought I'd give a little notice :)


Btw gm, I know what it says in terms of religion in the player's guide but I was curious since the Inner Sea Races book says that catfolk worship deities like Cayden, Shelyn (as a woman with a cat's head), Calistria, and any of the cat headed deities from Osirion. Would any of these deities be alright or would you prefer we stick to what's listed in the Player's Guide?


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DM Default wrote:
Any other PC race will be considered on a case by case basis.

DM Default, my first inquiry was about playing a gnoll; so as to give you case by case information this is a gnoll I created for a previous game that didn't get very far. I am wondering if you would consider Him.

I present Gnasher Red Claw:

Background:

Gnasher was born to the ‘Red Claw’ tribe of Gnolls, they controlled a small territory in the south-east corner of the Pale Mountain region. The tribe was led by Charook a warrior full of rage and fury; he bragged that the tribe was descended from a Yaenit and this is where their great rage came from.

The ‘Red Claw’s’ had several locations they made camp. The most popular was near a small silver mine where they sent their slaves in to dig for silver to trade with the humans, specifically a merchant named Bahram Ibn Parumartish, who was sometimes called ‘the worm’, because he would squirm around negotiations until he worked his way into a better deal. The tribe would meet ‘the Worm’ at their southernmost encampment; it was the furthest into the Pale Mountain range that the merchant would go.

Gnasher was almost two when his tribe travelled to the southern encampment to meet at a preset time with ‘the worm’. They had left the silver mine camp after entertaining a delegation from the Wormhollow tribe. Charook had met with Kikkling the Slight of the Wormhollow tribe. Kikkling had abandoned the traditional faith in Lamashtu the Mother of Gnolls and in his heresy chose to serve Rovagug and an upstart warlord called Carrion King. Charook laughed at Kikkling and threw him and his delegation out of the camp.

The ‘Red Claw’s’ were settled comfortably in their southern encampment when betrayal struck. The Carrion King had instructed Kikkling to bring the ‘Red Claw’ tribe to him, either as allies or as slaves. Being so vehemently rejected Kikkling broke sacred gnoll law and attacked and enslaved his fellow gnoll. After a vicious battle all the survivors were dragged off in chains to become the slaves of Kikkling, all except Gnasher.

Gnasher had been sleeping in warren with the hyena b!!+# that had adopted him, when the attacking Hyena’s came into the warren she fought them off. When she died Gnasher raged for the first time and finished killing the final attacker. He heard the battle overhead finish, he heard the six ‘Red Claws’ chained and dragged off. He hid in the warren for days living off of the carcasses of the hyena’s and did not come out till he heard the sound of the caravan overhead.

Waiting until the caravan left, he decided to follow. He lagged behind the caravan feeding off of the garbage they would toss out. Finally he was able to secure himself a place in the caravan as a sort of the guards assistant, watchdog and mascot. The caravan owner Bahram Ibn Parumartish ‘the Worm’ named him Gnasher.

Gnasher watched and listened, he had a gift for languages and soon learned to speak common. He learned the geography of the places they visited on a regular basis. He learned to fight from the different guards that ‘the Worm’ would hire. Eventually Gnasher went from being the guards assistant to being a guard himself. Then Gnasher 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.

Gnasher went to Bahram and told him of the undertaking. Bahram understood Gnasher’s hatred of the Carrion King and the gnolls who had turned to Rovagug. In the years they had traveled together Bahram had helped him piece together the events that had transpired, so he understood Gnashers desire to seek revenge. He gave Gnasher his blessing to aid Garavel.

Appearance and Personality:

Gnasher is a Gnoll between two worlds: born into a proud demon-spawned tribe loyal to Lamashtu called the ‘Red Claws’ then seeing them betrayed by Gnolls serving Rovagug. He was rescued as a pup by a dodgy merchant appropriately called ‘the Worm’. He was raised in neither gnoll nor human society but by an unscrupulous merchant and the unreputable guards he employed. Because of that Gnasher does not fit well in either gnoll or human society and he avoids interacting with people or situations he is not familiar with. However, in areas or around people he feels competent or comfortable with, he will interject his opinion and be involved in the conversation.

He has substituted the merchant caravan as his tribe taking on its value of gold and trade as his own; Worshiping Abadar for a profitable trade as quickly as he does Lamashtu for a successful kill. He will protect both the people and the property of the caravan as if they were his own and he is willing to share his possessions with those in the caravan as they need. Except for food, he will eat his fill growling at any who approaches him while he is dining. Fortunately he is happy eating that which most would throw out. He has learned how ‘civilized’ races view social things, even how they will treat their dead, and he enjoys teasing unsuspecting ‘humanoids’ about those social differences. He will scavenge things together enjoying what he finds as much as those things he has purchased, viewing Gnolls as scavengers first. Finally he will avoid work with an extreme prejudice, only assisting if it is a dire need. Fortunately he doesn’t view guard duty or fighting as work, but a responsibility to his tribe.

His appearance is similar to most Gnolls in Katapesh: Just over six foot tall, brownish grey hide and hair with black splotches on his back. His most outstanding feature are his red eyes he claims to be caused by a Yaenit progenitor. His cobbled together armor is mostly made from scale, with pieces of leather, chain and small metal plates attached. His weapons are second hand and from various locations; his shield of Linnorm design, wooden, a yard wide and a steel boss, his Chakrams from Vudrani, his spiked battleaxe of Cheliax design and his great flail taken from the body of a gnoll he had killed.

How He Got His Name:

Bahram Ibn Parumartish rode his camel near the front of his caravan, they were still too close to Gnoll country to be in the very front. The day, sweltering hot, the fat middle-aged slaver kept a large umbrella overhead and a fan constantly beating in his hand. Riding up beside him on a sturdy desert horse came his guard captain Dahrehn, the dark skinned Garundi brought the bay to a walk and called up to ‘the Worm’
”Bahram, sir, the trail before us is clear. The outriders report nothing to our flanks and the only sign behind us it the straggler from the ‘Red Claw’s’.” Dahrehn kept the bay moving at a quick walk to keep up with the camel, waiting patiently for his employer to ask any questions. ”So the pup still follows us, tenacious one that.” Bahram pondered as he shewed a fly with his fan.
”So the little bugger follows us still, he’s a stubborn one, that’s the way Charook was. Bad business that, we lost a good customer and a profitable flow of silver.” Dahrehn nodded his head in agreement ”As you say sir.” waiting to see if his employer would continue. Bahram, using the end of his turban wipes the sweat from his neck, under his salt and pepper beard.
”Just as well we weren’t there when the attacked happened, we would have lost more than the sale of a few slaves.” The guard nods his head in agreement as the merchant gathers his thoughts.
”Do you think he found the refuse pile we left unburned?” Dahrehn smiled as he answered ”Well Shiman said he saw it gnawing on the foreleg of the Gemsbok as it ran away when he approached it.” Bahram nodded, frowning, he may be a gnoll but he’s still not an it” ”Maybe he will decide to joins us, we shall see, make sure there is plenty of refuse left tonight for a hungry gnoll cub.” Dagrehn nods as he slows his mount down to turn around and continue checking on the caravans security, ”As you say, sir.”

The Juvenile gnoll followed behind the caravan, oblivious to the sun beating down on him, oblivious to his own lack of clothing, oblivious to the gore and blood crusted to his hide, oblivious to the scabbed over cuts and scratches covering him, only concerned with the antelope leg he gnawed upon as he ran doggedly behind his new tribe. ”Three days they leave me food, no one has beaten me, no one has tried to eat me, no one has thrown anything at me. They must be powerful to leave me all the food they do: head and brain, intestine and offal, bones and morrow. I never eat so good with ‘Red Claws’ they are gone now so it does not matter. When I am big I will find out what happened, but now I must stay near new tribe if I want to eat.”

It was at the beginning of the second watch when Dahrehn finally settled in his bedroll near the large fire, ’Almost too warm to sleep this close to the fire. We could have just a small cooking fire, but It wouldn’t keep the lions away as well, or allow us to see any attackers. I think our gnoll cub will enjoy the remains of the warhog we butchered, maybe we will leave him some of the cooked parts tomorrow night. I wonder what caused the boss’ preoccupation with the little bugger, we certainly can’t sell him.” Dahrehn finally dozes off to sleep but is soon awakened by screaming ”Aaaaaggggghhhh, I’ve been bitten! I’m bleeding! Kill that beast!” Dahrehn bolts awake, recognizing the voice of Shiman the tall Mauxi spearman who was on the north guard post on the second watch. Dahrehn began to yell Alarm! Alarm! as he grabbed his Khopesh and shield running to the screaming wearing nothing but his kilt.

As he and others arrive at the scene, Shiman has stopped screaming and is poking around in the brush with his spear, bleeding from a bite wound on his calf. Dahrehn quickly asks ”Where? what direction? How many?” Shiman, looking a little sheepish, ”Well, over there sir.” pointing to the brush with his spear. Dahrehn raises an eyebrow waiting for the Mauxian to continue. ”In the weeds, one sir, the little bugger who has been following us, sir, he attacked me tried to eat me.” Shiman points to his leg, begins to look around hoping for some support from the other onlookers.

Dagrehn takes a torch from a nearby onlooker and walking up to the brush area holds the torch out so he could locate the gnoll. Seeing the reflection of the creatures red eyes first Daggehn approached near enough to see the naked gnoll cub. Holding the butchered warthogs head by the nose with one claw and scooping out the grey matter with the other shoveling it into his mouth. Shiman, seeing the shadow of the gnoll raises his spear to throw it, just at the cub pulls his claw out of the warhogs skull and pointing at Shiman saying in a gravelly voice ”Him asleep, him not supposed to sleep, him get tribe killed”

”Bwa ha ha, put your spear down Shiman, isn’t it bad enough that you fell asleep and let a pup catch you at it?” Dagrehn turned around in time to see Bahram; his head uncovered, his long black hair falling on his wide shoulders, his robe held shut with one hand, his other hand resting on Shiman’s raised spear. The merchant continued
”Shiman you know the fine for dereliction of duty! Turning to Dagrehn he continued. ”Captain dock this man a weeks pay…” Then pausing for a moment he continued, turning to the pup pointing, ”And give it to that one over there. He has Charook’s eyes doesn’t he captain.” Then addressing the pup directly ”Would you like that ‘Red Claw’ you can come work for me, it will be like a tribe, a little. You can make sure these knaves stay awake at night.” The pup, excited by the idea of officially belonging to his new tribe, vigorously nods his head. Bagram moves to go back to his tent, then turning back and addressing the pup he adds.
”We need to keep these guards awake, but don’t bite them the first time, just gnash your teeth at them to give ‘em a warning.”

Liberty's Edge

DM Default wrote:


Aasimar as a player race is a tad powerful. I would be willing to mod it if that's the flavor you want as I did for another character's Ifrit character.

I have seen the changes to the suli, but I haven't found the changes you use for the ifrit. Can you repeat them? Thanks.

- * -

I think to take two alternate racial traits.
Trading fire affinity (actually, it is a no cost for an oracle, as it do nothing for them) to take fire in the blood
and
trading the energy resistance for Wildfire Heart as my first revelation will be Molten skin.

The idea of a guy that thrust his hands in the campfire to heal amuse me.


I've been wanting to play this AP for quite a while now, nice to see a recruitment again.

Would you be ok with a Sylph? I'm looking at going for the Mostly Human (from Inner Sea Races), Air Insight, Like the Wind and Skyspeaker alternate racial traits.
The character would be a Druid using the Desert Druid archetype and would work as a caravan guide. I might dip a level of ranger but I'm not sure on that or how to properly work that into the character unless I start with it.
I'm still debating whether I want a domain or an animal companion. The domain would most likely be Badlands or Desert while the companion would probably be a giant scorpion.

RPG Superstar 2013 Top 32

DM Default wrote:


@ Christopher

...I am indeed missing volume 4. How did you know that? Are you a wizard? o.O
I was going to wait to see how far the players take the adventure, eventaully buying volume 4 if we go that far.

If you just want to complete the set, it's yours. I forgot to check on it this weekend, but if you send me your address in a private message I'll remember to check on it when I get home again, and if that's the one I have, I'll send it to you. It's not mint, but it's free.


@ Zoisa
It seems you're missing a campaign trait from Legacy of Fire. I would also recommend not picking traits that don't make sense such as from other campaign traits.

@ SCKnight
Those deities seem fine to me if you'd like to worship them.

@ Robert
My apologies, I completely missed your question (and it was one of the first too, -_- ).

I've taken a quick look over your character and it seems interesting. ONe issue that might be either a problem, or a fun role-play oppourtunity is that you technically don't know common due to the gnoll trait "Xenophobic". Otherwise, I'm fine with Gnoll as an entry.

@ Diego
Whoops. I meant the changes to Suli. I haven't done any changes to Ifrit.

@ Cuan
Sylph's are fine by me.

@ Christopher
If you're willing, I would be happy to accept your generosity.

--------
Whew, with all these submissions, I might have to open a second table.

Current Submissions
Mahk, the Scythe : Human Ranger : Gnoll Killer
Kryas Razrin : Human Sniper Slayer : Reclaiming your Roots
Reuleaux : Gnome Uncahined Rogue : Missionary
Faffnyr : Half-orc Paladin : Earning your freedom
Alayi : Ifrit Swashbuckler : Earning your freedom
Aped : Human Hex channeler witch : Earning your freedom
Trevor Culexis : Human Alchemist : Earning your freedom
Quentin Fitzgerald : Human Investigator : Finding Haleen
Zoisa the Magnificent : Gnome Sorceror of Sleep : (N/A)
Gnasher Red Claw : Bloodrager Gnoll : Gnoll Killer


DM Default wrote:

Character Entry Update!

The final selection of players will be required to format their skills into background and adventuring skills as per the alternate rules. However, as this is an amendment to the character creation criteria, previous entries will be exempt unless selected at the deadline.

Because Gnasher grew up with a traveling merchant he took Geography and linguistics as his two background skills, using the linguistics to learn common. If that is not ok I would drop his charisma and increase his intelligence to accomplish the same thing.


DM Default wrote:

@ DarkOne

Glad you decided on your build. I would still strongly suggest you write a background of some sort or your character will seem flat against others that have them.

In case it wasn't seen, here is Quentin's background, based both fluff and mechanics on his traits:

Description:
The small, mousy man before you could easily blend into most crowds. His plain features, brown hair, and hazel eyes are not unattractive but do not stand out. His haircut is short, his beard well-trimmed, and is clothing plain and utilitarian.

Personality:
Quentin Fitzgerald is a focused individual. He loves learning and considers it the highest of personal goals. It is difficult to get him upset, as his difficult childhood led him to keep his feelings and options to himself. About the only thing that excites him is learning new things, while the only thing to upset him is the threat of gnolls attacking children.

Traits/Background:
Orphaned - Quentin's parents were killed by gnolls in a caravan raid when he was a small child. He barely managed to escape and get to Katapesh alive, where he collapsed in exhaustion outside the walls of the great city. When he woke he was in a bed in a simple, but clean, room. His savior (Haleen) was gently cleaning his wounds with a wet cloth, singing gently. For the next several years she was something like a mother or older sister to him, though his experience in the sands led him to learn how to better survive in the wilds, just in case it ever happens again.

Finding Haleen - When she disappeared, Haleen made Quentin feel like an orphan again. He has spent the last several months working hard to find any word of her, speaking to caravan guards, traveling bards, and even diviners for any sign of her. The rumor that she is to be found in Kelmarane cannot be ignored - she is too important to him.

Spirits in the Stone - Ever curious, Quentin used to love to explore the ruins around Katapesh. Many times the only thing that got him home was his quick reactions, but after some time he got it in his mind that the stones would speak to him, warning him of the pitfalls around them. He doesn't share this feeling with others, though it makes him smile when his hunches prove true...

Armor Expert - Haleen always made sure that Quentin wore something to protect himself when he went out, and over the years taught him tricks to wear armor so it wouldn't hinder his movement. It is with some pride that he still uses those tricks, even after she has disappeared.


Throwing Turok's keffiyeh into the ring. I'll get a background up as soon as I get a chance to chill with a frosty beverage and think one up.
Since Herolab doesn't differentiate between Adventuring skills and Background skills I marked the background skills with an asterisks.


DM Default wrote:

@ Zoisa

It seems you're missing a campaign trait from Legacy of Fire. I would also recommend not picking traits that don't make sense such as from other campaign traits.

That's because I hadn't picked one yet. I've settled on Finding Haleen now, taking the extra skill point.

Radiant Oath

Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

And another update! As far as I can tell, Zoisa's actual crunch is finished. I'll now begin writing her description, personality and backstory.


@ Robert
I'd be fine with either option.

@ Turok
I'll wait for background before adding you to the list.

@ Zoisa
Looking good.

Scarab Sages

Introducing Suleiman Starspeaker the Sha'ir!

The DM and I have worked out a way to bring back and update the original AL-QADIM/Dragon Compendium Sha'ir.

Specifics are as follows:
SHA'IR

"Good things come to those who wait."

Alignment: Any
weapon and armor proficiencies as wizard
1d6 Hit die
1:2 BAB
high Will save
2+Int skill points
Class Skills: Appraise (Int), Bluff (Cha), Craft (Int), Diplomacy (Cha), Fly (Dex), Knowledge (all skills, taken individually) (Int), Linguistics (Int), Perform (Cha), Profession (Wis), Sense Motive (Wis), Spellcraft (Int), Use Magic Device (Cha)

maximum spell level, save DCs based on Intelligence; reaches new spell levels as Wizard; no set "Spells per day," but every time the Sha'ir's gen attempts to fetch a spell, whether they succeed or fail, the Diplomacy required check to fetch the next one increases by 1.

Fetching a spell takes 1d6+spell level rounds for a Sorcerer/Wizard spell, or 1d6+spell level minutes for a Cleric spell.

Once retrieved, the spell remains in the Sha'irs possession for 24 hours or until spent, whichever comes first, but the Sha'ir can only maintain a number of spells equal to their Intelligence modifier. They may freely replace any spell already in their possession with any new spell their gen has fetched them.

Sha'irs have access to any spell on the Sorcerer/Wizard spell list and the Cleric spell list.

Fetching a spell requires a DC 15 Diplomacy check, with the following modifiers to their roll:

- +1/Sha'ir level
- -2/level of the desired spell
- -6 if the spell is from the Cleric list, plus an additional -2 per spell level above 4th
- -4 if seeking a spell with a metamagic feat applied (negated if the Sha'ir knows this metamagic feat), plus an additional -1 per increase in level caused by the application of metamagic
- -1 per spell already fetched that day
- +2 if the spell is of the same elemental subtype as the Sha'ir's Gen.
- +the Sha'ir's Wisdom modifier (if positive)

Bonus Languages: A sha'ir may substitute Aquan, Auran, Ignan, or Terran for any of the bonus languages available to his race. Sha'irs are expected to have a great deal of contact with elemental entities, and apprentice sha'irs often study the languages that such creatures speak.

Gen's Boon: A Sha'ir gains the Elemental Wizard School Powers of the same element as their Gen, as well as the "Basic Kinesis" Kineticist abilities of their gen's element, and detect magic, as Cantrips. These abilities are all Intelligence-based.

Genie Lore (Ex): At 2nd level, Sha'irs become versed enough in the ways of their supernatural peers that they receive a bonus equal to half their level on Spellcraft checks and any two Knowledge skill checks of the their choice.

Compel Magic Device: By 4th level, Sha'irs have become accustomed to imposing their wishes onto fickle magical agents and getting their way. If they roll a natural '1' on a Use Magic Device check, they need no longer wait 24 hours to try again. In addition, they gain one of the following as a bonus feat: Skill Focus (Use Magic Device) or Magical Aptitude.

Elemental Protection: At 5th level, a Sha'ir gains resistance to acid 2, cold 2, electricity 2, and fire 2 (not cumulative with any other source of energy resistance). He also gains damage reduction 2/— against attacks made by any creature with the air, earth, fire, or water subtype. The resistance increases to 4 against the energy type to which his gen is immune, and the damage reduction increases to 4/— against attacks made by creatures of his gen's elemental subtype. He also gains a +2 bonus on all saves against acid-, cold-, electricity-, and fire-based attacks, and this bonus increases to +4 against attacks that deal the energy damage to which his gen is immune.

Call Genie (Sp): A 7th-level or higher Sha'ir may call a janni to aid him once per day. This functions as the lesser planar ally (caster level equal to the Sha'ir's level) spell except that the Sha'ir can only call a janni, and Sha'irs do not need to pay any cost for this spell save for fees negotiated by the Jann/Genies for their services. At 11th-level or higher, the Sha'ir may use this ability to call any type of genie (shaitan, djinn, efreet, or undine), or two janni.

Craft Genie Prison: A Sha'ir can craft an item that functions as an iron flask, but can only hold geniekind, for a quarter of the normal price of crafting an iron flask. The Craft Wondrous Item feat is unnecessary to make these items. A genie prison can be nearly anything of which an enclosed space is a prominent feature: a skull, a bottle, a ring, a seashell, etc.

Sha'ir Supreme: At 20th level, the Sha'ir gains the ability to cast limited wish as a spell-like ability 3/day, save that they are able to duplicate any effect up to 8th level (the other limitations of limited wish still apply).

Did I get that right, DM?


Forgive me if somebody has already asked, but will you allow a drawback to take an additional trait? With the usual unwritten rule that it cannot be something the character will constantly sidestep.


@ Suleiman
Looking good.

@ TawnyKnight
For now, I'll allow drawbacks under that condition.


1 person marked this as a favorite.

@DM Default
Did you catch my background post? Is that sufficient to present a clear picture of who Quentin is? Without more information on Haleen I am not sure what else to say, but would like a good chance of being selected (so I will write more if that would improve the odds).

Thanks for taking the time to consider my application; I do appreciate it.


DarkOne7141981 wrote:

@DM Default

Did you catch my background post? Is that sufficient to present a clear picture of who Quentin is? Without more information on Haleen I am not sure what else to say, but would like a good chance of being selected (so I will write more if that would improve the odds).

Thanks for taking the time to consider my application; I do appreciate it.

I was going to ask the same thing as well. I'm just using what I can figure out about Haleen and a good bit is basically assumptions.


@ Dark
Haleen is a vague enough npc that you or I can create details about her to make her more of a person. Feel free to write out additional details of your relationship with her, fleshing both you and her as a character.

@ SCKnight
Likewise to you as well. Feel free to make up details you feel Haleen would have as a character, in turn, should bring out traits and details of your own.


dotting...read this thread, but not familiar with the AP.

researching....


@DM Default my character is designed to head for the Bloatmage PRC, is this acceptable - the main issue being that I think it was published pre pathfinder. It seems like it requires no conversion and can be ported straight over, but if that is not acceptable I can just have his corpulence be a flavour thing easily enough.

Mainly he will be a over weight magic missile focused Wizard who will carry a folding chair and make use of it at the slightest opportunity. As I love the image of him taking a seat and hurling magic at foes from it.

Bloatmage Initiate Feat

Bloatmage PRC


This will be Dorian Grey's submission.

I am just starting it....


DM Default wrote:
Thank you Diego, that's very helpful. Still puzzled why the player's guide isn't free on the site.

Being as old as it is, it actually came out as part of the "Player Companion"(or whatever it's officially called) series. That's why it's not free. That one and Second Darkness are the only two that are that way.

I'm gonna throw this guy in there: Zerekias


Presenting TawnyKnight's corpulent newly anointed Pathfinder Wizard. Eventually heading for the Bloatmage PRC, which is not evil, Haran is neutral good, though a bit crabby when forced to exert himself too much.

Background:
Haran clung to the Seasprite's rail with grim determination, glowering at the sea, "I'll be damned if I'll let you keep me from enjoying my cheese, you briny puddle!" The corpulent wizard called, taking a great mouthful from the wedge of cheese in his free hand and forcing it down past the nausea. His long sea voyage had been hard work, but despite the constant tossing to and fro he had managed to exhaust his snack supplies and was looking forward to setting to a proper Keleshite market to restock.

Finally Katapesh was in sight and after his long voyage to fabled Absalom to seek out and join The Pathfinder Society he was back, tasked with a mission to accompany some fellow to an abandoned village and seek out the cause, hardly the heroic beginning he had envisioned, but an intriguing mystery.

Once back on blessed Keleshi soil he unfolded his ever reliable folding chair, affixing his parasol to the back of it for some shade as was his custom, and indulged himself in a well earned rest from the unpleasant weaving of the seas. The thought of the journey back to Katapesh was daunting, but he would pay to ride in a caravan and simply study his spells under the shielding canvas.

Born in Katapesh his mother a bookseller on the Night Stalls, and his father a Librarian to The Guild of Alchemists and Potion makers books had been most of Haran's life. In particular he loved The Pathfinder Chronicles soaking up the tales of exotic locales and thrilling adventure. But when he considered his own portly personage in terms of adventuring he knew he could not match the physical prowess of his heroes, sure he could exercise but it seemed like an awful sweaty business and the obvious alternative, magic, could be gained through reading in a comfortable chair.

So he sought out every tome of magic he could, and eventually happened upon a book that spoke of mages who used their swollen bodies to empower their magic. This was of course tremendously appealing, practically rendering snacking a necessity, rather than just a pleasure, and promising to both increase his magical might and justify the fact that he was nearly as wide as he was tall. He would take the mocking name his peers had given him and make it his own, Haran the Wide would become a hero and the guttersnipes who dared mock him would fester in their own bitterness as he rose to stardom.

Of course The Pathfinder's had been sceptical, but quick demonstration of magical prowess had soon put paid to their doubts. Now the proud owner of a Wayfinder, Haran was ready and eager to begin writing his own Chronicles - but intended to do so with every comfort possible.

Appearance:
Haran stands five and a half feet tall, and perhaps a foot less in girth. A fastidious man he typically dresses in long loose fitting robes that both announce him as a wizard and allow him to move freely and stay relatively cool. He wears his thick brown hair pulled back and tied into a short ponytail and moves with small shuffling steps.

Personality:
Haran is a self centred person, who wants to do good primarily because it makes him look good, and allows him to congratulate himself. He tends to be sarcastic, and has poor impulse control, especially in regard to food. He has a dry sense of humour and is a friendly fellow, even if he does tend to find maintaining relationships a bit of a chore.


Searches out every tomb? Sounds like you do get exercise. ;)


DM Default this is RH's Gnoll "Gnasher"

I altered his armor slightly He had originally been built using "Average" income instead of "Maximum".

Also he has a third trait using a Drawback, is that OK?


Trevor Culexis wrote:
Searches out every tomb? Sounds like you do get exercise. ;)

LOL, grr I always do that, thanks for the catch :) Tome, dang it!


@ Harun
I have found a "bloodmage" in pathfinder which is pretty much the same thing as the "bloatmage" of 3.5 . I'd rather keep to Pathfinder as much as possible so if you are willing to check if there any changes to bloodmage and switchover, you can still be a "bloatmage."

Essentially, yes you can be one but check with the Pathfinder version for balance.

@ Adroushan
Got it.

@ Javell
Received.

@ Gnasher
Noted.

Current Submissions
Mahk, the Scythe : Human Ranger : Gnoll Killer
Kryas Razrin : Human Sniper Slayer : Reclaiming your Roots
Reuleaux : Gnome Uncahined Rogue : Missionary
Faffnyr : Half-orc Paladin : Earning your freedom
Alayi : Ifrit Swashbuckler : Earning your freedom
-
Aped : Human Hex channeler witch : Earning your freedom
Trevor Culexis : Human Alchemist : Earning your freedom
Quentin Fitzgerald : Human Investigator : Finding Haleen
Zoisa the Magnificent : Gnome Sorceror of Sleep : Finding Haleen
Gnasher Red Claw : Bloodrager Gnoll : Gnoll Killer
-
Turok Dunestalker : Human Druid :Gnoll Killer
Suileiman Starspeaker : Elf Sha'ir : Finding Haleen
Adroushan [unfinished]
Zerekias Tholtan : Half-Elf Ranger : Gnoll Killer
Haran the Wide :Human Evoker : Seeking Adventure


I always liked the floating disc hoveround.


I believe Bloodmage is exactly the same as Bloatmage, its probably just a rename so they could include it on the PFSRD, I do believe it is balanced, but the text seems to be identical.


Haran is correct. They changed a lot of names on the d20PFSRD to comply with the OGL.

I'd like to submit Alem abd-al-Hassan for consideration. Human Wizard (conjurer) with the Earning Your Freedom trait. I may alter crunch a bit; I'm considering using going with the Unchained Summoner instead, but they only get elemental eidolons rather than actual genies. Formatting needs to be updated properly, but the fluff shouldn't change.


Honestly, should check out Archive of Nethys. It is a bit more neat with Paizo material. Here's the link here.

And I have to say that there are so many interesting characters too!

Scarab Sages

Update: I'm giving my Gen the Valet Archetype - I'm not sure what the class skills alteration implies, though.

By the way, is this for Pathfinder Society credit?


This is SCKnightHero1 here and this is my catfolk sorceress. Just about done with her. I'll have everything posted tomorrow. Just have to fine tune her background and I'm done.


Zoisa's background and things are now complete, with three days left to spare!

Background:
Zoisa has lived in Katapesh all her life, the only child of a pair of gnomes who ran a small business selling magical trinkets to gullible tourists in the city. While they were never really wealthy in any sense of the word, they provided their daughter with the comfort and security to explore the strange city they called home without fear. Her favorite game was to chase her father's familiar around the rooftops of the bazaar near her family's apartment, occasionally crashing through the awning of their stall, much to her parents' surprise.

Unfortunately, this happy life became tragic all too quickly as a strange plague swept through the city, claiming the life of her father. Her mother tried as best she could to carry on, but the spark had died with him, and much to Zoisa's horror, her mother began to succumb to the Bleaching, and one night she simply walked off into the moonlight to never return. Zoisa was thus cast into an unforgiving city that didn't much care for what she'd suffered, but only for what they could gain from her. Unscrupulous merchants bullied her into giving up her parents' stall, and were about to try and wring more profit from her by selling her to a slaver.

Before such a terrible thing could happen, however, Zoisa was saved by a young human named Haleen, who brazenly spoke out against the unfairness of Zoisa's situation to all who would listen. She took the orphaned gnome in, and eventually turned enough ears that the merchants eased off on Zoisa. She was intensely grateful for Haleen's generosity and the two pursued work in various places together to eke out a tolerable existence in Katapesh, which led Zoisa to regard Haleen as the big sister she'd never had (despite being older than Zoisa by about 20 or more years). Over the years, Zoisa became an expert on herbal remedies and all things alchemical, but the path of an actual alchemist didn't interest her. She still remembered the wonders of her parents' magical trinkets, and she desperately wanted to recapture those moments.

Zoisa tried as time went by to emulate the magic of her parents, but kept finding herself getting distracted and running into mental barriers that she couldn't quite push past. She'd wave her fingers and intone words of arcane power and only succeed in making herself look foolish. But she kept getting strange and fantastical dreams that showed her manipulating the world as if it were but illusion, and somehow knew that the dreams were trying to tell her something, even if her waking mind couldn't quite process it. Haleen helped Zoisa contact a number of other arcanists in the city, until one named Hakeus offered an unusual solution.

Hakeus was a sahir-afiyun, a mage who used pesh to amplify his spells, and while he was little more than an amateur, he convinced Zoisa to try the drug and see if it did anything. Haleen vociferously protested, claiming that pesh had done nothing but ruin the lives of others, citing Hakeus himself as a prime example. Hakeus countered that as a gnome, Zoisa had nothing to fear from the drug's negative effects. Zoisa ended the debate by grabbing Hakeus' pesh pipe from his mouth and inhaling a large breath of smoke. When she did, something seemed to finally fall into place in her mind, and she saw what had previously held her back falling away, as she rocketed forward through a field of stars that brought her back to reality. Coughing and sputtering, she joyfully replied that it had worked.

Hakeus was no teacher, but Zoisa was a sharp young woman, whose alchemy sales allowed her to finance her "studies" into altered states of consciousness through pesh. Things began to settle down for a bit, Zoisa's pesh habit giving her just enough of a sense of exploration and wonder to keep the Bleaching at bay, but then troubles began anew. Haleen had become distant and terse with Zoisa. She wondered if it was the pesh, or that a bum like Hakeus provided the breakthrough she couldn't, but as time went by it became clear it was more than that. Finally, Zoisa found a note one morning that seemed to be from Haleen, telling her to forget her and get on with her life.

Zoisa could barely believe what she'd read. For a few days, she could barely work, pondering how Haleen could just up and disappear like her mother had. Humans didn't Bleach, there was no way something like that could have happened to Haleen. Zoisa read the letter again, and again, and again, sometimes sober, sometimes in a pesh-induced haze, to try and figure out if there was something she missed. Some secret code or hidden message. Then one night, during a particularly hard pesh binge, she experienced a vision similar to the one she'd had the first time she ever took pesh. She saw fire and felt cold winds. She saw a pale mountain and a ruined village in its shadow. She heard chilling, animal-like laughter, and then a word, one word in Haleen's voice: Kelmarane. Then Zoisa blacked out.

When Zoisa came to the next morning, she sprang into action, finding out what Kelmarane was through local gossip and formulating a scheme to find Haleen. She sold the alchemy business, packed her bags and rushed to where the expedition was organizing, volunteering her spells to aid in it. She'd find Haleen in Katapesh, and there they could do whatever they wanted, starting a new business or helping other kids at risk of becoming slaves, her mind bounced wildly from possibility to possibility.

Personality:
Ambitious; Zoisa's wild imagination prompts her to dream big, seeing Kelmarane as more than just an opportunity to find her adoptive sister, but as a base of operations for future enterprises, legal or otherwise.

Brash; Irreverent and energetic, Zoisa rarely reins herself in, openly delighting in getting in trouble whether she's caught or not and throwing the same amount of passion into each project she undertakes, no matter how many there are at any given time.

Charming; In spite of, or maybe because of, Zoisa's fiery personality, she likes to make it impossible for others to outright hate her, and enjoys talking her way out of situations as much as she enjoys using magic to get out of them.

Freedom-Loving; Zoiza may seem self-absorbed, but she's very sympathetic to the plight of slaves in Katapesh, having narrowly avoided becoming one herself after her parents died thanks to Haleen's intervention. One of her many dreams is to sneak slaves out of the city to freedom. She's well aware that with enough power and money she could just BUY them and free them right away, but she hates the idea of rewarding the slavers with money and feels that daring escapes are more fun anyway.

Slippery; Living in a city of thieves, liars and mages has given Zoisa an appreciation for cleverness and deception. To her, deception is a game and education for good people and justice for oppressors and bullies, though her definition of what constitutes which is rather fluid.

Sybaritic; Having grown up just above the poverty line in Katapesh, Zoisa never wants to live that life again. She enjoys pesh not just as an aid for her magic, but also recreationally, and actively seeks other fine luxuries like fine wines, comfy pillows and stylish clothes.

Description:
Ht: 3'4"
Wt: 70 lbs
Age: 51
Hair: Bright Yellow with Deep Red Streaks
Eyes: Royal Purple
Skin: Earthy Olive

Zoisa maintains a compact but athletic frame, rather than that of a sedentary wizard. Her hair is the colors of the pesh flower, which she keeps relatively short to avoid lab accidents and even then bound up in a purple and gray turban. These colors are found in her clothes as well, short robes that'd complement a suit of leathers very well, if she had one. She has an exaggerated, expressive face, whether smirking at some private joke or joyfully yelling as she runs from someone she's tricked. She shifts from foot to foot, as if ready to dash or tiptoe at a moment's notice.

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