DM Darknlight's Legacy of Fire.

Game Master Mrdarknlight


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I always wanted to play in this AP, but figured I would give a go at running it.

Character Creation Guide
Everyone will be first level, using a 20 point buy, no stats under 8 or over 20 after racial modifiers. Starting gold will be average for class. Starting Hit points are max.

Race: All core races are allowed. The following races are also allowed, Ifrit, Muls, Suli, Sylph and Tielfing(Div Spawn).

Class: All classes are allowable. Some 3PP classes may be allowed on request and after I look through them.

Alignment: Any non-evil.

Traits: 2 traits, one must be a campaign trait for Legacy of Fire.

All pathfinder books are allowed, but please tell me which book you are using for your options.

Any other questions please feel free to ask.

Submitting Guide:
Please put character in a post, do not make an alias for the character. I am more looking for a good background on the character than the stats worked out.

Lantern Lodge

dotting for interest. Will have to look through the players guide and decide but thinking maybe Ifrit inquisitor(immolater) or Suli Magus...


Dotting for interest. I'm thinking Human Cavalier as I find the class interesting but never got to play one before


Sounds fun. I'll have to look at the player's guide before I decide what to play, but I'll try to throw something together today or tomorrow.

Lantern Lodge

I'll present this for application; as requested mostly backstory and rough overview, number crunch later.

Jhaleed Afseif:

Jhaleed is a strong willed young Suli; though even she doesn't know her heritage for sure. There isn't much anyone knows about her past. All she remembers is the streets of Katapesh, the harsh reality of living day by day as a struggle using every tool and skill available. Whether it was using her abnormal talents to garner what copper she could from street performing, or even less scrupulous means. She wasn't above petty theft, blackmail or information brokering. In her desperation, she had even resorted to muggery and other violent crime, acts that still shame her to this day. And as is usually the case, her past caught up with her- just a little earlier than most.
Due to her young age, the child's life was spared, and she was sold as a slave to a Katapesh family, a merchant named Rajal and his wife. The family wasn't extremely well to do and besides Jhaleed owned only 1 other slave, an elderly maid whos tasks she would take over. The wife, named Haleen, was a kind woman who treated them both extremely well. A devout follower of Sarenrae’s, Haleen disaproved of Katapesh's, and her husbands, allowance of slavery, and instead treated Jhaleed as her own daughter. Haleen was herself unexplicably barren, but she had little desire other than to become a mother and pass their lives quietly in Katapesh, despite her husbands grand ambitions for his buisness.

Sadly, 1 night the house was broken into. Multiple thieves broke in, claiming that the shop was past on its 'dues.' When he resisted, they killed Rajal before the 3 womans very eyes. When the men then approached the woman speaking of the markets and the womans 'worth', something surged in Jhaleed, hurt and rage and also fear of losing the only person who had ever cared for her, coalesced around her arms as a tangible blade of ice, soon stained crimson with the bloodletting she unleashed on those men that night. She herself doesn't remember that night extremely clearly, and Haleen always refuses to talk of it.

The 3 woman left Katapesh that night, taking all they had and could carry to a nearby town and tried to find ways to get on with their life. Haleen had several friends in the village, her hometown. Among them was a Magus of some skill, and as a special favor to Haleen, took the young girl, now officially adopted as her daughter, as a protoge, and began a long process of molding her impressive natural talent with elemental magics along with the basic swordplay she had learned on the streets into a first class Magus, with full control of her abilities.

Jhaleed has recently finished her years of apprenticeship, but it was not a joyous day for her. That same day, the old maid past away; and recently, Haleen had been growing strangely morose and depressed. She and Haleen normally kept no secrets, but whatever was bothering her wasn’t something she shared with Jhaleed. One night, Haleen vanished, leaving Jhaleed a brief note, begging Jhaleed to forget her and to get on with life, but something about the note bothered her—something in the way Haleen phrased her words struck Jhaleed as forced. Jhaleed is convinced Haleen had been kidnapped, forced to leave against her will, or even magically controlled, but also suspects that Haleen left to protect her from something—that was ever her way.

Jhaleed had no idea where she may have gone until recently. Several months have passed since she disappeared, and she has spent those months searching for clues to Haleen's location, and finally found a lead—a mysterious note 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 yet, but the lead is the strongest one she has had. This and Garavel’s advertisement for mercenaries to accompany him to the region is all the omen she needed. She joined Garavel’s group and eagerly awaits the day she'll be leaving for Kelmarane.

As for rough outline, looking at doing straight magus with bladebound and racial Elemental Knight(ARG) archetype. Not sure what you're looking for in terms of lvl of optimization, but I don't really plan on going to far off a 'normal' build as its my first time trying the class.

I will likely try to focus on a cold/water-specific theme as much as i can as her most 'comfortable' element.

Due to mother's influence has a strong faith in Sarenrae, though not neccisarilly one shared by many in Katapesh.

As far as personality Jhaleed is confident, self-assured, very tough, very headstrong,and not scared to get into a fight but hates those who use their strength to hurt and oppress those not capable of defending themselves. Although she is talented, her stubborn and hot-headed personality have made many of her arcane studies and the calm focus it demands of her elusive to grasp at times.

Thanks for looking over my application!


@Ridge: I do not know if you know but Cavalier have a rough time in most of the APs because of lack of being able to use their mount. Want to make sure that you know this.

@DragoonSpirits86: Level of optimization is up to the person, I will change encounters to fit the party better. Want to have you guys challenged to the best of the parties abilities.


DM DarknLight wrote:
@Ridge: I do not know if you know but Cavalier have a rough time in most of the APs because of lack of being able to use their mount. Want to make sure that you know this.

Mmm, that's a fair warning, and much appreciated. I don't want to be the weak link, so I'll try to come up with another idea.


Dotting for now...

Lantern Lodge

build:

Lvl 1 Suli Magus[Bladebound][Elemental Knight]
Traits: Finding Haldeen, Magical Lineage(Shocking grasp)
Init: +1 Senses: low light vision
DEFENSE
AC 15, touch 11, flat-footed 11
hp 11 (8 + 1 fav. levels+2 con)
Fort +4, Ref +1, Will +2

OFFENSE
Speed 30 ft.
Normal:Scimitar +4 1d6+3;Chakram +1 1d8+3 30ft

STATISTICS
Str 17, Dex 12, Con 14, Int 14, Wis 10, Cha 9
Base Atk + 0; CMB + 3; CMD 14

Feats:Weapon focus(Scimitar)
Skills(5 rnks): UMD+6(1), Perception+1(1),Know[arc.]+6(1),
Know[Planes]+6(1), Spell Craft+6(1)

Languages Common, Draconic,Aquan,Ignan

Special Powers
Elemental Assault,Cantrips,Arcane Pool[3],Spell Combat

Spellbook:
all lvl 0's,
lvl 1-color spray,shield, shocking grasp,enlarge person,magic weapon

Equipment:
Scimitar
5x chakram
Chain shirt

backpack
2xwaterskin
spellbook

2gp

Lantern Lodge

Ridge wrote:
DM DarknLight wrote:
@Ridge: I do not know if you know but Cavalier have a rough time in most of the APs because of lack of being able to use their mount. Want to make sure that you know this.

Mmm, that's a fair warning, and much appreciated. I don't want to be the weak link, so I'll try to come up with another idea.

Assuming of course you didnt want to use a small cavalier, which would normally be ok with a medium mount.

just a thought if you still wanted the class.


Another way if you really want to go Cavalier is use the Beast Rider archetype to get a flank partner than mount up when possible. Was thinking of a few ideas to help Ridge but than I noticed all you said was you wanted to try Cavalier.


Have a half-orc fighter freed slave I made for another LoF pbp I'd love to submit.


Alright Bob. If the character already has an alias just do not post information through the alias.


Stats:
Barakus
Male CN Half-Orc Fighter, Level 1, Init +2, HP 13/13, Speed
AC 17, Touch 12, Flat-footed 15, Fort +4, Ref +2, Will +2, Base Attack Bonus 1
disarm, trip Heavy Flail +5 (1d10, 19-20/x2)
Heavy Crossbow ((20)) +3 (1d10, 19-20/x2)
Falchion +5 (2d4, 18-20/x2)
Scale Mail (+5 Armor, +2 Dex)
Abilities Str 18, Dex 14, Con 14, Int 12, Wis 10, Cha 8
Condition None
CMB: +5
CMD: 17

A quick cut paste to get my foot in the door.


The help is much appreciated guys, but I think I'll wait on the Cavalier until another AP more suited to it :)

As for this one, still interested but I've got to decide which new concept in my head I like more.


Character Concept in Brief: Bahram, NG Suli Cleric of Sarenrae, raised as an orphan within the church. Will use scimitar and shield and probably take the Sun and Glory domains. Traits will be Missionary and Flame of the Dawnflower. Toughness will be his starting feat.

Starting Stats:

16 Str, 14 Dex, 12 Con, 16 Wis, 8 Int, 10 Cha

Background:

Taken off of the streets as an orphan by the Church of Sarenrae, Bahram was raised in the faith. As a youth he felt a deep connection to the Godess of the Sun and when his Suli heritage manifested itself, he took it to be a divine gift, so that he might better serve her. For many years he devoted himself to to the studying the faith, as well as spending time on patrol with Paladins of the order learning the way of the sword.

When word arrived of an expedition to resettle Kelmarane, he readily volunteered to join it. The opportunity to return the Dawnflower's light to the region was to much to resist, especially with an abandoned temple within the cities ruins and a nearby monastery just waiting to cleansed and re-dedicated. His the church's blessing, he eagerly prepares for the caravan to set out.


TWO IDEAS (both gish-y)

Spoiler:
1) Beastmaster (pending your approval) and then druid (Menhir Savant). I will either go mul or human. The idea of his progression and background is simple: born into slavery, smuggled out by his mother, she dies he gets a nice jungle book/tarzan childhood, as an adolescent becomes obsessed about who and what he is as well as the markings on his body (they identify who owns him and his stock), he begins holding stones as almost divine, begins tracing nodes and ley lines treating them as "godlike voices" that will guide him to the exact answers he seeks (the twist being they don't whatsoever despite him thinking they will, he's a bit dense).

Stats: 18 str, 10 dex, 16 con, 8 int, 14 wis, 8 cha

Spoiler:
2) Oracle (dual curse), metal mystery. Human. A paladin on his way to usher a treaty between kingdoms is captured and detained as a POW. Unbeknownst to him, those who captured him are devoted followers of Gorum who are torturing him based on the visions of their eldest directing them to. On the brink of insanity and his endurance failing, the eldest in accordance to his latest dream drives a four inch nail into the his right eye causing a burst of magical energy to... sort of pop everyone in the camp like balloons. He awakes remembering none of this or of his past with terrible vision and a mutilated body he wonders the gory camp, a dream of a giant man in a suit of armor ordering him to fight pounding in his head. Of course he wishes to find out who he is, what happened, and being tossed from privilege to having nothing learning the value of individuality - especially having to follow the will of Gorum while resenting his situation.

Stats: 19 str, 8 dex, 12 con, 10 int, 10 wis, 15 cha


Ok. I was inspired by the "Reclaiming your roots" trait. I tinkered with an archetype (never played one of those before either ;) ) and made a ranger of the guide archetype. I plan on going the archer route (as his feats will suggest).

Almas maybe a city in Andoran, but it is also a real life Arabian name for Diamond... so Omaz "of the Diamond" made me decide to go with the jewelry option even if that doesn't do anything. It is possible the ring is magical, after all, Omaz wouldn't have any way to know better. DM's call on that if it provides any plot hooks. (though hopefully it doesn't need to be thrown in a volcano. That would just lead to depression and a minus on will saves). I just liked the trait's potential story wise to motivate.

Speaking of which

Omaz stats and stuff:

OMAZ CR 1/2
Male Human (Keleshite) Ranger (Guide) 1
NG Medium Humanoid (Human)
Init +3; Senses Perception +6
--------------------
DEFENSE
--------------------
AC 16, touch 13, flat-footed 13. . (+3 armor, +3 Dex)
hp 11 (1d10+1)
Fort +3, Ref +5, Will +2
--------------------
OFFENSE
--------------------
Spd 20 ft.
Melee Shortsword +2 (1d6+1/19-20/x2) and
. . Unarmed Strike +2 (1d3+1/20/x2)
Ranged Longbow +4 (1d8/20/x3)
Special Attacks Ranger's Focus +2 (1/day)
Ranger (Guide) Spells Known (CL 0, 2 melee touch, 4 ranged touch):
--------------------
STATISTICS
--------------------
Str 12, Dex 17, Con 12, Int 12, Wis 14, Cha 12
Base Atk +1; CMB +2; CMD 15
Feats Point Blank Shot, Precise Shot
Traits Courageous, Reclaiming Your Roots
Skills Acrobatics +0, Climb +2, Escape Artist +0, Fly +0, Handle Animal +5, Knowledge (Geography) +5, Knowledge (Nature) +5, Linguistics +2, Perception +6, Ride +4, Stealth +4, Survival +6, Swim -2
Languages Common, Garuda, Gnoll, Kelish
SQ Track +1, Wild Empathy +2 (Ex)
Combat Gear Arrows (20), Longbow, Shortsword, Studded Leather; Other Gear Backpack (7 @ 15 lbs), Blanket, Flint and steel, Rations, trail (per day) (4), Rope, hempen (50 ft.), Waterskin
--------------------
SPECIAL ABILITIES
--------------------
Courageous +2 save vs. fear.
Point Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into combat.
Ranger's Focus +2 (1/day) (Ex) +2 to hit and damage focused target.
Track +1 +1 to survival checks to track.
Wild Empathy +2 (Ex) Improve the attitude of an animal, as if using Diplomacy.

Background/History:

What is the price of a heritage? Omaz knew little of his. He only knew of fogged childhood memories of a hasty midnight retreat with his mother. His mother had just enough coin so that they didn't live in abject poverty. Omaz's father had died in a fire, she said, and they came to the city for a new life.

Beyond that, she wouldn't say more. Times were frequently lean, and Omaz worked hard as a boy to learn a trade. His mother wanted him to learn an 'honest and safe craft' but something always drew Omaz beyond city walls, and into the wilderness. The Desert called, or so it felt. He became a skilled enough guide, and an excellent archer.

Yet any man, no matter how accomplished at a young age, without a past , without a father to name, can often be made to feel little better than an orphan or slave. His mother's silence caused something of a split between them. He made sure a part of his pay for every task went to her but he spoke to her less and less.

How could he make a name for himself when he didn't even know what that name was? His mother had used her own. An honorable name, to be sure. But it had nothing of his father in it.

Then, nearly a month ago, he returned from a job only to find out his mother had passed away in an untimely accident of her own. Left to him was a bit of coin, and , on a silver chain, a magnificent ring dangled; A golden ring in the shape of a lion's head with a tiny diamond in its mouth. Omaz felt a sense of his father all about the thing. Whatever it was, its value to his mother was such that she'd never sold it, even when times were hard. Was it some sign of nobility? A favor earned from some great noble? he asked about and found only one answer... it lead back to the lost town of Kelmarane.

When Omaz heard of the caravan going there, he instantly sought them out. Surely a good guide would be welcome.


Right-o, I'll be tossing together a Div-Spawn Bard of Sarenrae with the Dawnflower Dervish Archetype. Should be a reasonable mix between damage dealer and off-healer.

Leaning towards Gnoll Hunter as campaign trait, and will put up finalized details when I've got them in order.


Dotting. Will read through the players guide and figure something out, but leaning towards rogue


Dot


I am interested in taking part. Just rather ill at the moment to be able to focus on being creative.

Also if you have a type of character still missing for the group, let me know.


Fanguar:

Could you expand on your back story some? Feels a little bare bones to me.

Emo_Pinata:

I am going to have to say no to the Beastmaster class, though if you still want to have a character raised by animals there is a Feral Child Druid archetype in Advanced Race Guide. It is for humans but I would allow it for other races since anyone could be raised by animals.

As for your second idea, I really like Gorum so I have read most of the material out on him and none of his followers would torture people, if you changed it to another god than Gorumites helped would be more believable to me.

@Ridge: Glad you could try something new.

@Mark Sweetman: Sounds like a cool idea so far.

@Tiny Coffee Golem: Nice to see you.

@DarkOne the Drow: So far as for characters people have put up have a Magus, Fighter, Cleric, Ranger. As for ideas people have said they would put up Bard, Druid, Oracle, Rouge.


Thanks dark light. :-)


Put me down for an ifrit sorcerer of the desert region. I working on background for this character.


I would like to throw trafalgar into the ring, I have to switch trait though, so he should be done in a few minutes

EDIT: Trait switched


I noticed in the description of Ifrit (Bestiary 2 160), sorcerer of Elemental Fire is mentioned, yet the more closely Efreeti (UM 66) sorcerer bloodline is not mentioned. I presume this is due to that UM came out after Bestiary 2. Would you consider the Efreeti bloodline to qualify for the Ifrit Elemental Affinity?


DarkOne the Drow:

It fits the race so it is okay to allow it. I also thought you might not have Advanced Race Guide yet, but there are some options for Ifrit in it.

One is a favored class bonus thus:
Sorcerer: Choose a bloodline power from the elemental
(fire) bloodline or the efreeti bloodline (Ultimate Magic 67)
that the sorcerer can use. The sorcerer treats her class
level as though it were +1/2 higher (to a maximum of +4)
when determining the effects of that power.

Another is the Wishcrafter(Sorcerer) archetype. I could PM more if you want to take a look.


DM, i cant find the players guide anywhere? mind giving me a link?


Sorry but my power went out hoping it. Comes back on later today or tomorrow. As for the players guide it should be a where the ap is.


Got power, and here is the link but I do not know why it cost money.

Edit: Since the PDF cost cash going to put the campaign traits up.

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. Further details on
the Pathfinder Society and wayfinders may be found in the Pathfinder Chronicles Campaign Setting (pages 194–195) or Seekers of Secrets.

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.


oh, sorry, forgot about alias, here is background and info, not counting stats.

Background:

Trafalgar is originally from Magnimar, where he spent most of his youth avoiding other children and adults who treated him inhospitable. Due to his mother being a varisian slave, many of the people in his district and neighborhood thought of him less so. Even his father regularly beat his mother just for being what she was.

At the very brink of his 15th birthday, the eve to be precise, Trafalgar met a child, a child like no other before; he didn't care what Trafalgar was, but saw something very powerful deep down. He gave Trafalgar an opportunity to free his mother from his father, he immediately agreed to the task. All he had to do was take his mother out for a few hours this evening, while the child would make sure everything else fell into line. Trafalgar begged his father if he may take his mother out as gift for his coming of age; he allowed it, but their must be something of equal trade. His father agreed to his child being allowed to take his mother, but he had to forgo a few lashings. After a few minutes of painful torture, Trafalgar and his mother left the household in begrudging pained tears; Trafalgar didn't care, as long as his mother was free, the pain was the least of his cares.

Trafalgar and his mother went out later that evening, checking out markets, street attractions, the usual sorts in the slums around town; everything was going according to plan it seemed. After the happy and joyous excursion, they soon arrived home. As they entered, they were both surprised and terrified at what they beheld. All the servants, the maids, and all of his former brethren and blood relatives were slaughtered; their remains were ravaged and ripped apart, no blood was seen though, only a few meager drops that soaked up into the furniture. His mother soon screamed and writhed in fear, Trafalgar just stood stunned, how could this have happened, how could this free his mother.

The local authorities soon came and surveyed the crime scene. They had no idea what had happened, but they knew what they had to do, They soon arrested Trafalgar's mother due to likely hood of conspiracy, but Trafalgar was let go. It seemed since he wasn't legally an adult, a few hours short, he could not be legally put into jail, nor fined for possible conspiracy against his family, it was known that he was hated, and he had little of any inheritance from his father until tomorrow, so their was no way he could hire anyone and pay them afterwards his father's death. His mother however had family that was known to cause some trouble around Magnimar, so it was most likely her doing. The days that soon followed were grueling, and it was soon fact that the crime was completely unknown on who did it, but they had to make an example. Trafalgar's mother was appointed to a cell for the rest of her days, only a large substantial fee would ever hope to free her; it was impossible to free her anytime soon. Trafalgar, now an adult, was on the streets, hoping for a solution for his mother, that is until he met a familiar sight; the child.

Trafalgar dashed towards the child and hoped for answers, but he easily moved out of the boys way. Trafalgar asked what had happened that night, and the child quickly answered.
"As i told you, I had a way to free your mother from your father. The easiest way was death, death of him, and all the blood that was connected to him, other than you. Although I did free her from him, I never said I would "accidentally" commit her to life in prison. I do know a way though to free her, but it will take time and skills you do not yet have." The child transformed, no longer was their a human child standing in front of Trafalgar, but a well-dressed jewelry-bedecked fiendish gnome, its face mostly mouth and fangs. Its skin was blue, eyes red with yellow irises. and its hands were surprisingly backwards. "Now, if you wish to free your mother, you will have to remain under my tutelage for the next few years, it may be grueling and painful, but it is a quick and easy way to free your mother. So", he leaped towards Trafalgar, and offered a hand, "Do we have a deal?"

A million things raced in Trafalgar's mind; how could he trust this creature after what had happened so recently, would he end up the same as his mother and father, what did he see in himself, and what plans did he have for him? All in all, it boiled to one thing; what other choice did he have. Trafalgar grabbed the creature's hand and shook, "So, where do we start?" They both smiled.

Personality and Appearance:

Trafalgar has tan skin from his mother's side, but physically looks like his father. He has the trademark green varisian eyes, and black straight hair. His hair is medium in length, two inches from his shoulders. He wears dark black clothing accented with yellow borders. He commonly wears a snow leopard fur hat even in the hottest environments; and heirloom from his father's side.

Trafalgar is quick to follow the order of law, even though the courses that happened in his past. Wherever there is no laws however, he will do things by whatever means necessary to continue his goal. Trafalgar cares little of money, other than to free his mother.


I've been thinking about a sylph cleric maybe with a level of monk. How does that sound?


Sounds okay Tiny Coffee Golem.


Dotting for a Seeking Adventure Alchemist, most likely a Grenadier.


I'll be back later with a Sorcerer of undetermined race. He'll have the seeking adventure trait most likely, though as the character takes shape I may pick another instead.


Dotting for interest. Planning to submit Gnome Wizard (Siege Mage) tomorrow.


I submit Eris Kallisti for consideration. Half-Elf Bard who will eventually be taking two levels in Lore Warden. In brief, Eris is a sex slave who is going off on adventure to earn his freedom. Personality wise, Eris is a flirty, playful, pansexual...think like a half-elf version of Jack Harkness from Torchwood, if you like.

Crunch wise: I shall build him to fill in whatever roll we are most lacking. By default, I'm thinking scorpion whip and ranged focused with bardy stuff being a bonus, but not 'the focus', as it were. But, as I said, stats will be tailored moreso to a finalized party.

Preliminary profile can be viewed here.

The stats will have to be tweaked somewhat as I ran another version of this character through a Second Darkness campaign that ended really before it got started. However, I loved the character so I figured I'd submit him here as he seems to fit the setting quite nicely.

The Story:
Eris is the unwanted bastard child of an illicit affair between a visiting Elven merchant and a wealthy Human noblewoman in a large city a fair distance away from Katapesh. Initially, the woman intended to play the child off as her Human husband’s offspring as Half-Elves, as some were able to do. However, even Eris’ genetics were conspiring against him as he came out looking like the purest blooded Elf that ever lived. It was his eyes: one an impossibly green emerald green, the other a shade of purple so rich and vibrant it was almost too purple to be purple. The nobleman was, unsurprisingly, livid at this turn of events – the heir he’d hoped for was the half-breed child of a whore. Despite his wife’s protests, he gave the child to one of the servants to leave the child outside so he would die of exposure. The servant took pity on the child, however, and instead deposited him at a local church of Calistria where he was raised in the ways of the church until he was around the age of twelve.

Even then, he had an almost impossible beauty about him. He had the bravado of a man, but the physique of someone much more soft and feminine. He had long golden hair and an elegant swagger that he’d picked up watching the local girls of the church doing their business. He was happy here, despite the place being an ‘inappropriate’ place to raise a child.

As with everything else, however, this too turned against the young half-breed. A local brothel began to view the church as ‘a threat to business’ and elected to do something about the threat. A band of thugs were dispatched to do away with the church. Most of the church workers were killed. Those unfortunate enough to survive were taken into the brothel where they were sold into sexual slavery. Eris, much to his dismay, was one who survived. Though, for what it is worth, he fetched a higher price than most of his ‘colleagues’. Not only because he was young, but because of his impossible beauty.

And so he was trained in the ways of the prostitutes. He learned the things to do, the things to say to please his clients. He learned the way to walk, the way to talk. He learned how to cause the right kinds of pain, and he learned how to suffer through the many unforgiveable pains. He learned to please men, women, and everything else. But one night, he was asked to do too much – he cracked. He killed the fat bastard he was with, and mangled the man’s genitals and face something fierce.

The slavers realized the boy was broken: the brightness in his eyes was gone. But instead of leaving him to ‘face the music’ for his crimes, they sold him to an Elven travelling merchant on his way to Katapesh. The Elf was a cruel woman who seemed to enjoy tormenting her half-breed slave; she made the young Eris wear the most disgustingly revealing clothing at all times and perform some truly sexually depraved acts on command. The one redeeming quality of the woman was that she was no sadist. In fact, when the two were left alone in her tent she was almost tender: she would apply various salves and balms to the abused half-breed’s whip-scarred back. Though those wounds would never heal, the tenderness felt…good: A welcome change from the day’s humiliations; a welcome escape from Eris’ tortured life.

Upon arriving in Katapesh, the woman lost the vast majority of her fortune gambling. To pay her debts, she, more or less, sold Eris to the state conscripting him into a band of mercenaries to establish a new trade route. The fee for that job went to her to pay for her man’s services. However, the conditions of the job more or less declare Eris to be property of the state and the state itself does not own slaves. Thus, as a consequence, upon the establishment of the trade route, Eris would be free. As the date of embarkation drew closer, Eris’ eyes grew bright once again until finally…

”Freedom,” Eris smiled as he made for the rendezvous point to commence the adventure. Never had he dreamed it possible, and yet, here he was. With almost girlish glee, he walked: skipping, every now and again in an outrageous fashion. Singing old songs of freedom and so forth to himself and whoever happened to make eye contact with him. Let them stare, he didn’t care. After all he’d been through, being caught in a good mood was hardly the least humiliating thing he’d ever experienced.


I guess I can expand my background, if i have to ;) It's just so sad when a fully conceptualized character dies in the recruitment thread.
If you would like to know anything specific, let me know.

Expanded Background:

Childhood
As a squalling infant, Bahram was rescued from certain doom when followers of Sarenrae destroyed a small cell of Rovagug cultists. Their timely assault found the babe laying on the alter of Rovagug ready to be sacrificed. When the parents could not be found, presumably they had already run afoul of the cultists, he was left in the care of the church. Within the sheltering arms of the clergy he grew up strong and fair. There were other orphans in the care of the church and his childhood was filled with love and laughter, then the dreams began.

Adolescence When Bahram reached the age of majority, he began to have dreams of a winged woman wreathed in fire and shining like the sun. In these dreams she called to him and he felt himself suffused with love. When he spoke of these dreams to his elders, they immediately recognized the call fo Sarenrae and Bahram was excepted into the ranks of the acolytes immediately. He excelled at his studies both with the clergy and among the Paladins of order. There was some indecision on his part as to which calling he would follow, but in the end he chose the priesthood due to their stronger connection with their patron.

Adulthood
Now man grown, he has learned all the he might from his teachers. He remains among the faithful, helping to teach the next generation of abandoned youth. He occasionally joins in the patrols lead by the knights of the order, especially when they are investigating rumours of Rovagug cultists. He has never forgotten how he came to be among the Dawnflowers chosen and holds a deep set hatred for those who follow the Mother of Monsters, blaming them, perhaps unjustly, for the loss of his parents and the life he might have known.

When word arrived of an expedition to resettle Kelmarane, there was much talk of it among the faithful. The opportunity to return the Dawnflower's light to the region was to much to resist, especially with an abandoned temple within the city's ruins and a nearby monastery just waiting to cleansed and re-dedicated. Being one of the Dawnflower's most fervent followers, the church elders asked Bahram if he would be interested in joining the caravan to represent the church's interests in the endeavour. Taking the night to sleep on it before making his decision, Bahram's dreams were once again filled with Sarenrae's presence, something that had not happend in many years. Taking it as a sign of his patron's desire to accept this duty, Bahram now prepares himself to set out to spread the Dawnflower's light.

Appearance and mannerisms
Bahram is a tall olive skinned man. He keeps his short-cropped dark hair covered by a bright red turban and dresses almost exclusively in the red and gold colours of his order. He is a deep thinker and soft speaker. Slow to anger, but a relentless enemy to those who have earned his ire. As a man of faith, his first loyalty is to the Church of Sarenrae, but the Dawnflower is not a harsh mistress and he is a friend to all goodly folk in need of aid.


I hope this is okay for you, If you need more let me know

Kobad Kneffka, Human barbarian with invulnerable rager archetype, with the reclaiming your roots and Dusk Walker agent traits.

http://www.myth-weavers.com/sheetview.php?sheetid=418254

Here is his back ground if it is easier to read this way For as long as he could remember it was his mother and him living in Kelepesh, once he got to the age of working and his mother became ill and unable to provide for the family. He quickly sought for work, having difficulty as he never interested into being a craftsman or a laborer he walked upon the Nightstalls one day. A place he was to never step foot in his mother demanded but he knew he had to find work. As he walked about the place looking for any type of work. across the market way a commotion was being created in the distance a man arguing with a merchant. The argument quickly became violent as the customer yelled out and stabbed the merchant just before he grabbed something off the merchants table running. As the man ran past Kobad he was soon lifted off the ground and quickly slammed into the floor. He stepped away picking up the item the man took and brought it back to the merchant who was recovering from a small stab wound. Kobad placed the item back onto the table of the merchant and moved towards the exit. After the situation settled an agent of the Duskwalker Guild caught up with the boy just as he was leaving and offered Kobad a job that would pay quite well.

Couple of days later after debating on the idea he went back only to find that they disappeared. Heading back home despaired of the opportunity disappearing he found his mother succumbing to the sickness. Her lasts words to him was to continue his life and learn his history and left him with a small chest that has been hidden away. Searching through the items after he took care of his mothers body he found a book and a necklace of high value. Reading through the book he learned that at a young age before his memories, they lived in a village called Kelmarane which was attacked. Him and his mother with few other families escaped only to leave behind the men who could fight including his father. The necklace having been owned by him, grieving over the loss he took what little they owned and wore the necklace proudly.

Days later the agent came upon him once again and with little retrained Kobad accepted the offer. Now working in the Nightstalls as an agent for the guild he gained his abilities to fight and use his size and stature. Within the year of learning about his past and about himself through the notes and book he had. He gained a rage that grew slowly inside him for what ever attacked the village that day, taking his father and mother with them. Until that rage exploded when the first person touched his necklace. So beaten and broken from being tossed around like a rag doll, there was no hope for that thief. Years later he begins turning 17 after having worked in the Nightstalls for the past 3 years he has gained many connections and items he begins to search for a way to go back to his village.


Backstory still to come, but here's the crunchy shell:

Spitespawn Bard Crunch:
Str: 12, Dex: 17, Con: 12, Int: 10, Wis: 12, Cha: 16
Div-Spawn Bard of Sarenrae (Dawnflower Dervish archetype)
Traits: Gnoll Hunter and Poverty Stricken
Feats: Dervish Dance, Dodge
Skills: Acrobatics, Diplomacy, Perception, Peform (Dance), Stealth, Survival
Gear: Studded Leather, Scimitar, Light Crossbow, Bolts, Couple of Daggers


DM DarknLight wrote:
Sounds okay Tiny Coffee Golem.

Cool. I'll build and submit it today depending on how busy work is.


p.s. Barakus would take the Earning your Freedom campaign trait as well as the Legacy of Sand trait from the Player's Guide.

Liberty's Edge RPG Superstar 2013 Top 32, RPG Superstar 2010 Top 16

DM Darknlight: Would the Time Thief class from Super Genius Games be allowed? Being that Legacy of Fire is an Arabian Nights-themed AP, that class reminded me of another properly themed character, the Prince of Persia.


@Fanguar: Thank you for expanding on the back story.

@Mark Sweetman: Any reason for the Dawnflower Dervish archetype?

@TCG: Okay.

@Bob: Waiting to see the back story.

@Draconas: Seems okay to me.

Sovereign Court

I'd like to throw my hat into the ring with a Fighter (Lore Warden). Here is my crunch and backstory.

Backstory:

The Vraie family, there very name means Truth. Originally from Taldor, every Vraie member has either been involved with the Pathfinder Society or has become a Barrister or Judge, seeking out Truth and injustice the world over.

Talon Vraie was born and raised in Taldor, and like his family, he decided to join up as an initiate with the Pathfinder Society with the goal of being an archivist or a librarian. Talon had lived in his family’s library, preferring to be a scholar more than anything else, but was quite surprised to find that the Society placed him out for field work. Talon found that life in the Pathfinder Society was quite difficult at first as he was unaccustomed to fighting and any form of martial training. Eventually he found that he had a bit of skill with the curved scimitar, as it allowed him to flow through the forms rather than use brute strength.

Just when he thought he was starting to fit in, Talon discovered another problem. Talon found it quite hard to live in the shadow of his family and their long history with the Society, so he changed his last name, borrowing the name from a local dancing performer in Absalom, whom he had befriended. Samara Masea was from the far off land of Brevoy, home to the sword lords of Restov and Talon fell instantly in love with her. They spent much time together, much to the dismay and anger of his family.

Feeling pressure from the Vraie family, the Pathfinder Society has sent Talon on his first overseas assignment to Kelmarane where he is to accompany Garavel’s group and to look for the rumors of an ancient monastery that was once dedicated to Sarenrae. Talon is saddened to be away from his love, but is also excited for the mission… which he thinks won’t take too long…


Crunch:

TALON MASEA CR 1/2
Male Human (Taldan) Fighter (Lore Warden) 1
LN Medium Humanoid (Human)
Init +4; Senses Perception -1
--------------------
DEFENSE
--------------------
AC 18, touch 15, flat-footed 13. . (+3 armor, +4 Dex, +1 dodge)
hp 10 (1d10)
Fort +2, Ref +4, Will -1
--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee Dagger +5 (1d4/19-20/x2) and
. . Scimitar +1 (1d6/18-20/x2) and
. . Unarmed Strike +5 (1d3/20/x2)
Ranged Shortbow +5 (1d6/20/x3)
Spell-Like Abilities Light (At will)
--------------------
STATISTICS
--------------------
Str 10, Dex 18, Con 10, Int 15, Wis 8, Cha 14
Base Atk +1; CMB +1; CMD 16
Feats Combat Reflexes (5 AoO/round), Dodge, Weapon Finesse
Traits Seeking Adventure, World Traveler: Sense Motive
Skills Acrobatics +3, Climb +3, Escape Artist +3, Fly +3, Knowledge (Geography) +6, Knowledge (History) +6, Knowledge (Local) +6, Knowledge (Nobility) +6, Perform (Dance) +3, Ride +3, Sense Motive +4, Stealth +3, Survival +3, Swim -1
Languages Common, Kelish, Osiriani
SQ Wayfinder, Standard (empty)
Combat Gear Arrows, Flight (20), Dagger, Scimitar, Shortbow, Studded Leather; Other Gear Chronicler's Supplies, Pathfinder's Kit, Wayfinder, Standard (empty)
--------------------
SPECIAL ABILITIES
--------------------
Combat Reflexes (5 AoO/round) You may make up to 5 attacks of opportunity per round, and may make them while flat-footed.
Wayfinder, Standard (empty) A small magical device patterned off ancient relics of the Azlanti, a wayfinder is typically made from silver and bears gold accents. With a command word, you can use a wayfinder to shine (as the light spell). The wayfinder also acts as a nonmagical (magnetic) compass, granting you a +2 circumstance bonus on Survival checks to avoid becoming lost. All wayfinders include a small indentation designed to hold a single ioun stone. An ioun stone slotted in this manner grants you its normal benefits (as if it were orbiting your head), but frequently reveals entirely new powers due to the magic of the wayfinder itself


I am slowly working on background with a very foggy head due to flu.


Dm DarknLight, was just making sure everything was alright for my character. Do you need anything else?


No Blood Wolf.


anything that needs to be changed about my profile?

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