Desert Of Fate

Game Master Michael Talley 759

Desert adventure setting, adventuring tempting fate and perhaps helping others with their own.


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The wind howls over the desert sands, bringing good fortune to some and foul to others, many not always deserving of it. Whom are you to change the sands of fate? An adventurer, those whom travel for fame, wealth or even just the thrill of adventure!
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I've been working on an adventure for my group's where I live and need a few brave play testers to try out this adventure one to see if I have all the bugs worked out of it.

Characters start at level 1, Humans, Dwarves, Kobolds, Half-Orc, Orcs, Suli, Ifrit, Oread, sylphs and Undine

Classes not allowed (easier than listing what is)
Samurai, Ninja, Gunslingers
[nothing against the classes, just have them on the group no play and figured it wouldn't really work without the same limits]

Looking for 4-5 players
Character Points: 25 for stats
Starting wealth is 300GP (unless you take the trait wealthy family)

The campaign is based on the Al-qadim and Dark Sun games I use to play so Bone weapons are purchasable for those that want them.


Dotting for interest.

Have an idea to play a 'Magus'. DM's thoughts, comments?

Also, are Elves allowed/available?

Liberty's Edge

, wrote:

Dotting for interest.

Have an idea to play a 'Magus'. DM's thoughts, comments?

Also, are Elves allowed/available?

Elves are available, they're just very uncommon within this region. As for a Magus, yes I'd allow them.


Let's see if I can come up with something.


is this a one shot or does have it have lasting potential?


I'd be interested. Finals end this week, so lots of free time in the near future. Thinking an Ifrit Ranger (maybe bard if someone else wants to play a fighter type). Any other info on the setting/type of scenario?


Stiehl9s wrote:
is this a one shot or does have it have lasting potential?

I'm planning on lasting potential as I want to extend this adventure into a long campaign

Ashern- The setting is a desert style campaign, the first adventure deals with a dungeon crawl style.


I'd be interested in playing an Ifrit fighter, if you'll have me.


Augustus4 wrote:
I'd be interested in playing an Ifrit fighter, if you'll have me.

Sounds like a plan for a character


Yes sir. :)

Two questions:

Is there anything you can tell us about the setting so I can start coming up with a backstory?

How will you be doing character sheets?

Liberty's Edge

Augustus4 wrote:

Yes sir. :)

Two questions:

Is there anything you can tell us about the setting so I can start coming up with a backstory?

How will you be doing character sheets?

The setting is very similar to Al-Qadim, an Arabian setting for 2nd edition. The campaign deals with magical curses and mixed fates of good and bad.

Several traits can be used from the Legacy Of Fire series


Thank you Michael.

I'll have to ask a friend for any 2nd edition books but I will google both settings (Al-Qadim & Dark Sun) to get the general feel for them.

Liberty's Edge

Augustus4 wrote:

Thank you Michael.

I'll have to ask a friend for any 2nd edition books but I will google both settings (Al-Qadim & Dark Sun) to get the general feel for them.

Very welcome, glad that I could help


Here's a silly little Kobold Rogue I made. He might fit in to this campaign.

Doodlebugg

Spoiler:

Doodlebugg
Male Kobold Rogue (Burglar) 1
CN Small Humanoid (reptilian)
Init +4; Senses darkvision 60 ft.; Perception +6
--------------------
Defense
--------------------
AC 17, touch 14, flat-footed 14 (+2 armor, +3 Dex, +1 size, +1 natural)
hp 9 (1d8+1)
Fort +1, Ref +6, Will +0
Weakness light sensitivity
--------------------
Offense
--------------------
Speed 20 ft.
Melee Dagger +0 (1d3-1/19-20/x2) and
. . Spear +0 (1d6-1/x3)
Ranged Sling +5 (1d3-1/x2)
Special Attacks sneak attack +1d6
--------------------
Statistics
--------------------
Str 8, Dex 19, Con 12, Int 14, Wis 10, Cha 10
Base Atk +0; CMB -2; CMD 11
Feats Low Profile
Traits Magical Talent (Sift) (1/day) (Sp), Stealthy Escape
Skills Acrobatics +5 (+1 jump), Bluff +4, Climb +0, Craft (traps) +6, Disable Device +8, Escape Artist +5, Fly +3, Knowledge (dungeoneering) +6, Perception +6 (+7 to locate traps), Profession (miner) +6, Ride +1, Sleight of Hand +5, Stealth +9, Swim -4; Racial Modifiers +2 Craft (traps), +2 Perception, +2 Profession (miner)
Languages Draconic
SQ trapfinding +1
Combat Gear Smoke pellet, Star candle firework (2); Other Gear Leather armor, Dagger (4), Sling, Spear, Adventurer's sash (3 @ 2 lbs), Bedroll, Earplugs, Sack (2 @ 2.25 lbs), Sack (3 @ 4 lbs), Spider's silk rope, Thieves' tools, masterwork, Waterskin, Wrist sheath, spring loaded (empty), 29 GP, 7 SP, 7 CP
--------------------
Special Abilities
--------------------
Darkvision (60 feet) You can see in the dark (black and white vision only).
Earplugs +2 save vs. hearing effects, -5 hearing-based Perception.
Light Sensitivity (Ex) Dazzled as long as they remain in bright light.
Low Profile +1 Dodge bonus to AC vs. Ranged attacks. You do not provide soft cover when ranged attacks pass through your square.
Magical Talent (Sift) (1/day) (Sp) Choose one 0-level spell - it becomes a 1/day spell-like ability for you.
Sneak Attack +1d6 +1d6 damage if you flank your target or your target is flat-footed.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.

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Silver Crusade

I wouldn't mind playing, should be much fun. I can whip up some campaign-specific backstory if I get accepted.

Name: Arduino the Lesser
Race: Human
Class: Sorcerer (Sylvan Bloodline)
Alignment: Lazy Good (NG)
Backstory, Personality and Draft Character Sheet: In profile


Hi,

Very interested but I just wanted a little bit more info on the setting to come up with a specific character.

I used to play Dark Sun and loved it but I think the DS setting (blasted desert with scarce resources) is mostly a game about survival whereas the Al-Quadim setting was desert as well but 'richer' (for lack of a better word).

So can you please elaborate on the theme of the adventure/campaign?

Thanks!


Fabian Benavente wrote:

Hi,

Very interested but I just wanted a little bit more info on the setting to come up with a specific character.

I used to play Dark Sun and loved it but I think the DS setting (blasted desert with scarce resources) is mostly a game about survival whereas the Al-Quadim setting was desert as well but 'richer' (for lack of a better word).

So can you please elaborate on the theme of the adventure/campaign?

Thanks!

Fabian- There are good materials and resources that I enjoyed in Dark Sun as well. Monsters and such for conversion in some cases, and I have the Dragon Magazines that had done some conversions as well. However mostly I will be using the Desert Campaign setting with Al-qudim.

The story is basically a group of local adventurers (and in some cases not so local adventurers) that get caught up in the revenge plans of group against the Caliph and his kingdom. Which of course starts small with the group dealing with problems of the Local Sheik of the area's major Oasis

scranford- I love the kobold build. Looks awesome :-)

Arduino- I like the concept of the lazy sorcerer. XD seem's he's now along way from his father's forest now that he's in a Desert.


Dot


Can I change my racial traits for ones from Advanced Race Guide?


I'd like to bring in a Dwarven Ranger. Just so that I can write a background does the big city have a name? And is it prudent to assume that there are Dwarven craftsmen in the city?


Since it looks like other people want to play fighter types I'm going with the Ifrit Bard. Everyone needs a friend who can fast talk his way out of almost any situation. Utarah hires on to merchant caravans as a go between for different businesses, but has allegedly been involved in the instigation of several tribal conflicts.

Name: Utarah Sareesh
Race: Ifrit
Class: Bard (Vanilla)
Alignment: Chaotic Good

(Will flesh out the rest when I get back later)


Augustus4 wrote:
Can I change my racial traits for ones from Advanced Race Guide?

Yes you may change out traits

Alex Mack- The first city the group will encounter after the oasis is Zakhara. Their are indeed Dwarven craftsmen there.

Ashern- That's an awesome character concept, never would have pictured an Irit Bard myself.


Posting to show avatar.

Details to come on page behind avatar when possible,

Theme Music

Though, since guns aren't about, will have to settle for a big @rsed sword. ;)

Much cheers to all.


I'm dotting my interest. No idea on class or race though.


Are Samurai and Ninja banned "cuz dey asian lol"? Because you can call it something else and make that not a problem.

Would they still be banned if they were "That other fighter guy" and "rogue 2.0"?


Harun Al-Furud

NG Ifrit Fighter

A caravan guard...

I'll post the rest of his back story soon

http://www.myth-weavers.com/sheetview.php?sheetid=565350
Very rough I'll finish it soon.


Expressing my interest to play a Suli Elemental Knight (Magus)

Working on character concept now.


Anthony Krast wrote:


Are Samurai and Ninja banned "cuz dey asian lol"? Because you can call it something else and make that not a problem.

Would they still be banned if they were "That other fighter guy" and "rogue 2.0"?

Actually they where removed from the list do to issues within the party so I try and plot and plan around those classes being removed.

We have a player that doesn't like Ronin, and hates having a Lord because all the 'cool stuff' is with the warrior. He equally cannot play a Ninja because he can't understand the concept of being responsible with a Clan.


I'm going with an Oread or Sylph druid. Sure on desert druid, so there we go.


Here is Utarah fleshed out. Need to count my starting GP, but I should have 50 or so left over.

:
Male Ifrit Bard 1
CG Outsider (Native)
Init +8 (+4 Dex, +4 Racial); Senses darkvision 60 ft.; Perception + 3
--------------------
Defense
--------------------
AC 16, touch 14, flat-footed 14 (+2 armor, +4 Dex,)
hp 9 (1d8+1)
Fort +1, Ref +6, Will +2

--------------------
Offense
--------------------
Speed 30 ft.
Melee Dagger -2(1d4-2)
Ranged Light Crossbow +4 (1d8)
--------------------
Statistics
--------------------
Str 7, Dex 18, Con 12, Int 14, Wis 10, Cha 18
BAB +0; CMB -2; CMD 12
Feats Spellsong
Traits: Savant (+2 Perform: Oratory), Mediatior (You receive a +1 trait bonus on Diplomacy checks. In addition, you receive a +1 trait bonus to the DC of any charm or compulsion effect that does not provide ongoing control and results in peaceful acts, such as calm emotions,sleep, or a suggestion to lay down arms.)

Skills: Acrobatics+4, Appraise(1)+6, Bluff(1)+8,Craft (Int), Diplomacy (1)+9, Escape Artist (Dex), Intimidate (Cha),Knowledge (all) +3, Linguistics , Perception(1)+4, Perform Oratory (1) +10, Profession Merchant (1) +4, Sense Motive (1)+4, Sleight of Hand (Dex), Spellcraft (1)+6, Stealth (Dex), and Use Magic Device (1)+8.

Languages: Common, Ignan, Dwarf, Auran

Combat Gear: Adventurer’s pack, Leather Armor, Light Crossbow, 2 daggers, parchment, ink, a set of scales, torches, and rope. Fine clothing.
--------------------
Special Abilities
--------------------
Darkvision (60 feet) You can see in the dark (black and white vision only).

Wildfire Heart Ifrits with this trait are as swift and dangerous as a blazing wildfire. They gain a +4 racial bonus on initiative checks. This racial trait replaces energy resistance

Hypnotic Ifrits with this racial trait evoke the entrancing nature of flame, adding +1 to the DC for all saving throws against spells or effects they cast that inflict the fascinated condition. Once per day, when a creature rolls a saving throw against such an effect from the ifrit, the ifrit can spend an immediate action to force that creature to reroll the saving throw and use the second result, even if it is worse. The ifrit must announce he is using this ability before the results of the first roll are revealed. This racial trait replaces fire affinity

Spell-Like Ability (Sp): Ifrits can use burning hands 1/day as a spell-like ability (caster level equals the ifrit's level).

Bardic Performance:
Countersong (Su): At 1st level, a bard learns to counter magic effects that depend on sound (but not spells that have verbalcomponents.) Each round of the countersong he makes a Perform (keyboard, percussion, wind, string, or sing) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by a sonic or language-dependent magical attack may use the bard's Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the countersong is already under the effect of a non-instantaneous sonic or language-dependent magical attack, it gains another saving throw against the effect each round it hears the countersong, but it must use the bard's Perform skill check result for the save. Countersong does not work on effects that don't allow saves. Countersong relies on audible components.

Distraction (Su): At 1st level, a bard can use his performance to counter magic effects that depend on sight. Each round of the Distraction, he makes a Perform (act, comedy, dance, or oratory) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by an illusion (pattern) or illusion (figment) magical attack may use the bard’s Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the Distraction is already under the effect of a non-instantaneous illusion (pattern) or illusion (figment) magical attack, it gains another saving throw against the effect each round it sees the Distraction, but it must use the bard’s Perform check result for the save. Distraction does not work on effects that don’t allow saves. Distraction relies on visual components.

Fascinate (Su): At 1st level, a bard can use his performance to cause one or more creatures to become fascinated with him. Each creature to be fascinated must be within 90 feet, able to see and hear the bard, and capable of paying attention to him. The bard must also be able to see the creatures affected. The Distraction of a nearby combat or other dangers prevents the ability from working. For every three levels a bard has attained beyond 1st, he can target one additional creature with this ability.
Each creature within range receives a Will save (DC 10 + 1/2 the bard’s level + the bard’s Cha modifier) to negate the effect. If a creature’s saving throw succeeds, the bard cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and observes the performance for as long as the bard continues to maintain it. While fascinated, a target takes a –4 penalty on skill checks made as reactions, such as Perception checks. Any potential threat to the target allows the target to make a new saving throw against the effect. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a weapon at the target, automatically breaks the effect.
Fascinate is an enchantment (compulsion), mind-affecting ability. Fascinate relies on audible and visual components in order to function.

Inspire Courage (Su): A 1st level bard can use his performance to inspire courage in his allies (including himself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to perceive the bard’s performance. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls. At 5th level, and every six bard levels thereafter, this bonus increases by +1, to a maximum of +4 at 17th level. Inspire courage is a mind-affecting ability. inspire courage can use audible or visual components. The bard must choose which component to use when starting his performance.

Spellsong: You can combine your bardic performance and your spellcasting in two ways. First, you can conceal the activity of casting a bard spell by masking it in a performance. As a swift action, you may combine your casting time of a spell with aPerform check. Observers must make a Perception or Sense Motive check opposed by your Perform check to realize you are also casting a spell. This uses 1 round of your bardic performance ability, regardless of the spell's casting time.
Second, as a move action, you can use 1 round of bardic performance to maintain a bard spell with a duration ofconcentration. You can cast another spell in the same round you are using bardic magic to maintain concentration; if you do this, your concentration on the maintained spell ends when you end the bardic performancethe spell is part of.

Spells
--------------------
Cantrips: Daze (DC 14), Ghost Sound (DC 14), Detect Magic, Prestidigitation.

1st Level(2/day): Charm Person(DC15), Grease (DC 15)


Decided now. I'm playing a Sylph desert druid, but am still working out all the nuts and bolts.


Korun Nar Jazeed, heir of the wizard kings

stats:

lvl 1 human wizard(necromancer, undead subschool, LN, ac 12, hp 7, fort 1+, reflex 2+, will 2+ and Initiative 6+
str 10
dex 14
con 13
int 20(18+2)
wis 10
cha 10
feats spell focus (necromancery) and spell focus greater (necromancery)
skillpoints 9 per lvl knowledge history, knowledge arcana, knowledge religion, knowledge nature, knowledge the planes, spellcraft, use magic device, diplomancy and intimidate.
favored class bonus 1 extra skillpoint per lvl
traits Bully and Peace Maker.
spells Ray of Enfeeblement, Ray of Sickening, Gravity Bow and Cause Fear.
familiar Scorpion, Greensting
equipment scholar's outfit (free outfit for 10 gp or less for each class), quartstaff (free), Crossbow, heavy (50 gp), bolts 30 (3 gp) and wizard's kit (21 gp).

story:

Of old great wizard kings reigned, taming the desert and it's inhabitants to their whims. The last dynasty of the wizard kings, the Kalinar may have died out two thousand years ago but their power and monuments still stand in legend and in the desert itself. Intrepid scholars have for over two thousand years tried to unlock their secrets, with little success for the ancient wizard kings left their tombs well guarded. Mummies, wraiths, poison and horrors beyond mortal reckoning defend the tombs, because of this they have never been breached.

However Korun Nar Jazeed had the fortune to find a tomb that while well hidden, lacked guardians or defences. The writing on the walls of the tomb told him that this was the burial place of Bariust Pall, a mage prince who had died during his trials. As a result his father Nerikiv, the lord of the Black Temple ordered that his tomb be given no guards or defences and be hidden well away from the main tombs. This was to symbolically represent that Bariust Pall having failed in life would be forever discraced in death.

The walls showed the spells and methods for casting them that Bariust Pall had known in life, most of them were spells based around Necromancery and it's derivatives. He copied them down and through years of studied practice learned to use them. Korun Nar Jazeed hopes to gain enough power from learning the spells of the ancients that he can breach the Black Temple itself, home of the Pall dynasty.

Judging from the writing the Pall dynasty had been particularly powerful in the use of necromancery. What wonders could the tomb housing the family's wizard kings have? And what horrors? Korun Nar Jazeed does not know but he will find out one way or another.

personality:

Korun Nar Jazeed is obsessive regarding lore that concerns the wizard kings and to a lesser extent any ancient and dead civilization. He is focused, precise and strong in his magic. Korun is more then willing to negotiate for something he wants but if diplomancy won't work he is more then willing to use force and intimidation.

appearance:
Korun Nar Jazeed has sun tanned skin, his face is proud and regal, his eyes a storm grey color show great intelligence and power. He is just under six feet tall and is possesed of a guant body, and is surprisenly agile when he needs to be. He wears a whie robe, sandals and a white sweatband for his head.

GM anything I've missed?


Am thinking either an Undine or Oread Cleric. Domains are travel and either water or earth. Crunch and fluff to come, that's assuming there is still time to put in a concept.


Utarah and Viluki have solid characters presented.

Utarah- Awesome Bard build, looking forward to seeing the character in play.

Viluki- Nice wizard build and the history will work well I believe for the concept I have for the game. Should be a few good parts in the first adventure ripe for the character. Although I do believe you have 1 more stat point available to turn a 10 to an 11

So thats 2 of 5 slots completely filled with character sheets.


i'll add that 1 point to my cha and I forgot to add my lauguages which are Common, Infernal, Abyssal, Celestial, Elven and the lauguage used on the tombs (use whatever you see fit).


I would like to apply with Irathi Scornblood, Suli Magus.

Stats:

Irathi Scornblood
Suli Magus (Elemental Knight) 1
N Medium Outsider (native)
Init +1; Senses darkvision 60 ft., low-light vision; Perception +0
--------------------
Defense
--------------------
AC 15, touch 11, flat-footed 14 (+4 armor, +1 Dex)
hp 9 (1d8+1)
Fort +3, Ref +1, Will +2
Resist acid 5, cold 5, electricity 5, fire 5
--------------------
Offense
--------------------
Speed 30 ft.
Melee Dagger +2 (1d4+2/19-20/x2) and
. . Rapier +2 (1d6+2/18-20/x2)
Magus (Elemental Knight) Spells Prepared (CL 1):
1 (2/day) Shield, Color Spray (DC 14)
0 (at will) Light, Detect Magic, Ray of Frost
--------------------
Statistics
--------------------
Str 15, Dex 13, Con 12, Int 16, Wis 10, Cha 12
Base Atk +0; CMB +2; CMD 13
Feats Combat Casting
Skills Acrobatics +0, Climb +1, Diplomacy +3, Escape Artist +0, Fly +0, Intimidate +5, Knowledge (arcana) +7, Knowledge (dungeoneering) +7, Knowledge (planes) +7, Ride +4, Sense Motive +2, Spellcraft +7, Stealth +0, Swim +1; Racial Modifiers +2 Diplomacy, +2 Sense Motive
Languages Aquan, Auran, Common, Draconic, Ignan
SQ arcane pool (+1) (4/day), elemental assault (1d6, 1 rounds) (1/day), spell combat
Other Gear Masterwork Chain shirt, Dagger, Rapier, Backpack (empty), Flint and steel, Silk rope, Waterskin, Whetstone, 163 GP, 9 SP, 8 CP
--------------------
Special Abilities
--------------------
Arcane Pool (+1) (4/day) (Su) Infuse own power into a held weapon, granting enhancement bonus or selected item powers.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Damage Resistance, Acid (5) You have the specified Damage Resistance against Acid attacks.
Damage Resistance, Cold (5) You have the specified Damage Resistance against Cold attacks.
Damage Resistance, Electricity (5) You have the specified Damage Resistance against Electricity attacks.
Damage Resistance, Fire (5) You have the specified Damage Resistance against Fire attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Elemental Assault (1d6, 1 rounds) (1/day) As a swift action unarmed strike/held weapon is wreathed in energy and deals extra damage.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Spell Combat (Ex) Use a weapon with one hand at -2 and cast a spell with the other.

Background:

Irathi was born to a caring and strong willed mother in a band of gypsies. He never knew his father and his mother refused to tell him about any details regarding his father. Irathi became acustomed to the nomadic life style they lived, but he always had an inner fire burning within, to set out on his own.

He grew up to be a tall man, much taller than the others in his band. Irathi's mother was always quick to calm him when he got angry or annoyed, and told him it was important that he always remained calm, especially in adversarial situations.

One night, while his band's caravan of wagons were circled around a campsite, they were ambushed by orcs. Irathi awkoke to sounds of scream coming from all around him. He poked his head out wagon's covering and saw all his friends and companions being savagely torn apart by orcs. He turned to wake his mother, but noticed she was not there. He scanned the skirmish, and with the aid of the flickering light from the fire, he was able to see her. He watched her wield a rapier with great grace and skill -- something he never knew about his mother. Alas, the numbers were against her though, and before Irathi could jump out of the wagon, he saw an orc's axe cleave into her chest.

Irathi's mother, stumbled and fell dead into the campfire. That was the last thing Irathi remembered. Irathi woke up later that day amidst a scene of great carnage. Gypsies and orcs lay dead all around the site. Most were killed in the battle, but he counted at least a dozen orcs and two gypsies that looked like they had been burned by a very hot fire... much hotter that the camp fire had been.

Irathi buried his mother's remains and set out to start life anew. Things had changed though. Without his mother's guidance or reminders to stay calm, Irathi realized that he has some sort of inner power inside of him. Irathi has spent the last year trying to learn what his abilities are. It is only recently, that while staying in a large town that he has learnt he may be a suli, s told to him by some of the local priests. He know very little of what it means to be suli, but is interested in finding out.

Irathi is a respectful 17 year man and is very curious. He has done his best to control his anger and allows it to manifest his abilities. Irathi has the heart and soul of an adventurer and welcomes the opportunity to learn new things whenever he can.


Akaash, Voice of the Desert Winds

Stats:

Level 1 Sylph Desert Druid
Speed 35
AC 14/12/12, HP 8, Fort +3, Reflex +3, Will +6, & Init +2
STR: 10
DEX: 14 (+2 racial bonus)
CON: 12 (-2 racial negative)
INT: 14 (+2 racial bonus)
WIS: 18
CHA: 9
Alternative Racial Trait: Like the Wind
Feats: Spell Focus (Conjuration)
Skill Points: Acrobatics -1, Appraise +2, Bluff -1, Climb +1, Diplomacy -1, Fly -1, Handle Animals +3, Heal +8, Intimidate -1, Knowledge (Geography) +6, Knowledge (Nature) +8, Perception +8, Ride -1, Sense Motive +4, Stealth -1, Survival +10, Swim -3
Favored Class Bonus: +1 Skill Point
Traits: Magical Lineage (Call Animal) & Deft Dodger
Spells prepared: I'll post that each day
Equipment: 57 gold. Sling, backpack, compass, flint & steel, mirror, regular rope, signal horn, waterskin, hot weather outfit, leather armor, sling, quarterstaff

Background:
Akaash was born under unpleasant circumstances, none of which he tends to recount. He is strange by the standard of the locals and all who have known him. Some say he was simply a strange child who appeared at the edge of town during one of the many windstorms, while others say that he is an escaped slave (or one who bought his freedom) and has no real interest in social circles. His nature can be as strange as a desert storm, unpredictable but as likely to exist as sand in your libations.
He has not spoken a great deal on the reasons for him meeting the group or joining them. Those who spend the time to get to know him will eventually learn that he seeks to protect the precarious balance that exists between nature and civilization in this area. Through this group, he can be, not a bouncer or a bruiser, but an eye among heretics and those that might destroy what exists just beyond the city walls.
When there are high winds about, he is the last to seek shelter, almost communing with the elements on a regular basis.

Personality:
Naturally reserved, slow to speak and not the most eloquent, but he speaks with ancient beliefs, things discerned from the sands, and from things that do not speak as mortals "man" does. His first belief is that there is no person who is completely without self-centered belief, even himself. Everyone, to him, has a goal, and he deeply believes that as long as they do not destroy what he has sworn to protect, it is not his place to interfere.

Appearance:
Akaash's body is covered in scars and sand burns. The right side of his face is hidden by a chitinous mask that seems to be kept close to the skin (through a number of nasty animal bits, moistened). Anyone who catches the mask off will notice the skin is almost mauled, the price of the desert evident. Unless otherwise noted, the mask is always on.


There is now information behind the avatar.

It needs to be tweaked and adjusted for the DM's current game description though, but should be enough for the DM to work with in gaining a feel for the character.

Much cheers to all.

Grand Lodge

May i Present:

Gloin son of Azgal the ForgeHammer

Bref History:

Gloin has set out from the great northern land about 2 years ago to go look for his father Azgal the ForgeHammer (a respected Forgemaster -Cleric archetype).

The ForgeHammer had come to the great desert looking for the lost hold of Karak Zorn, considered to be the very first Dwarf settlement. Located in the mountains of the Southlands, it is fabled as a highly wealthy settlement, with towering zigurats made of gold.

Now a fully grown beard and a Inquisitor of Torag Gloin is looking for his missing Father, for he know that what ever lead he can find of Karak Zorn he might find clues to the ForgeHammer's whereabouts.

Confident in his faith of Torag, knowing that he was chosen at birth, he Carries the Old warhammer that his father made and discared long time ago.

And so the 6ft tall Blond human is searching for the long lost city of his adopoted darwen heritage.

GLOIN SON OF AZGAL (Ulfen)
(Ulfen) Inquisitor 1
Init +3; Senses Perception +6
==DEFENSE==
AC 17, touch 13, flat-footed 14 (+4 armor, +3 dex)
hp 10 (1d8+1)
SR 0
Fort +4, Ref +4, Will +5
Armor Chain Shirt, Light
==OFFENSE==
Spd 30 ft/x4
Melee Warhammer +3 (1d8+3) 20/x3
Ranged Longbow +3 (1d8) 20/x3
==STATISTICS==
Str 16, Dex 16, Con 12, Int 14, Wis 14, Cha 8
BAB +0, CMB +3, CMD +16
Feats Armor Proficiency (LIGHT / MEDIUM) (PFCR 118), Point-Blank Shot (PFCR 131), Precise Shot (PFCR 131), Shield Proficiency (PFCR 133)
Skills Bluff +3, Diplomacy +3, Intimidate +4, Knowledge (arcana) +6, Knowledge (nature) +6, Knowledge (religion) +6, Knowledge (planes) +6, Perception +6, Sense Motive +7
SU Judgment (PFAPG 38 - 39), Deflection Aura (PFAPG 89), Deflection Aura (PFAPG 89)
MC Inquisitor Domain (PFAPG 38) Protection (Defense), Inquisitor Orisons (PFAPG 38)
Traits Adopted (Social) (PFAPG 329), Birthmark (Faith) (PFAPG 328), Defender of the Society (Combat) (PFCh: FcGd 62)
Languages Common, Draconic, Dwarven, Skald

Gear: Backpack, Bedroll, trail ration (1 week), 10 torches, rope 50ft, wrist laches (tied to the warhammer). Gappling hoock; Tent small, waterskin. Buckler

Grand Lodge

star lyght
strix ninja lv 4
init +8 precep +17

str 21
dex 26
con 22
cha 21
wis 21
int 21

ac 22 touch 18 flatfooted 14

BAB +3

armor chain shirt light

weapon katana +1 1D8+8 + 1d6 fire
katana +2 1D8+8 + 1d6 nonletal + 1D6 frost

gear MW backpack, bedroll,rope 50ft headband of mental superiority and a belt of physical perfection

feats weapon finesse, dodge, two weapon fighting

skills stealth 20, knowledge local 18 survival 18 fly 18 climb 18 swim 18
background: he a strix taht loves to help if hes need he collects weapon its a hobby of his he willing to help out anyone hes a bounty hunter but only for weapons no gold

personality: hes a shady person but once he get to know the party hes a well trusted ally that would give his life for his party members

appearance: his wings are wrapped around his body making his clothing look black his wings are always wrap unless noted when unwrapped his clothing is a bright white he looks almost human except for his black wings hes 6'1" and about 150lbs


I will extend this to seven players since we seem to have such an active group that wants to play

So the players are
Utarah Sareesh
Viluki
Irathi Scornblood
Shadowyfox
Sunset
Gloin
Augustus4

Sorry Star lyght, but I was not accepting Ninja or Strix for this game. Although, I do have a player that would have tried to play
just that at the table even with the rules stated before game play.
O_o

Now off to try and start the campaign before I have to run off to work.


Okay to sum up a bit so everyone can get an idea of each other.

1. Utarah- Ifrit Bard
2. Viluki-Korun Nar Jazeed (Human wizard/necromancer)
3. Irathi Scornblood- Suli Magus
4. ShadowyFox- Akaash (Sylph Druid)
5. Sunset- Elf (Barbarian/Magus by my best guess)
6. Gloin- Ulfen(human?) Inquisitor
7. Augustus4- Harun Al-Furud (Ifrit Fighter)


Indeed Gloin is human (Ulfen are like a norse/viking type)

ps: i have rearange equipment a bit in order to have a Steel Lamelar armor (medium) instead of the chain shirt (light)


Indeed, you have my class choice correct. Initially levels in Barbarian archetype and thence concentrating on Magus ( Of the 'Kensai' archetype).

Much cheers to all.


Okay i halve set up the first post in the game play for all

Liberty's Edge

Seems we've lost a few players due to outside influences and are still able to proceed. However this also means we have two more adventuring slots open. with the benefit of characters now at level 2
could likely use another healer


Starting level 2, starting gold as per WBL or still the 300gp?

Liberty's Edge

Gilthanis wrote:
Starting level 2, starting gold as per WBL or still the 300gp?

Still 300 as the group hasn't hit the treasure hoard just yet


Treasure hoard? Aww yeah!


Treasure? treasure? did someone said TREASURE ?!?.

Mine mine all mine i tell you. and the elven girl too :)

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