Echos of The Desert (Legacy of Fire AP)

Game Master Rafael Bronzatti

Pbp of The Legacy of Fire AP, using pathfinder rules. (5 Players).


1 to 50 of 152 << first < prev | 1 | 2 | 3 | 4 | next > last >>

Well so I am crazy about RP and I love desert settings, alas the player at my table aren’t much inclined towards them so I decided to try and GM The Legacy of Fire AP as Pbp here in this forum, while I have some experience GMing this will be my first time dealing with Pbp though so I hope you understand. Though i’ve been reading other campaigns and adventures being done in this forum. I will probably have to learn some things along the way, well back to business:
I need 4 players capable of posting at least once a day.

Flavor:
“Think not of the desert as a wasteland, but as a new bride. Listen to her wishes
and her whims, and receive the glorious bounty she promises. Listen not and you
risk the wrath of a scorned woman. ”
Badawi proverb

“The desert is a harsh and cruel mistress. Obey her warnings, and you will be
lucky only to receive her lash. Ignore her, and she will forget you, and then you
shall be truly lost.”
Admonishment of gnoll slavers to their underlings, loosely translated

Legacy of Fire AP:
For those who don’t know the Legacy of Fire is an AP released by Paizo which is set in the desert region of Katapesh. You can learn more about it in the Legacy of Fire campaign guide which is avaible for free on this site.

Character Creation Rules:

Roll: 5d6 take the three highest numbers, if you get more than one ability number with a negative modifier substitute all but the smallest number by ten. (Before racial bonuses and penalties)
Example: I roll: 1,2,1,3,2=7 5,4,6,3,2=15 4,6,3,2,3=13 1,2,4,2,3=9 Rather than taking the 9 I trade it for 10, same if I roll other numbers: 1,1,2,4,2=8 I also rather than using the 8 change it to a 10. You can use the numbers you get for any attribute of your choice.
Three Traits: One must be a campaign trait.
Max starting GP
HP: Max to start. At each level you roll 1/2 your classes HD, and add the other half. So a 1d6 will roll 1d3+3, a 1d10 will roll 1d5+5.
Only good or neutral characters and please no jerks, any official Pathfinder race, class, archetype (except gunslinger, besides the problem of loot, there is at least to me, a minor problem in thematic) are valid so long as you explain them in the background.

Converted Traits:
Uwaga Highlander (Katapesh):You gain a +1 trait bonus on stealth when in rocky or hilly terrain, and stealth is always a class skill for you.
Eyes and Ears of the City (Abadar): You gain +1 trait bonus on perception while acting as lookout and perception is always a class skill for you.

I will be choosing mostly by background, personality etc… the more you can tell about your character the better.
Finally those are in no way necessary, but would help: For combat classes choosing Scmitar and greataxes as weapons (This has to do with the original loot if players choose other weapons I will change the loot), if making a cleric or paladin: Sarenrae would be the most obvious choice though Abadar and Nethys are also great, Iomedae, and Irori are okay, Torag if you are a Dwarf is always good, but the other gods are kinda out of theme. Having someone capable of using craft would be great too.


I am considering submitting a character but haven't decided on what way I want to go.

Apparently I can't find anything to day. When I search for the player's guide I only find the companion edition that's not free. Would you post a like to the guide?

5d6 ⇒ (5, 1, 2, 4, 5) = 17 = 14
5d6 ⇒ (2, 1, 3, 4, 6) = 16 = 13
5d6 ⇒ (3, 3, 1, 3, 2) = 12 = 9
5d6 ⇒ (1, 6, 4, 4, 4) = 19 = 14
5d6 ⇒ (6, 3, 4, 2, 4) = 19 = 14
5d6 ⇒ (3, 3, 3, 6, 2) = 17 = 11


Damn its actually not free I will have to post the traits here then... XD (Got this in paper from a friend so I assumed it would have one LOL)Thanks the gods for scanners though my already old copy will now have to be stapled together.

Campaign Traits:
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 venture-captain 500 gp for the wayfindersome day, but for now it’s yours to use. A wayfinderis a magical compass that grants you a +2 circumstance bonus on Survival checks to avoid becoming lost, and can be commanded to emit light as the spell (CL 5th) as a standard action.

Reclaiming your Roots: Your interest in the village of Kelmarane is more personal than most of the others who are heading out to aid in the reclamation. You aren’t seeking revenge against gnolls, glory, money, or anything else—to you, this is purely a matter of honor, as Kelmarane is where you were born. Your were forced to flee the village when you were only a few years old, and you didn’t discoverer this until a few years ago—perhaps you found an old document that revealed the truth, or maybe you learned the news from a relative. Both of your parents are now dead, and from what you’ve been able to piece together, one of your parents actually died in the village when whatever happened there happened. Your surviving parent spirited you away to safety to grow up elsewhere, but never spoke of Kelmarane and always told you that your other parent died when you were a child in a horrific tragedy like a fire or a flood that swept away the body. Now that you’ve started to uncover the truth, you are convinced that your heritage remains hidden in Kelmarane. Whether you just wish to find out what really happened to your parent that died there or you want to rebuild the village in his or her honor is up to you—but Garavel’s caravan to the village is just the opportunity you’ve been waiting for. When your other parent died recently, among his or her effects was a single item that once belonged to the parent who died at Kelmarane. This item is your most valued possession—a piece of jewelry worth 350 gp, any masterwork weapon or armor worth no more than 350 gp, or a wand containing any 1st-level spell (CL 1st) with only 20 charges remaining. If you ever lose this item, your resulting depression imposes a –1 penalty on Will saves for 1 year.

Gnoll Killer: You grew up in rural Katapesh, in a region where gnoll activity was a fact of life. You killed your first gnoll at a young age when a group of gnoll slavers attacked your village, home, or caravan, and your hatred of gnolls has only grown since then. Something in your past fueled your hatred of gnolls even further—perhaps your family was slaughtered by gnolls, or maybe you even served a few harrowing weeks as a prisoner of a gnoll tribe before a miraculous escape. When you heard that Garavel was looking for brave men and women to aid in retaking the village of Kelmarane from a tribe of gnolls in the service of the notorious Carrion King, you knew you had to be part of the group, and signed up immediately. You gain a +1 trait bonus on attack rolls and weapon damage rolls made against gnolls. If you are a barbarian and you’re fighting gnolls, your rage lasts 1 round longer than normal. If you’re a ranger and you select humanoid (gnoll) as a favored enemy, your trait bonus on attack rolls and weapon damage rolls against gnolls increases to +2. If you’re a spellcaster, you gain a +1 trait bonus to spell save DCs for damaging spells against gnolls.

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

Finding Haleen: You never knew your parents—perhaps they died when you were a child, or maybe you were taken from them and raised elsewhere as a slave. You owe your sanity and your life to a woman named Haleen. She could be your sister or merely a childhood companion, but whatever your relationship to her, she took care of you and protected you. She’s always been a part of your life, and although her temper often kept her from making friends or keeping a job, she’s always been kind to you. Haleen was instrumental in securing your freedom from slavery or making sure you got a good apprenticeship or job in society—but recently, she’d been growing strangely morose and depressed. You and Haleen normally kept no secrets, but whatever was bothering her wasn’t something she shared with you. One night, she vanished, leaving you a brief note, begging you to forget her and to get on with your life, but something about the note bothered you—something in the way she phrased her words struck you as forced. You may be convinced she’d been kidnapped, forced to leave against her will, or even magically controlled, but you also suspect that she left you to protect you from something—that was ever her way. You’re now convinced that it’s time for you to step in and protect her, but you had no idea where she may have gone until recently. Several months have passed since she disappeared, and you’ve spent those months searching for clues to her location, and you’ve finally found a lead—a mysterious note, a strange dream, the result of a back-alley divination, or a report of a sighting of a woman matching Haleen’s description has come to you, placing Haleen in the vicinity of an old ghost town named Kelmarane. What she’s doing there and how she came to be there makes nosense 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.


5d6 ⇒ (1, 6, 4, 3, 4) = 18 14
5d6 ⇒ (4, 6, 1, 1, 3) = 15 13
5d6 ⇒ (4, 1, 6, 3, 4) = 18 14
5d6 ⇒ (1, 4, 5, 1, 1) = 12 10
5d6 ⇒ (6, 5, 2, 2, 1) = 16 13
5d6 ⇒ (1, 4, 4, 6, 4) = 19 14

I'd like to apply with this character. Obviously her stats would change, but her background and class would stay the same.


Damn but I am a idiot. That aside it looks like I'm the only unlucky guy here in this forum.


I'd love to apply. Stats:

5d6 ⇒ (3, 3, 2, 2, 1) = 11 = 8 = 10
5d6 ⇒ (2, 4, 6, 2, 2) = 16 = 12
5d6 ⇒ (3, 3, 2, 1, 6) = 15 = 12
5d6 ⇒ (2, 4, 2, 1, 1) = 10 = 8
5d6 ⇒ (1, 2, 6, 4, 5) = 18 = 15
5d6 ⇒ (6, 2, 3, 2, 1) = 14 = 11

I'll post a character up tomorrow.


Rafael, how do you feel about a reformed (good) Gnoll PC - specifically a Ranger? Katapesh is one of the few places where gnolls are a reasonable play option so I just have to ask.

This guy was built for a homebrew game set in Katapesh that faltered as it came out of the gate. He is a Duskman (Nightstalls Enforcer) who was going to be leaving the organization at the beginning of the adventure - it was really more of a fun background thing the DM cooked up.

His gnoll template is based on the thread HERE. I could certainly do him as a reskinned version of a more standard race if you prefer that... or have your own take on how a Gnoll PC should be built. If you'd rather stick with the regular races, I totally get that.


I'm okay with it, that racial template in the link you posted looks fine. You have to edit background so you have a reason to join the group going to Kelmarene, you can probably rework the Gnoll Killer or the finding Haleen to work. =D


Interested! Here are the rolls:

5d6 ⇒ (6, 2, 3, 3, 4) = 18 = 13
5d6 ⇒ (6, 3, 2, 1, 5) = 17 = 14
5d6 ⇒ (5, 4, 3, 4, 2) = 18 = 13
5d6 ⇒ (3, 4, 2, 1, 1) = 11 = 9
5d6 ⇒ (4, 5, 5, 3, 5) = 22 = 15
5d6 ⇒ (3, 2, 6, 2, 3) = 16 = 12

Hmm... how incredibly...average. Still, kinda neat how that works. I'll be working on a character concept thru the day.


YAY RAF. :D

5d6 ⇒ (4, 6, 1, 5, 6) = 22
5d6 ⇒ (5, 4, 4, 4, 5) = 22
5d6 ⇒ (5, 6, 4, 5, 6) = 26
5d6 ⇒ (1, 2, 4, 6, 2) = 15
5d6 ⇒ (6, 5, 4, 3, 6) = 24
5d6 ⇒ (2, 2, 4, 4, 1) = 13


17
14
17
12
17
10

Ooooo ... well that's not hax or anything...


lexibean wrote:

17

14
17
12
17
10

Ooooo ... well that's not hax or anything...

How come I can never roll like that? :-/


Its the magical margaritas I drank, I think. I also roll like that when DMing, much to the dismay of my players. :<


Pathfinder Lost Omens Subscriber

Ohh! My favorite AP, and I love deserts. I'll get up a concept tonight. I've got a couple that might just be perfect for this AP, but I'll need to adjust.

5d6 ⇒ (4, 3, 6, 1, 1) = 15 13
5d6 ⇒ (3, 1, 5, 4, 4) = 17 13
5d6 ⇒ (6, 5, 2, 4, 6) = 23 17
5d6 ⇒ (2, 1, 4, 1, 3) = 11 9 (10)
5d6 ⇒ (5, 3, 6, 2, 4) = 20 15
5d6 ⇒ (1, 6, 4, 4, 5) = 20 15

Not Bad. I can work with that.


lexibean wrote:
Its the magical margaritas I drank, I think. I also roll like that when DMing, much to the dismay of my players. :<

Should I be worried Lexi?


Very! :D


Saresha - Hax crunch in profile, will write fluffs when my brain is more coherent :)


lexibean wrote:
Very! :D

Well that was my best mundane survivor build for the moment. I'll need to come up with something good for this one too.


I want to try something different...I think a witch, or perhaps a magus might be neat.

I'll see what I can come up with.


5d6 ⇒ (6, 5, 5, 5, 2) = 23 16
5d6 ⇒ (1, 4, 6, 3, 2) = 16 13
5d6 ⇒ (3, 4, 6, 1, 6) = 20 16
5d6 ⇒ (2, 5, 4, 6, 1) = 18 15
5d6 ⇒ (2, 4, 4, 4, 1) = 15 12
5d6 ⇒ (4, 1, 4, 2, 4) = 15 12

Let's see, this would make for a good Lore Warden...
So human with the Dual Talent alternate racial trait:

Str 18
Dex 17
Con 12
Int 16
Wis 13
Cha 12

The Exchange

This sounds too good to pass up, I've always wanted to play this AP. I'll make a few rolls and I'll try to come back with a character.

5d6 ⇒ (6, 6, 1, 4, 3) = 20
5d6 ⇒ (1, 5, 3, 6, 3) = 18
5d6 ⇒ (2, 2, 1, 1, 4) = 10
5d6 ⇒ (5, 5, 5, 5, 4) = 24
5d6 ⇒ (6, 1, 1, 3, 3) = 14
5d6 ⇒ (4, 1, 2, 2, 3) = 12

So... I think that leaves me with a 16, 14, 10, 15, 12, 10 to work with. I'm thinking perhaps a dwarf, a dwarven monk maybe..


I am thinking of a melee inquisitor of Cayden Cailean.


I've got a couple of concepts in mind......

5d6 ⇒ (5, 6, 2, 6, 4) = 23
5d6 ⇒ (1, 3, 5, 3, 4) = 16
5d6 ⇒ (5, 2, 3, 6, 4) = 20
5d6 ⇒ (3, 5, 3, 3, 6) = 20
5d6 ⇒ (4, 3, 1, 5, 4) = 17
5d6 ⇒ (6, 5, 2, 4, 3) = 20


Doctor Marlowe is going to be a combat maneuver and knowledge specialist Lore Warden with more than a few elements of Indiana Jones. Ostensibly he has come to Katapesh to catalogue some desert wildlife but will likely get sucked into whatever adventure comes his way. (I will consider myself the biggest winner in the Paizo forums if I can reasonably use the line: "This belongs in a museum")


Rafael The Silent wrote:
I'm okay with it, that racial template in the link you posted looks fine. You have to edit background so you have a reason to join the group going to Kelmarene, you can probably rework the Gnoll Killer or the finding Haleen to work. =D

:)

Sounds good! I'll convert him over to your build requirements and tweak one of the traits to dovetail. Thanks for the opportunity!

5d6 ⇒ (3, 6, 1, 6, 5) = 21 = 17
5d6 ⇒ (6, 6, 1, 1, 1) = 15 = 13
5d6 ⇒ (3, 3, 4, 4, 2) = 16 = 11
5d6 ⇒ (4, 3, 6, 2, 5) = 20 = 15
5d6 ⇒ (6, 4, 6, 3, 4) = 23 = 16
5d6 ⇒ (3, 6, 4, 2, 4) = 19 = 14


I'd like to submit this half link sorcerer, with just a few minor changes to his background to fit the campaign.

5d6 ⇒ (2, 2, 2, 3, 2) = 11 = 7
5d6 ⇒ (3, 1, 6, 3, 5) = 18 = 14
5d6 ⇒ (3, 4, 3, 1, 3) = 14 = 10
5d6 ⇒ (1, 2, 1, 4, 2) = 10 = 8
5d6 ⇒ (6, 4, 6, 5, 2) = 23 = 17
5d6 ⇒ (2, 2, 3, 5, 5) = 17 = 13


lexibean wrote:
Its the magical margaritas I drank, I think. I also roll like that when DMing, much to the dismay of my players. :<

Grrrr...Noro is not going to like that....

anyway guess i'll check my Dice-fu

5d6 ⇒ (1, 4, 3, 1, 2) = 11= 9
5d6 ⇒ (6, 5, 4, 3, 2) = 20= 15
5d6 ⇒ (6, 5, 1, 5, 4) = 21= 16
5d6 ⇒ (1, 4, 3, 2, 6) = 16= 13
5d6 ⇒ (2, 3, 2, 6, 5) = 18= 14
5d6 ⇒ (5, 3, 3, 2, 1) = 14= 11

wow a perfect 25 point buy


5d6 ⇒ (3, 1, 4, 2, 3) = 13
5d6 ⇒ (5, 5, 2, 5, 1) = 18
5d6 ⇒ (3, 3, 4, 2, 5) = 17
5d6 ⇒ (1, 3, 4, 3, 5) = 16
5d6 ⇒ (3, 1, 1, 3, 1) = 9
5d6 ⇒ (4, 5, 5, 3, 3) = 20

stats:
presenting Sciri Valik, human soulknife level 1
Never caught unarmed, the soulknife is the literal interpretation of using the power of the mind as a weapon. Creating a mind blade is the core of the soulknife, and with it, she is a deadly combatant. Versatile and varied, the soulknife can be found in all shapes and sizes, wielding blades unique to the wielder and customized to fit the needs of the soulknife. Fluid in function, the soulknife has mastered how to alter her mind blade to fit the situation, bringing power and versatility into any combat.

Role: As a wielder of a weapon first and foremost, the soulknife excels as a front-line combatant on the battlefield. Her limited armor options and defensive abilities can be a hindrance, but her varied blade abilities can make her an excellent mobile warrior or battlefield controller.

Bonus feat, form mind blade, shape mind blade, throw mind blade, Wild Talent

stats
str 20
dex 20 (18+2 human race modifer)
con 17
wis 16
int 13
cha 9 (or 10 GM correction needed)
Alignment: CN

Hit Die: 13 (d10+3 con mod)

Starting Wealth 600

Class Skills: Acrobatics (Dex), Autohypnosis* (Wis), Climb (Str), Craft (Int), Intimidate (Cha), Knowledge (psionics)* (Int), Perception (Wis), Profession (Wis), Stealth (Dex), and Swim (Str).

*New skill or expanded use of existing skill.

Skill Ranks Per Level: 5 (4+1 from human race) + Int modifier. Skills Acrobatics (Dex), Autohypnosis* (Wis), Intimidate (Cha), Knowledge (psionics)* (Int), Perception (Wis) and Stealth (Dex).
feats Psionic Weapon [Psionic], weapon focus (mindblade)and Two-Weapon Fighting.
traits Gnoll Killer,Desert treasure hunter (reflavored Rich Parents trait starting gp now 600 not 900) and Desert Nomad.

equipment studded leather (25 gp), waterskin 10 (10 gp), trail rations 10 (5 gp),dagger (2 gp), four light crossbows (140 gp), crossbow bolts (80 so 8 gp) tent (10 gp, carriage (100 gp) 2 Ponies combat trained (90 gp for both) to pull the carriage, 10 feed (per day) (5 sp) and Hireling, untrained (four cp a day, reason will be explained in story).

this content comes from pathfinder SRD.

the story of Sciri Valik:
A great warrior Sciri Valik upon his 15th birthday and the conjuring of his mindblade set out and killed his first few Gnolls. Not only was it good to kill the damn mauraders who made his life difficult, but it was also quite rewarding. Women alighted into his arms, driven by his reputation as the bane of Gnolls. By his 17th birthday Sciri had accumulated quite a fine fortune and then raided a Gnoll camp led by a warchief. The fight was difficult but he had picked off one by one the knolls in the camp. When he killed the chieftain he liberated several captives including the halfling Quillo.

Quillo as it turned out was quite good at directing animals and was soon employed as the carriage driver. On a rate of coin good enough to feed himself of course, as a great debt was owed to Sciri Valik one that halfling had to repay. (Quillo should be treated as a level one commoner with a high handle animal skill). Now Sciri Valik gathers brave adventurers on the hunt for Gnolls, adventure and of course great profit.

tell me if my stats are off (I prefer point buy simply because its easier not to mess it up). And if they are off by how much. For instance is it a small increment...or will it turn Sciri Valik the bane of Gnolls into Sciri Valik the unready (sorry Eric the unready, I mean no offence to dead vikings of the middle ages).

Lantern Lodge

5d6 ⇒ (5, 5, 3, 5, 2) = 20 =15
5d6 ⇒ (6, 5, 5, 4, 5) = 25 =16
5d6 ⇒ (2, 2, 4, 4, 6) = 18 =14
5d6 ⇒ (2, 5, 4, 6, 2) = 19 =15
5d6 ⇒ (6, 2, 4, 1, 6) = 19 =16
5d6 ⇒ (1, 4, 3, 6, 1) = 15 =13

Dark Archive

Posting my interest here. I'm going to try to track down a copy of that player's guide. Anyone want to give me a synopsis of what to expect in the campaign. I don't think I've heard anything other than the title before.


You're in a desert, and ya fight some gnolls and play with djinnis! :D

The Exchange

Here is my submission for this AP, Kharvus Stonefist, a dwarven monk of the sacred mountain.

Kharvus Stonefist's stats:

Kharvus Stonefist
LN male dwarf monk 1 (monk of the sacred mountain)
Medium Humanoid (dwarf)
Init +4; Senses darkvision 60ft; Perception +1 (+5 w/stonecunning)
------
AC 12, touch 12, flat-footed 10 (+2 Dex)
HP 12 (1d8+3+1)
Saves Fort +5, Ref +4, Will +3
Special Defenses +1 save bonus vs poison, spells, spell-like abilities; +4 AC dodge bonus vs giants
------
Speed 20ft
Melee +3
Flurry of Blows +2/+2
Ranged +2
Special Attacks +1 attack rolls vs orcs & goblinoids
------
Str 16, Dex 15, Con 16, Int 10, Wis 12, Cha 10
(original stats Str 16, Dex 15, Con 14, Int 10, Wis 10, Cha 12)
Feats Deflect Arrows, Improved Stonecunning, Improved Unarmed Strike, Stunning Fist
Skills Acrobatics +6, Appraise +2, Climb +7, Craft (stonework) +4, Perception +5
Traits
Tunnel Fighter +2 initiative checks, +1 weapon damage rolls for critical hits
Reclaiming your Roots
Desert Child +4 save bonus vs hot conditions, +1 save vs fire effects
Languages Common, Dwarven
-----
Equipment TBA

Background:

Focus on the crystal: clear, rigid, perfect. Focus on the mountain: strong, solid, immovable. Focus on the desert: empty, clarified, still. Kharvus focuses on the gem set in front of him, clearing his mind before he shifts into a series of moves to limber his muscles.

Kharvus stares out at empty desert, pondering his life, the events that brought him here to the surface, his goal. Living in a deep community of dwarves far beneath the earth, refugees from Zolurket. Learning to commune with the earth and harness its power and strength. Then, learnign that his twin Khriva, living as an adventurer in the outside world, had died in a place called Kelmarane. How strange it was to be on the surface, and to see the fabled sun for the first time! How the land baked under its glare! Kharvus travelled to Kelmarane, and retrieved his sister's belongings, including the fine crystal before him. Now, he ponders what the future holds for him.

I was thinking to play Kharvus as someone who has learned the traits of a monk, though perhaps not a monk in the traditional sense. He is a bit cloistered in the sense that he is a deep dwarf, having only just ventured out from below the earth for the first time. His campaign trait is Reclaiming your Roots, but with your permission I'd like to tweak it just a bit. Rather than growing up in Kelmarane and reclaiming his heritage, I wanted to change it to Kharvus travelling to that settlement because his twin sister had ended up there through her adventuring career. She has recently died fending off gnoll raiders, and Kharvus has been dispatched to retrieve her belongings. He also wants to see the place that his sister Kriva called home, and understand why the surface world called to her so. The surface world is a bit alien to him, but his heart is good. As per the trait, perhaps he could start with a 350gp-value gem, a reminder of his sister and a focus for his meditations.

Dark Archive

Got it. Thanks boss... Errr... Otherboss.

Maybe this is the campaign to finally break out my kobold?

Dark Archive

I'm kinda thinking of a very lost Primal Kobold Sorcerer, Cold themed. Mostly cause snowball is a hilarious spell.

Rolling to see what I'm starting with.

5d6 ⇒ (4, 4, 2, 2, 6) = 18 = 14
5d6 ⇒ (3, 1, 6, 3, 2) = 15 = 12
5d6 ⇒ (6, 4, 6, 3, 4) = 23 = 16
5d6 ⇒ (6, 3, 5, 4, 2) = 20 = 15
5d6 ⇒ (6, 4, 4, 5, 6) = 25 = 17
5d6 ⇒ (6, 1, 4, 1, 4) = 16 = 14

Actual Boss, are you alright with a Kobold in the campaign? If there's a campaign guide, I'd be glad to check it out and see what I can come up with.

ETA: I guess I could have edited all of this into that last post, huh?


Looks like a great AP, and I like your enthusiasm for RP. I'd like to submit my token for consideration.

5d6 ⇒ (4, 2, 4, 6, 5) = 21 = 15
5d6 ⇒ (5, 5, 2, 5, 2) = 19 = 15
5d6 ⇒ (4, 2, 4, 3, 4) = 17 = 12
5d6 ⇒ (3, 6, 4, 2, 4) = 19 = 14
5d6 ⇒ (6, 2, 2, 3, 1) = 14 = 11
5d6 ⇒ (5, 5, 6, 4, 4) = 24 = 16

Wow, those are awesome stats. I'll need to do a bit of digging around, but I'm currently thinking about bard or druid.


Oh Twil. I do so love all of your characters. LOL.

Grand Lodge

I had been wanting to try this AP out, as well as the Kingmaker one. But I know nothing of the whole Play-by-post thingamajig. I guess I could go have a look at some of the ones already running to get a feel of it. I have always liked gnolls, which I found out that this AP is chock full of them.

Dark Archive

@Boss: Assuming you'll accept the idea of a kobold in the campaign, I've got a second question for you. Not one that I'd usually ask, but kobolds got the short end of the stick pretty hard.

Would you consider allowing third party material into the game? I can work with what I've got (I did roll kinda well), but the Koldemar from Super Genius Games' "Kobold Kings" is fairly more on par with most other PC races.


I would like to apply with this guy, his bacground is in his profile. Of course, I will update his stats according to the rolls here.

5d6 ⇒ (2, 5, 3, 2, 4) = 16 12
5d6 ⇒ (3, 2, 2, 3, 5) = 15 11
5d6 ⇒ (2, 3, 2, 2, 4) = 13 9
5d6 ⇒ (1, 6, 2, 5, 4) = 18 15
5d6 ⇒ (6, 2, 3, 1, 4) = 16 13
5d6 ⇒ (6, 1, 2, 4, 5) = 18 15

A very typical "average Joe" of a kind, but I like playing those ;-) Hope to hear from you, cheers

Sczarni

Interested!

5d6 ⇒ (4, 4, 4, 1, 5) = 18 = 13
5d6 ⇒ (2, 3, 1, 1, 4) = 11 = 10
5d6 ⇒ (4, 2, 1, 6, 5) = 18 = 15
5d6 ⇒ (2, 6, 5, 3, 2) = 18 = 14
5d6 ⇒ (2, 1, 6, 6, 2) = 17 = 14
5d6 ⇒ (1, 1, 1, 2, 1) = 6 = 4

Hmm...


Oh, man, Crell! A 4!

Sczarni

Its a four, but yes!


Plaaaaay it! Plaaaaaay it! Haha.


I'm okay with kobolds, this is a good AP to make bizarre races because while you might draw supiscious or hostile stares, Katapesh is a land of trade where a lot of diferent people come together, and it is also quite lenient with its laws.

On the subject of third party it depends, You have to post the difference in racial traits but if it's balanced then I'm okay with it. (And yes Kobold are weak, unless you going with a Kobold rogue in which case they work well)

Kkk Score 4, that is hard.

Since you know there's no free player guide here's a bit about Katapesh:

Katapesh:
Katapesh! Land of adventure,
excitement, and addiction. The present blurs into the past as ancient ruins and weathered monoliths, once hidden, come to light. Scouring sandstorms whip away the dunes to reveal the planed sides of pyramids. Caravans gone astray on the savannah find the bones of old settlements, their inhabitants gone but their relics left behind. The tokens and trinkets of bygone Katapesh all make their way to the great city of the same name, to find a place among the stalls and shops of the city of trade. There, the battered gold necklace that once hung around the neck of an Osirian pharaoh sits in a tangle next to smooth blocks of pesh, while one of the enigmatic Pactmasters glides by, his madness-inducing visage concealed behind a bizarre mask.Katapesh may be many things: hostile, brutal, dishonest, opportunistic, uncivilized, pious—even beautiful. But it is never dull. Welcome to the bazaar of the bizarre, stranger


dotting for interest.
initially thinking something in the way of archeologist bard.
I'll look over other submissions before I make a final decision.

5d6 ⇒ (4, 6, 4, 2, 5) = 21 15
5d6 ⇒ (2, 4, 1, 5, 5) = 17 14
5d6 ⇒ (2, 1, 6, 5, 4) = 18 15
5d6 ⇒ (4, 2, 2, 5, 5) = 18 14
5d6 ⇒ (2, 3, 3, 3, 3) = 14 9 ( so i take 10 instead right? )
5d6 ⇒ (5, 2, 6, 1, 5) = 19 16


No bi0ophilia since that is your first score with a negative modifier you use it. (I know this system is kinda complex, but I like dice rolls but at the same time I know this AP can be hard in certain parts, plus for the unlucky out there I made it the way it is)

@CrazyHedgehog: Twiking the trait like that is fine.=D


Twil, if you make an icy kobold and I have a fiery pally ... can we argue a lot? XD


Well, the stats for my painfully shy halfling are done, and the background has been changed a bit to fit the campaign. Let me know if anything needs to be changed.


@Viluki take only the 3 highest numbers you roll.
Obi everything looks fine to me.

1 to 50 of 152 << first < prev | 1 | 2 | 3 | 4 | next > last >>
Community / Forums / Online Campaigns / Recruitment / The not so silent desert... Legacy of Fire AP Recruitment All Messageboards

Want to post a reply? Sign in.